Per Aspera

Per Aspera

Infinite Deep Mines
55 Comments
Matiamo Jun 25 @ 10:38pm 
Can we get an update for this it doesn't seem to be working anymore.
An Atheist Jew Feb 22 @ 8:35pm 
Possible to update this for the latest version?
ooooooocooo Sep 8, 2024 @ 8:10pm 
1.8.2了 大佬更新一下
Shad0wlife  [author] Apr 8, 2024 @ 10:22am 
@Victor Maybe, but definitely not via the steam workshop. I did a quick google search, but didn't find anything.
Per Aspera Apr 7, 2024 @ 5:37am 
Is it possible to create a mod that allows achievements to be earned while mods are active?
ArtificerThall Dec 7, 2023 @ 5:50am 
I've simply added the .png file extensions and it's all working right now. So at least if people do encounter it they can use the workaround solution :)

I'm currently on linux, emulating Win11
Shad0wlife  [author] Dec 5, 2023 @ 6:29am 
Nah, hide known filetypes is one of the first things I disable on any windows install, so that's not it :D. Maybe it actually is win11. Maybe how it interacts with Unity somehow or something. Thanks a lot for your research though. I'm currently not really playing Per Aspera, but If I get to it again, maybe I remember just testing if adding the file type doesn't break anything, and then add it to this online version.

It's kinda janky though that there even is any undefined behaviour with file paths at all :D
ArtificerThall Dec 4, 2023 @ 10:58pm 
It's an easy enough fix luckily. It might just be as simple as windows 11 or that "Hide known file types" is turned off on my setup.
Shad0wlife  [author] Dec 2, 2023 @ 7:03am 
Huh, interesting. I'm personally only using Win10 and also can't really test on anything else.
ArtificerThall Dec 1, 2023 @ 11:27am 
I found the issue, it's a small bug due to the Yaml files and file system explicitness:
player.log entries
[20:19:32 ERROR ResourcesLoader] Sprite at path Icons/Icon_ChemicalPlant_Deep couldn't be found^M
>>>>>>> :<b>LoadResourceWithSettings</b>() (at E:/PA-MAIN2/Unity/Assets/Code/Frontend/ResourcesLoader.cs:142)^M

it does this for ALL icons in the mod.
Solution
Modify the icon paths in buildingCategory.yaml and building.yaml
to include their extensions. *.png

For example:
category_deepMines:
name: TXT_BuildPanel_DeepMines
iconName: Icons/Icon_Category_DeepMines.png
factionCountStatId: DeepMine

Did this and it now all works fine again.
kinngrimm Nov 28, 2023 @ 3:12pm 
thanks for checking and taking the time
Shad0wlife  [author] Nov 28, 2023 @ 9:27am 
I just tested with the game version 1.8.2 and blue mars also enabled and it worked fine. I could unlock it as intended in the research tree, and the menu showed up as intended. I could also build the mine, and it worked as intended as well.

So no update is needed after all. Maybe it's a mod/tech tree conflict you guys have?
kinngrimm Nov 28, 2023 @ 7:04am 
will there be an update?
ArtificerThall Nov 17, 2023 @ 11:46am 
can confirm it isn't working with the latest version at the moment. 1.8.2 it may need a fix.
Shad0wlife  [author] Aug 8, 2023 @ 6:37am 
Did you test if it works? I tested it up to 1.8.1 and the current version should be 1.8.2 and only a hotfix with minor changes. If it doesn't work, please tell me so. The warning in the menu is not a good indicator. I would update the version info more often, if updating the mod didn't mess up the steam page each time for me.
lukichissimo Aug 7, 2023 @ 6:49am 
is this likely to be updated to the latest game version?
Shad0wlife  [author] Feb 24, 2023 @ 11:05am 
Probably not? It depends on what is changed and where items are put. If (x,y) location on the Tech Page is still free, and the prerequisite tech of mines tier 2 still exists, it might work.
HottieWithAShottie Feb 16, 2023 @ 11:11pm 
Is this mod compatible with mods that alter the tech tree?
faralsimbor Feb 7, 2023 @ 11:23am 
@Shad0wlife: thx for update but i've forgred to enable your mod. :lunar2019laughingpig:
Shad0wlife  [author] Feb 7, 2023 @ 7:54am 
Just tested it, works fine with 1.8(.1). Updated the mod files to properly report compatibility up to that version.
faralsimbor Feb 6, 2023 @ 5:38am 
Seems to be incompatible with v1.8 . Mod did not load.
Spirit Jan 23, 2023 @ 1:45pm 
v 1.8 is out , is this still compatible ?
Shad0wlife  [author] Oct 21, 2022 @ 6:55am 
Cannot confirm. Just started a new game and unlocked the tech, built the building, no error.
Shad0wlife  [author] Oct 19, 2022 @ 12:15pm 
Thanks for the info, I'll check it out if I find time in the week.
rayden_solo Oct 19, 2022 @ 10:22am 
if this wasn't Mars but the Discworld you could also make a Deep Core mine for fat
iglas Oct 15, 2022 @ 3:18pm 
Turk yes it dos
Turk Oct 15, 2022 @ 3:46am 
Pretty sure this needs to be updated again.
Tanakaken Aug 14, 2022 @ 12:33pm 
Hi ! I'm ok for french translantion from english
Shad0wlife  [author] Aug 11, 2022 @ 7:33am 
@Komandor_353, you could publish the translation as an addon mod yourself.
You just need to setup a manifest.yaml, add the "Infinite Deep Mines" Mod into the requiredMods (if you want to see how that looks, check out my aquatic addon to this mod), then add a language.yaml file which references your translation .csv file.

