RimWorld

RimWorld

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Mines 2.0
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Mod, 1.2, 1.3, 1.4, 1.5
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11.836 MB
May 31, 2021 @ 1:42pm
Sep 11, 2024 @ 11:50am
30 Change Notes ( view )

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Mines 2.0

Description
Description
This version of Mines mod makes it possible to mine resources added with mods

The Mines, a place for your pawns to excavate the treasures of the earth.
This is a remake of the mod from AngleWyrm to version 1.3.

Adds a new building to the game - a mine in which you can mine all the available ores and rocks from the main game and mods. This mine is essentially a resource generator, which greatly simplifies the game, it can disrupt the game balance and be too OP.

You need "Minecraft" research to build Mine.

You don't need to download WexMan's version of Mines for this to work.

Big NEWS
There is a mod now called Choose Your Recipe. Which lets you disable some recipes from your workstations. I didn't tested it but it should work with Mines!

Planned
-Adding options to disable some ores and rocks. Can be DONE with above mod ^
-Patch for material mods to make them mineable after researches. The way mod operates makes it harder. DONE but you have to create your own xml files
-Maaybe fix rocks breaking game balance by filtering them out from general multipliers. DONE

About No Bills Issue
This mod generates bills from other mods by patching them after they load. If there is a mod in your modlist that changes the mod load order (like BetterLoading) it can most likely cause no bills to show up on your mines.

Original mod is at: https://ludeon.com/forums/index.php?topic=34231.0
and at: https://github.com/AngleWyrm/Mines/releases/tag/17-8-17

Savegame compatible.

Adding your own resource recipe
<li Class="MinesAutomatedExtension.MineableSettings"> <researchPrerequisites> <li>MinesAutomated_ResearchProjectDef_minecraft</li> </researchPrerequisites> <workOffset>200</workOffset> <mineableYield>1</mineableYield> </li>
Adding this codeblock in <ModExtensions> block of the ThingDef of resource you want to add as recipe will allow the item to be mined. You can edit;
-Research prerequisites. If you want item to be mineable after a certain research.
-Amount of work for resource to be produced.
-Amount of resource that will be produced.
(Note that these settings will not be affected by general mod settins nor will have options to be changed in game.)

Updates
11.09.2024 - Rule update for Alpha Implants
-This mod now needs to be loaded before Alpha Implants from Sarg. I added it as a rule. Your ingame or third party mod sorters should warn you about it. Please update your mod list guys.

20.04.2024 - 1.5 Update
-Done by Scorpio. Thanks.

07.11.2022 - 1.4 Update
-Done by Scorpio. Thanks.

05.06.2022 - Big Update ig.
-You are now able to disable the stone chunks. I have big hopes for it to solve wealth problem. If it doesn't please comment.
-You are now able to add your own resources that doesn't have mineable sources. Mines 2.0 Extension mod is integrated in main mod.

21.05.2022 -
-Mines are now rotatable. I am not an artists but I hope you like other textures.

24.09.2021 -
-Fixed wealth tab. But unfortunately this only fixes new games, not the games that already have this bug.
-Updated 1.2 version too.

20.09.2021 - a.a.a.smol Update (I should clean this)
-Added option to disable logging. ( The thing appears in debug log at the launch of game)
-Fixed the issue with special characters in resource names. (ex. "(")

19.09.2021 - smol Update
-Fixed missing resources.
-Betterloading makes some bills disappear for some reason. Statist is looking in to it.

14.09.2021 - another smol Update
-Recipes not appearing should be fixed now.
-Name change, so that people don't confuse "automated" part of the mod.
-1.2 support added

14.09.2021 - smol Update
-Same name resources from different mods are showing up now.
-Harmony need removed from About.xml. It won't ask for it.

13.09.2021 - BIG Update
-Code rewritten from zero by StatistNo1
-New mod settings
-No more Harmony needed

[github.com]

[discord.gg]

Credits
AngleWyrm - For this awesome mod.
WexMan - For updating it to 1.2.
StatistNo1 - For rewriting the mod from 0.
Jacque Pott - For this awesome extension.
Scorpio - For updating this mod to 1.4 and 1.5.

Special Thanks
SirLalaPyon for this awesome texture.
Rebel_Rabbit for letting me use it and making it possible to update mod.
StatistNo1 for rewriting the mod from 0.
Popular Discussions View All (2)
35
Apr 19 @ 4:13am
Bugs
StatistNo1
0
Nov 24, 2022 @ 6:55pm
No patch notes?
VeteranXT
507 Comments
Rebel_Rabbit  [author] Jun 14 @ 3:03am 
@Alex_ yes its different as you can set bills instead of random mining, bills can be set to mine 100 of x metal so that you always have a stockpile of it
Alex_ Jun 1 @ 5:42am 
Is this different from the quarry mod?
Kamisato Ayato May 31 @ 10:03pm 
if u change the values in mod settings it doesn't let u go back to default its either 200 or 50 cant put a 1 in there for some reason.
AUV May 4 @ 7:07pm 
和 1trickPwnyta's Defaults 有冲突,导致没有清单
Firedog Apr 25 @ 9:11am 
tons of conflicts, stick with the regular mine mod...
情调 Apr 19 @ 4:11am 
和EverythingTable冲突导致无法显示菜单
I don't speak English; this is translated by AI.
Conflicts with 'EverythingTable', causing the menu to fail to display.
[kk_Leg] kRIEGER Apr 10 @ 5:14am 
@InsideOutFace what if you just make a stockpile next to it?
InsideOutFace Apr 5 @ 12:25am 
Is there a way to get pawns to just drop what they mine in place instead of carrying it to a stockpile?
Bitterholz Feb 26 @ 10:11am 
The error about the research added by this mod is indeed related to this mod. :debug:

Could be all kind of things, if you run ferny mods that sort stuff n such Id check if it still throws errors without running them.
Volg Feb 24 @ 1:02am 
Trying to track this error down:

Failed to find Verse.ResearchProjectDef named MinesAutomated_ResearchProjectDef_minecraft. There are 0 defs of this type loaded.

is it related to this mod?