RimWorld

RimWorld

Mines
244 Comments
SadPlastic Jul 4 @ 12:46am 
It would be cool if those buildings could be someone retextured into modern mines or futuristic
WexMan  [author] Jul 2 @ 9:30am 
@Zomtime
Here is the hardcore version, maybe it will suit you better for the experience you are looking for
Anny Jun 22 @ 2:27am 
Noice, subbed
WexMan  [author] Jun 21 @ 2:03pm 
@Anny
Yes, bug is fixed.
Anny Jun 20 @ 1:29pm 
Does this bug fix yet?? I dont want my bot to forever screw
paulrdunstan May 12 @ 2:28am 
To fix the problem of mechs not recharging and pawns not eating when they are mining, the following line needs to be inserted before line 17 in Defs\WorkGiverDefs\Work.xml:

<prioritizeSustains>true</prioritizeSustains>
SAMUKETTO Mar 12 @ 4:45pm 
When a biotech mechanoid mines in your mine, it will never be able to return to the charger to recharge.
Insterluda Jan 26 @ 12:56am 
@ShinUon.
Thank you.
Zomtime Jan 18 @ 10:56pm 
can make new one with less OP?
ShinUon Jan 17 @ 2:20am 
Bug Report: The MiningSpeed stat is affecting mining yield instead of work speed.

This can be fixed by changing line14 of Recipes_Mining.xml from:

<efficiencyStat>MiningSpeed</efficiencyStat>
to:
<workSpeedStat>MiningSpeed</workSpeedStat>
J. brain Oct 26, 2024 @ 6:27pm 
i cant find te research
WexMan  [author] Oct 23, 2024 @ 9:37am 
@Pasaway
At the moment jewelry support has been disabled because i have encountered some difficulties while trying to implement it as i am not a programmer. I hope to be able to solve the problem in the future.
WexMan  [author] Oct 23, 2024 @ 9:35am 
@vreemdevince
Everything is exactly as Pasaway said.
Pasaway Sep 30, 2024 @ 1:53am 
Does "added support mod 'jewelry' " mean that mines can produce gems? I added this mod and mines to an existing game and don't see any gems added. I am wondering if I need to start a new game.
Pasaway Sep 30, 2024 @ 1:48am 
@Vreemdevince: Mining. Quick Tip: The mining operation seems to take the same amount of time per action, but faster mining speed seems to increase the amount of material produced per action.
vreemdevince Sep 14, 2024 @ 7:56am 
Does the mine use the mining or drilling skill subcategory?
WexMan  [author] Jun 24, 2024 @ 9:44am 
@Order Prerogative; @Sorta Nutty
Yes it is. The skill increases productivity, but the production speed does not change
Sorta Nutty Jun 23, 2024 @ 8:01pm 
@Order Perogative Speed seems to be always the same. Skill increases yield.
Cosmoros May 8, 2024 @ 1:33pm 
Or is mining speed converted into yield?
Cosmoros May 8, 2024 @ 1:32pm 
What type of job is mining in the mine? My miner mines stuff around the same time as someone with no skill. Yield is lower, but speed is similar.
TealDragonGaming Apr 28, 2024 @ 1:37pm 
@Wexman Thanks for the reply
WexMan  [author] Apr 28, 2024 @ 1:55am 
@Naymy
For now, I'm in no hurry to update the "hardcore" version, due to lack of time and low popularity of the mod. If there is more time, I will add more development to the mod, and compatibility with other mods.
WexMan  [author] Apr 28, 2024 @ 1:52am 
@Zadkhiel_TV
I don't play with Medieval Overhaul myself, so I haven't tested them for compatibility. But as far as I know, Medieval Overhaul changes the process of obtaining steel, hence the compatibility problems.
WexMan  [author] Apr 28, 2024 @ 1:48am 
@TealDragonGaming
Now I understand what you meant.) If you say so, then it’s probably true. But this is already a feature of the game. Since the mine essentially acts as a resource generator. To answer your question, I don't think there's anything I can do about it.
Naymy Apr 19, 2024 @ 10:43am 
Do you have plans of adding the "Hardcore" version of this?