@StormFather I have not experienced that issue yet. Do you have any other mods installed? And is there any more information in the error message?
StormFather Aug 10, 2022 @ 7:33am 
Anyone else getting "object reference not set as an instance of an object"? I cant seem to start a game with this mod as it throws that error whenever tying to. For version v1.7.2.19523
Komandor_353 Aug 3, 2022 @ 1:31am 
Hello, I translated your mod on russian. I could send new and changed files
IronWalnut Jul 9, 2022 @ 3:20pm 
Can confirm everything works with 1.7.2. Thanks for the great mod Shad0wlife!
Shad0wlife  [author] Jul 2, 2022 @ 11:54am 
Ok, so I just created a Blue Mars addon for this mod which contains the deep mines (except ice of course) as floating buildings (aka mining platforms) as well. That mod is an addon to this mod, meaning that this mod is a requirement for it.

Link: Click here.
Shad0wlife  [author] Jul 2, 2022 @ 8:52am 
I just verified that it works with 1.7.2 - at least the buildings do as they did before. I will investigate some UI details, and will also check if I can add the option to build/keep the buildings on water.
[82AD] Silentwolf123 Jun 7, 2022 @ 7:17am 
update?
Turk May 6, 2022 @ 2:22pm 
Would be great if this got updated for Blue Mars.
Nightdragoonx Apr 5, 2022 @ 5:41am 
a nice feature that the mod is adding a new building category, with another infinite mine mod i got the prob that i couldnt select all mines anymore because the mines where all in the same category
Black Jesus Mar 27, 2022 @ 11:17am 
Does this work with 1.6?
Locomotor79 Mar 22, 2022 @ 7:51am 
plz update this mod is not uptodate whit the game
all the mods on the steamworkshop need to be updated appearently
Charmander Mar 1, 2022 @ 10:01pm 
this mod needs an update cannot use in current version of game
Vas Feb 15, 2022 @ 9:23pm 
I don't know how to mod this game, nor am I a coder. :P I have no idea what this game takes to mod. I mod some games, but those usually are easy, simple changes of XML and such or I have a friend who codes the code parts for me.

Basically though, you could copy the texture and whatnot of the deepest mine available, and maybe add an extra triangle to its "mine rating" thing (can get a screenshot if you don't know what I mean, working on memory here), and then scatter those around the planet based on the difficulty.

If hardest difficulty, only 1 of each type of mine will exist. The normal difficulty, between 1 and 2 of each. The easy difficulty, 2 of each, and then the super easy difficulty, 3 of each. Assuming its possible to control it like this.

They should also be spread far across the planet, that way you need multiple high end networks to connect them all to everywhere else.
Shad0wlife  [author] Feb 15, 2022 @ 9:49am 
Thanks for the Feedback, Vas!
That is a curious and good idea, which I might look into implementing sometime.

It should definitely be possible, if you want to attempt it yourself, you would have to create (or modify, but create would be better for compatibility) a resource, add a scatterSetup for it, and modify the buildings to require the corresponding vein. I only took a quick look, so there may be more that is needed.

If I do it myself, I will post about that here as well ofc.
Vas Feb 12, 2022 @ 9:39am 
It would be interesting if this instead had "endless mines" appear on the planet, that requires late game mining facility research to access. Instead of giving you a "place anywhere" infinite mine, having to find these infinitely deep pockets would be more balanced.

I mean, if they are endless, then there's no reason to have more than 2 of any endless mine, on the planet, right? Then if you need increased production, perhaps more research to upgrade the mine to the tier 2 version of the endless mining facility. :P Or some such.

Anyway. I just don't like the idea that an endless mine can be placed absolutely anywhere, even if late game research with high cost. Its just not the way to balance something. Having to find the right mine on the planet, and then build upon it, is the best way to go about this.
Honshitsu Dec 4, 2021 @ 7:17pm 
love it
GodKratos Nov 18, 2021 @ 12:37pm 
thank you is working now ;)
Shad0wlife  [author] Nov 16, 2021 @ 1:18pm 
@rokenn - that should not happen, even with the old broken version. Did you maybe try to enable the 1.4 mod "Deep Underground Mines"?

@GodKratos - I think that Per Aspera doesn't have a Portuguese translation by default, but if it does, the mod does not and will only show the translation keys because there is no file these keys reference to in the language. If you get an error when loading the game, what is the error? (Please keep in mind that this mod only works on new saves - so if you had the old "Deep Underground Mines" installed, the game will show an error because the buildings are different)
Shad0wlife  [author] Nov 16, 2021 @ 1:08pm 
Sorry for the error, it was due to a failure on my part. It should work as intended now, but due to the changes I had to make, I suspect it *might* only work on new saves.
BUT If anyone has a save that was made with the old version and could try if it still works, and post the actual results here, it would be very much appreciated.
GodKratos Nov 15, 2021 @ 1:37pm 
Hello I'Portuguese and I have version 1.5.1 and this Mod gives me an error
rokenn Nov 13, 2021 @ 9:18pm 
The game says the mod is out of date when I try to add it for a new game