RimWorld

RimWorld

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Omni Core Drill (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
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Updated
377.802 KB
Jul 31, 2021 @ 1:23pm
Apr 12 @ 7:54am
6 Change Notes ( view )

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Omni Core Drill (Continued)

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

Update of DoctorVanGogh, TheUbie and pointcaches mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1089876213

- Updated the previews with the correct texture



[dsc.gg]
[github.com]


A Rimworld mod offering a deep core drill that supports any mineable material (vanilla or mod-added) out of the box. If it's in a map (not necessarily yours), it can be found by the core drill. You just need enough power and work by your pawns

Supports any material that could be found in a map as a mineable rock.

Depending on material rarity and properties, drilling for that material will take more or less work and produce higher or lower yields.

For example drilling for Components is quite inefficient due to the small cluster size and low yield of compacted machinery. Plasteel on the other hand - while much rarer and harder to mine (and drill) - will yield significantly higher amounts of material because of the large cluster size and high yields.

Configuration
You can manually change the amount of work needed/material yielded per materia, per game!. By default a material's rarity/lump size/etc. are crunched[github.com] to set those values.
Via the ingame Options, Mod Options you can tweak those values from 1/4x to 4x.

So if you want to have one high tech game with utterly overflowing amounts of unobtanium, just increase it's yield to max. And if you want to have another game where there is just no Steel to be found... go for it!


(Un-)Install
Can be installed into existing savegames. Can be safely uninstalled once all bills on the core drill(s) and the drills themselves are removed/deconstructed


  • 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


98 Comments
Mlie  [author] May 9 @ 3:46pm 
@tylerkind2 No, why would it?
tylerkind2 May 9 @ 3:11pm 
Does this mod work alongside the original?
Mlie  [author] May 5 @ 11:26am 
@9bananas I see, well folder names doesnt matter, they are just for organization
9bananas May 5 @ 10:31am 
\Steam\steamapps\workshop\content\294100\2562491370\Defs\WorkDiverDefs

it's the name of the folder, figured it's probably meant to say WorkGiverDefs with a G
Mlie  [author] May 5 @ 8:35am 
@9bananas Where do you read this?
9bananas May 5 @ 8:07am 
one last thing: is it supposed to say "WorkDiverDefs" in the Defs, or is that a typo?
9bananas May 5 @ 7:43am 
hmm...looking at the defs some more, i think it could be patched by replacing the workType Mining with Drilling...just have no ides whether that messes with the job itself, or if the game just treats that as a flag for the job priorities...i'll test it and give FSF a holler on a possible patch!

thanks Mlie! <3
Mlie  [author] May 5 @ 6:51am 
@9bananas Never used Complex Jobs but perhaps they can add support for this mod in their definitions
9bananas May 5 @ 6:30am 
Hi!

i have a question regarding the work type: is it possible to assign a drilling worktype to the jobs of the drill, or is that just not possible because it's a doBill worktype?

thing is, it's not properly prioritizing the work as "drilling" when using something like Complex Jobs, which has a separate "drilling" work priority...since internally it's not actually "drilling" work...this is kinda opaque from a user POV. only realized what the problem is after looking into the defs...although i do understand if it isn't possible to change
WittyThoughts Apr 28 @ 11:18am 
nvm the issue seems to be Superhero Genes - Base removed it from my modlist and values went back to normal