Alternatively, could you make the research slightly different. You start off with the "Hardcore" mine, then you can research a better one which costs lots more research / end-game material. Love the mod btw.
Zadkhiel_TV Apr 17, 2024 @ 8:55am 
I think your mine has issues meshing with Medieval Overhaul. It doesn't add the iron ore in at all, it does see the gold ore and plasteel ore. It doesn't see the silver ore, but it does let you just straight up mine the silver ingots.
TealDragonGaming Apr 14, 2024 @ 9:04pm 
@WexMan Thanks for the reply. I was noticing some wealth bloat in my colonies and tracked it down to this mod. (Unless my testing was wrong but this was the errant mod I found.) I was getting wealth value on the graph from items and no clue what it was from. After testing I found that slate/limestone/granite etc. chunks were adding it to my item value. I fired up a vanilla colony and they didn't. So I wonder if because you generate chunks now it tracks them as colony owned items. Or something. I'm not entirely sure. It's not a deal breaker but a nuisance I wanted to get to the bottom of.
WexMan  [author] Apr 14, 2024 @ 11:52am 
@red10ish
I hope I can add resources from other mods sometime in the future...
WexMan  [author] Apr 14, 2024 @ 11:52am 
@TealDragonGaming
Not sure I understood what you meant.
WexMan  [author] Apr 14, 2024 @ 11:51am 
@lpseudonyml
I'm glad that the mod is useful and it's not just me who's happy.
red10ish Apr 14, 2024 @ 9:20am 
Is there a way for mining resources from other mods such as the star trek & Xcom mods?? or can that be in future updates??
TealDragonGaming Apr 12, 2024 @ 9:54pm 
This mod seems to generate wealth from landscape chunks. Is this intentional or a side effect? It's only like 2 or 3 per chunk but it adds up after 1000s of chunks. My maps regularly start with 800+ scattered about.
lpseudonyml Apr 11, 2024 @ 7:32pm 
Thanks so much for the 1.5 update, one of the oldest and bestest mods out there.
DartMada Apr 6, 2024 @ 2:08pm 
its 1.5 now
ed155 Mar 19, 2024 @ 9:16am 
1.5 when?
bonesieboy Aug 11, 2023 @ 2:11pm 
hmmm my pawns r kinda ignoring this and i cant force them to work the (mine)shaft
Darth Tiredlass Jul 20, 2023 @ 6:48pm 
Just a heads up, the efficiency stat used to calculate output / yield of a mining bill is currently "mining speed", not "mining yield"

https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457&searchtext=rimmsqol for anyone who is not the author, it is easy to alter this yourself by editing the recipes with this mod
Morcalvin Jun 30, 2023 @ 8:11pm 
Does this allow ming of gemstones from Rimfantasy? I use Rimfantasy Medieval Overhaul version
Cactus Juic Jun 18, 2023 @ 6:42am 
Mine random option? Preferably with the option to change what things you might get, but I don't know how easy that would be. Just want to be able to mine whatever when I don't need anything else.
冷面狂怒 Apr 22, 2023 @ 8:55am 
如果你的殖民者无法为此MOD工作,问题可能是同时订阅了mines和mines2.0,尝试取消订阅其中的一个MOD
If your colonist is unable to work for this MOD, the problem may be that he is subscribed to both mines and mines2.0, try unsubscribing to one of these mods
Manaroth Feb 24, 2023 @ 3:32pm 
make it so i can use mechs to mine!
Triel Feb 16, 2023 @ 2:22pm 
@Zapp Sounds like a work tab time
Doomchibi Feb 9, 2023 @ 3:10am 
Is there any chance that the texture for this could be available as a separate mod so it could be applied to the hardcore version mines? This looks great and fits in so naturally with vanilla art.
Goose Jan 25, 2023 @ 12:19pm 
Is there a mod that lets you gather wood the same way as this?
or a way to configure allowable mineable items thru the mod config?
RivenShahktor Jan 15, 2023 @ 5:55pm 
Is this compatible with Medieval Overhaul?
Zapp Brannigan Dec 25, 2022 @ 6:20am 
I noticed that the work type "Do bill at mine" is at a higher priority than the work type "Mine" and "Drill at deep drill", meaning by default, miners will work at any mines rather than actually mine out locations for buildings or ore or work at set deep drills. Is there any chance you could lower the priority below the work types "Mine" and "Drill at deep drill" it makes more sense to have miners mining out limited resources before working on infinite sources in my opinion, it is also causing an issue with trying to build into mountains.
IHateTheIRS Dec 22, 2022 @ 12:51pm 
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IHateTheIRS Dec 22, 2022 @ 12:51pm 
goated mod
ziat007 Dec 3, 2022 @ 4:40pm 
A configuration menu for this would be awesome.
Could merge this and hardcore with a preset for hardcore.

Could also include chance to get injured and death as balancing to hardcore.
.puddi Nov 15, 2022 @ 7:32am 
Would it be possible to make a new worktype for this instead of using "mine"?
Like how the quarry mod adds in a quarry worktype. Would it be possible to add in a "Mine" worktype?