RimWorld

RimWorld

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Mines 2.0
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
22.444 MB
May 31, 2021 @ 1:42pm
Jul 23 @ 1:41am
34 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.
Also "Alpha Implants" can be breaking it too. Try to place it after this mod, if its breaking your game when its on top... or the other way around...

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. Just make sure to backup your save and remove Mine building before removing the mod.

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
1.6 Update

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 (4)
44
Aug 6 @ 10:18am
Bugs
StatistNo1
1
Sep 10 @ 5:32am
Steam keeps downloading 1.5 version of the mod
Leutian Kane
1
Jul 26 @ 5:11pm
Using <ModExtensions> Throws Red Error on Load if youve added it to another ThingDef.
Leutian Kane
593 Comments
Leutian Kane Sep 12 @ 2:16am 
otherwise you get red errors saying it cant find this or that if something isnt installed thats patched , its a lot less effort than using MayRequire for every patch.
Leutian Kane Sep 12 @ 2:15am 
because i use load Folders so it only loads certain folders if certain things are loaded and if not it loads a different folder.
Cain  [author] Sep 11 @ 10:59pm 
Why do you have a patch in multiple folders? Doesn't it usually work if its only at one place?
Leutian Kane Sep 11 @ 5:50pm 
ill do that cause i patched it in the AllMods folder too and it still didnt work .
Leutian Kane Sep 11 @ 5:16pm 
i forgot to patch the one in AllMods folder didnt i ?
Cain  [author] Sep 11 @ 1:32pm 
You can contact me on discord too btw. Just ping me I can answer whenever I can. Not on my computer all the time
Cain  [author] Sep 11 @ 1:30pm 
Alpha Implants is a known issue but idk what really causes it. That technique works yes.
Cain  [author] Sep 11 @ 1:29pm 
I tried what you did with the research. Used your mod but for Industrial Medicine. Carbon mod for research.
<Operation Class="PatchOperationAddModExtension">
<xpath>Defs/ThingDef[defName="MedicineIndustrial"]</xpath>
<value>
<li Class="MinesAutomatedExtension.MineableSettings">
<researchPrerequisites>
<li>CarbonResearch</li>
</researchPrerequisites>
<workOffset>200</workOffset>
<mineableYield>10</mineableYield>
</li>
</value>
</Operation>
Here is the patch for it. It works as intended. I saw that your mod has the same patch in different files. It was only effective when I have done the changes on common/patches/Patch_Mines2.0Vanilla.xml
Industrial medicine is not mineable until you do the research for carbon in my case. Even when using god mode
Leutian Kane Sep 11 @ 9:47am 
here is the patch <Operation Class="PatchOperationAddModExtension">
<xpath>Defs/ThingDef[defName="LKUberSteel"]</xpath>
<value>
<li Class="MinesAutomatedExtension.MineableSettings">
<researchPrerequisites>
<li>LKUberMetals</li>
</researchPrerequisites>
<workOffset>200</workOffset>
<mineableYield>10</mineableYield>
</li>
</value>
</Operation>
Leutian Kane Sep 11 @ 9:46am 
@Cain ive replaced the minecraft research for a specific metal in my patch with my own custom research, and its still showing up as a bill after i research minecraft.