RimWorld

RimWorld

387 ratings
DeepRim (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
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1.289 MB
Jul 12, 2020 @ 2:30pm
May 18 @ 10:04am
41 Change Notes ( view )

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DeepRim (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
802 items
Description

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


Popular Discussions View All (5)
5
Apr 12 @ 2:20pm
Experimental update branch (04/02/24)
XenoTheStrange
2
Apr 1 @ 9:04pm
This might be me but when I play with the mod the mineshaft and lift do not show up what should i do
cassbraun
5
May 6 @ 9:25pm
Pathfinding like in old Z levels?
Onkel Benz
769 Comments
XenoTheStrange 9 hours ago 
@Hash you might still experience some weird behavior when it comes to events that try to target the map you're on when you trigger them.
Like if you trigger the quest in royalty where your pawn needs to do a ceremony to get a psylink. If your throne room is underground and you trigger that, they'll sort of derp around aboveground until they leave because they couldn't find the throneroom.

Also if you call the Diabolus threat (or others) from a terminal underground you'll end up with the thing crashing through several layers of earth to whatever layer you summoned it to...
Mlie  [author] May 20 @ 6:05am 
@Hash Yes
Hash May 20 @ 5:55am 
Is it safe to build base in it ?
Mlie  [author] May 18 @ 10:05am 
@LanceFyre99
Should be fixed now, the rework of the mod missed to take low-tech drills into account and tried to use power.
LanceFyre99 May 16 @ 5:07pm 
After a little bit of testing, low-tech drills appear broken? They dont send pawns, and i was not able to get items back to the surface after sending them down.

Changing config to high-tech drills fixed this instantly
aztecrabbit May 14 @ 12:41pm 
No worries, I'll move to 1.5 very soon when important mods are already updated, and thank you! :)
Mlie  [author] May 14 @ 11:29am 
@aztecrabbit I improved the item-transfer to allow most storages and also zones. It should also spawn new items in nearby storages if allowed, if not they will spawn next to the drill instead of on it.
These changes are only in 1.5 however.
aztecrabbit May 14 @ 12:52am 
i already tested it using shelves, but no luck, not only chunk, but other items too (apparel, weapon, silver, component, etc), those item can be hauled automaitcally if poping up to the surface, but not chunks, soo chunk automatically designated to haul is not bad rihgt?

Like your mod, Haul Mined Chunks - https://steamcommunity.com/sharedfiles/filedetails/?id=2799728059
Mlie  [author] May 14 @ 12:17am 
@aztecrabbit I've only tested this with shelves so I have no suggestion on vanilla storages able to store chunks.
aztecrabbit May 14 @ 12:12am 
Okay, what are you using? i'll test it, i only use lwm for storage