RimWorld

RimWorld

389 arvostelua
DeepRim (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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Julkaistu
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1.289 MB
12.7.2020 klo 14.30
18.5. klo 10.04
41 muutosilmoitusta ( näytä )

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DeepRim (Continued)

1 kokoelmassa, tekijä Mlie
Mlie's resurrected mods
825 luomusta
Kuvaus

Update of meowmeows mod
https://ludeon.com/forums/index.php?topic=39262.0

- Added smoke to the drill when drilling
- Added Send up-button to the underground drill
- Added Russian translation, thanks WolF8RocK
- Added mod-settings for changing the size of the generated map-layers
- Added mod-setting for low-tech mode where the drill is operated manually and don't require power
- Added option for transfering items between layers automatically if they are in nearby built storages. You need storage-buildings built both on the top level as well as on a lower level, next to the shaft. You will then get an added option on the shaft to automatically transfer items between them.
- Added power-transfer from the top layer to the lower layers. A set amount of power is split equally to each layer.
- sk4p3g04t made retexture for this mod: DeepRim Retexture
- Holding CTRL while transferring pawns/items will now also switch the map to the targeted map
- New icon textures made by Ontheheavens
- New drill texture made by Ontheheavens based on the the retexture mod by sk4p3g04t. The old texture will be used when selecting the "Low-tech"-option in the mod-settings.
- Manual drilling should now only be possible when the "Low-tech" option is on, as the new modern texture does not really allow manual drilling.

Will now generate versions of cave biomes in Biomes! Caverns (Thanks to m00nl1ght-dev for the fix) and CaveBiome if loaded.

The 1.5 update brings a lot of new features and QoL additions, all done by SunPraise
- Layers can now be renamed
- Abandoned layer depth will not be reused
- Items can be transfered between layers and not just via the surface
- Ore density of the underground layers can be adjusted
- More flexibility with the power-transfer between layers



[dsc.gg]
[github.com]



Allows construction of mining shaft, which can drill down and bring you new maps to explore and mine for resource.
Never run out of ores!
Avoid the lazy Deep drill with this new revolutionary mining method!

- Start by building a mining shaft and click start. It requires power while drilling. (It's not magic, duh)
- Once finished, you get the option to send people and item down
- They'll end up in the underground map, full of rocks and ores to mine.

FAQ:
Will there be raids in the underground?
Unlikely. I can't say for sure. Raids can probably still be forced for underground, but it'll probably just spew some red errors. Can't say what will happen, since there's quite a number of storyteller, and some are custom.

Will this mod works with [X]?
Most likely. If there's any incompatibility issue, please tell me.

Will [Custom Ore of some mod] spawn underground?
If it spawns above ground, it will likely spawn underground (Assuming that the mod configured them correctly, instead of writing a code to spawn spawn ore after your pawns landed) . At the moment, it is confirmed that hardcore SK's ores spawn correctly underground.

LAG! LAG! LAG! It's lagging!
That's not a question. But yes, this mod will take more CPU when drilling a new layer, specifically, when the drilling is done, and a new layer is generated. It only last a moment though, after that, you should be fine. There's no solution for this at the moment, unless Rimworld somehow does multi-threading. Having too many layer will also cause lag. Try to avoid that.

How do I move item from one layer to another?
Put a stockpile zone on the lift, move whatever item you wish to move. Use the bring up/move down feature to move the items. (Items, pawns, and animals are all moved by the lift in the same way)

Planned Feature:
Multiple shaft to single map, allowing tunnels to be made
Balancing
Deeper layers will have different map generation method. For example, lava and hotter in deeper layer.

Author/Mod Team
Me. Just me. I think, for now.
Oh, wait. Asset by jabbamonkey is used.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


Suositut keskustelut Näytä kaikki (5)
5
12.4. klo 14.20
Experimental update branch (04/02/24)
XenoTheStrange
5
6.5. klo 21.25
Pathfinding like in old Z levels?
Onkel Benz
2
1.4. klo 21.04
This might be me but when I play with the mod the mineshaft and lift do not show up what should i do
cassbraun
781 kommenttia
Saltiest of Crabs 11.6. klo 21.37 
can you make the "weather" of the cave maps the same as the caves on anomaly? to have those cool dust effects and all?
Ionfrigate12345 10.6. klo 7.43 
Also for questions above about automated items transfer between layers, think of the SkipDoor of Vanilla Psycast Expanded with Skipdoor Delivery patch. You can open skip doors on both sides to transfer pawns, (trained) animals, mechs, then use their surrounding storage zone to transfer items (check the page of Skipdoor Delivery for how it works).

It's much easier than shaft. SkipDoors can be used between any two colony maps you want, you can even use it between your SOS2 spaceship and underground, so that your underground colony becomes your safe backyard.
Ionfrigate12345 10.6. klo 7.30 
Hi author,

Love this mod, make me think of Below & Beyond DLC of Surviving Mars but it's much more fun in Rimworld.

Is there a way to identify your underground map instance from regular maps (in C# code I mean)? Like SOS2 I can check if map.Biome is OuterSpace, does your underground map instance have some special properties? I can make some patches to prevent some of mods in my workshop from spawning NPC on underground map. I've already done it for SOS2 space map so it wont be hard.
Chernobyltoast 8.6. klo 23.29 
would it be possible to have items sent down through the shaft like how items are loaded into transport pods? if, for example, you wanted to send some meals down to a worker living temporarily in the mines for work, or a specific amount of building materials down without fiddling with stockpile priorities.
XenoTheStrange 5.6. klo 13.23 
I wonder what could cause that... Something that modifies pathing maybe? If they can't even stand on it / walk over it.
jortover 25.5. klo 7.03 
:<
Mlie  [tekijä] 25.5. klo 6.31 
@jortover Then you have a mod conflict
jortover 25.5. klo 5.14 
@Mlie
jortover 25.5. klo 4.51 
I can only have them stand to the side instead of directly on top of the machine
Mlie  [tekijä] 25.5. klo 3.38 
@jortover Have you selected the layer you want them to go to and pressed the send down gizmo?