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Here is the hardcore version, maybe it will suit you better for the experience you are looking for
Yes, bug is fixed.
<prioritizeSustains>true</prioritizeSustains>
Thank you.
This can be fixed by changing line14 of Recipes_Mining.xml from:
<efficiencyStat>MiningSpeed</efficiencyStat>
to:
<workSpeedStat>MiningSpeed</workSpeedStat>
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.
Everything is exactly as Pasaway said.
Yes it is. The skill increases productivity, but the production speed does not change
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.
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.
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.
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.
I hope I can add resources from other mods sometime in the future...
Not sure I understood what you meant.
I'm glad that the mod is useful and it's not just me who's happy.
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
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
or a way to configure allowable mineable items thru the mod config?
⣿⡯⠀⢈⠈⢄⠂⠂⠐⠀⠌⠠⢑⠱⡱⡱⡑⢔⠁⠀⡀⠐⠐⠐⡡⡹⣪⠀⠀⢘
⣿⣽⠀⡀⡊⠀⠐⠨⠈⡁⠂⢈⠠⡱⡽⣷⡑⠁⠠⠑⠀⢉⢇⣤⢘⣪⢽⠀⢌⢎
⣿⢾⠀⢌⠌⠀⡁⠢⠂⠐⡀⠀⢀⢳⢽⣽⡺⣨⢄⣑⢉⢃⢭⡲⣕⡭⣹⠠⢐⢗
⣿⡗⠀⠢⠡⡱⡸⣔⢵⢱⢸⠈⠀⡪⣳⣳⢹⢜⡵⣱⢱⡱⣳⡹⣵⣻⢔⢅⢬⡷
⣷⡇⡂⠡⡑⢕⢕⠕⡑⠡⢂⢊⢐⢕⡝⡮⡧⡳⣝⢴⡐⣁⠃⡫⡒⣕⢏⡮⣷⡟
⣷⣻⣅⠑⢌⠢⠁⢐⠠⠑⡐⠐⠌⡪⠮⡫⠪⡪⡪⣺⢸⠰⠡⠠⠐⢱⠨⡪⡪⡰
⣯⢷⣟⣇⡂⡂⡌⡀⠀⠁⡂⠅⠂⠀⡑⡄⢇⠇⢝⡨⡠⡁⢐⠠⢀⢪⡐⡜⡪⡊
⣿⢽⡾⢹⡄⠕⡅⢇⠂⠑⣴⡬⣬⣬⣆⢮⣦⣷⣵⣷⡗⢃⢮⠱⡸⢰⢱⢸⢨⢌
⣯⢯⣟⠸⣳⡅⠜⠔⡌⡐⠈⠻⠟⣿⢿⣿⣿⠿⡻⣃⠢⣱⡳⡱⡩⢢⠣⡃⠢⠁
Could merge this and hardcore with a preset for hardcore.
Could also include chance to get injured and death as balancing to hardcore.
Like how the quarry mod adds in a quarry worktype. Would it be possible to add in a "Mine" worktype?