RimWorld

RimWorld

Mines
261 Comments
DoctorSilvestri Jul 24 @ 10:35am 
Hello, could you please help me? When I build a mine and set the order “mine silver forever,” no colonist goes there to mine, even though mining is their only priority. What could I do?
Ivashca Jul 21 @ 12:51pm 
Спасибо дружище!!
Azure Jul 21 @ 9:42am 
And I think add Vacstone is not a bad idea too.
Azure Jul 21 @ 9:41am 
Could you add Obsidian?
WexMan  [author] Jul 21 @ 9:17am 
@Azure
For example, what? Vacstone?
Azure Jul 21 @ 9:02am 
Could you please add the new ores from odyssey?
WexMan  [author] Jul 21 @ 6:42am 
@Ivashca
steamapps\workshop\content\294100\1545681321\Defs\RecipeDefs\Recipes_Mining.xml
Look for steel, plasteel, etc. there. Change "10" to "100", for example.
Ivashca Jul 21 @ 3:00am 
Или хотябы скажи как я могу сам в своем моде изменить количество добываемых ресурсов на 200
Ivashca Jul 20 @ 2:21pm 
@WexMan Or maybe just one mod, for 100 and for 1000, I would be very grateful to you, even this mod is my favorite of all the mods
WexMan  [author] Jul 18 @ 8:43am 
@Ivashca
Unfortunately I don't understand programming to write Assemblies mods for RimWorld.
Only in Assemblies mods can you add what you ask for.
Ivashca Jul 18 @ 4:17am 
10 is not enough for me
Ivashca Jul 18 @ 4:16am 
Please friend, add a setting to this mod so that you can adjust the amount of resources mined, I want them to mine more))))
Silemm Jul 13 @ 10:36pm 
Important part is the save (and your mod) works again
WexMan  [author] Jul 13 @ 1:42pm 
@[1st MCRB] Silemm
Sad to hear, thanks for the feedback.
Silemm Jul 13 @ 12:27pm 
Yeah I figured it was not only the mines not yielding anything but also the butcher station, the stove, etc. So it was another mod, I just don't know which one, I took a batch of mods out
WexMan  [author] Jul 13 @ 1:43am 
@[1st MCRB] Silemm
This may be caused by a conflict with another mod. This mod is very simple and should not normally cause conflicts.
Silemm Jul 12 @ 5:30pm 
My pawns are working on the mines yet it gives no yield
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.