RimWorld

RimWorld

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Mines 2.0
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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22.444 MB
31 maj, 2021 @ 13:42
23 jul @ 1:41
34 ändringsnotiser ( visa )

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Mines 2.0

Beskrivning
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.
Populära diskussioner Visa alla (4)
44
6 aug @ 10:18
Bugs
StatistNo1
1
10 sep @ 5:32
Steam keeps downloading 1.5 version of the mod
Leutian Kane
1
26 jul @ 17:11
Using <ModExtensions> Throws Red Error on Load if youve added it to another ThingDef.
Leutian Kane
601 kommentarer
Alex Doscious 17 okt @ 18:30 
when i add this mod it says its not made for 1.6
ThatFatGuyML 5 okt @ 11:31 
ty Cain

and thats fine, I'm used to the old Mine mod.
Cain  [skapare] 5 okt @ 10:18 
There is a button in settings to enable stone chunks. But it is high likely that it will break your wealth. It is related to how stone chunks wealth is calculated by the game. Think of it like that your map is made of granite and limestone and lacks sandstone. So if you get sandstone to your colony it is very valuable. I didn't pry deeper to how the calculation works but be careful.
UEemperor 5 okt @ 5:44 
Aaaaand yep all working fine now. Thank you!
UEemperor 5 okt @ 5:32 
Gotchu. I missed this part. Will repost once tested.
ThatFatGuyML 5 okt @ 3:44 
UEmperor

as it says above, you have to load it *before* the mods conflicting

especially Alpha Implants
UEemperor 5 okt @ 0:54 
Hello, question.

Im having an issue where the mine doesnt show any bills (whether chunks or minerals).

Its loaded last after every content mod, I have a lot of mods, yes, what im trying to ask here is "what could be messing with it?"
ThatFatGuyML 4 okt @ 7:27 
is there a way to add the basic stones (Granite, Limestone, Sandstone, Marble, and Slate, maybe Vacstone) to this mode? the OG mines one had it but I cant seem to get both working
Leutian Kane 12 sep @ 2:16 
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 12 sep @ 2:15 
because i use load Folders so it only loads certain folders if certain things are loaded and if not it loads a different folder.