RimWorld

RimWorld

Better ground-penetrating scanner
76 Comments
xGxRxAxFx Apr 18, 2024 @ 11:54am 
Sarg Bjornson, thank you! :steamthumbsup:
Thor Apr 13, 2024 @ 11:24pm 
Thanks for the heads up Sarg!
Sarg Bjornson Mar 27, 2024 @ 2:16pm 
Ravager Awaken Mar 16, 2024 @ 8:28am 
Had a hell of a time finding this mod. Had to back track from a translated mod patch.
[SGC] Chemist Jan 29, 2024 @ 10:49am 
@Reidlos I had the same issue, unsubbing and resubbing helped. In my case, Better Ground Penetrating Scanner was missing as well, and was re-downloaded after the action
Reidlos Jan 27, 2024 @ 3:50pm 
is this now delisted? noticed this and jewerly dissapeared.
Scyobi_Empire Jan 7, 2024 @ 1:20pm 
I also have issues with the roofing setting, maybe it has to do with overhead mountain roofing (as thats what I tried it under)
crashfly Dec 31, 2023 @ 9:51am 
The option to allow building of the ground-penetrating scanner under a roof appears to intermittently work. Initially it did not work (did not allow the scanner to be placed), then I went and checked the setting and it suddenly began working. Odd shenanigans going on there.
The Blind One Aug 12, 2023 @ 11:22pm 
Two optional features I'd still love to see on this thing is proximity based resource discovery where the discovery of resources starts radiating outwards from the scanner so you can find resources closer to home and a finite amount of resources that can be discovered on the map, it's weird how resources just spawn in indefinitely. That said, this is an amazing mod! Love this sooo much. Saves so much frustration.
Clarity Jul 9, 2023 @ 6:13pm 
Hello, for anyone having an issue with the actual zone overlay not showing up on your screen, and you get a DeepResourceGrid error, the easiest way to fix this I found is to purge your Deep Resource grid, by modifying your save game file, delete all the content between <DeepResourceGrid> and </DeepResourceGrid>. Its an error in drawing the grid for the mineral, as some layers overlap. This will erase all your current mineral spots, but it will stop throwing the error.
ignis May 17, 2023 @ 3:57am 
Looks like it does not properly respect commonality. I've set VE Helicien gas to 0 which should make it never appear, but it is still found on regular basis.
Observer May 16, 2023 @ 8:28pm 
@Renegade Maybe it just hasn't occurred to Tynan that his initial vision for the thing could do with a re-examining - it has been around since the game was in beta, after all.
Ren May 16, 2023 @ 7:32pm 
I really don't understand why this isn't vanilla, it requires intellect to operate, yet they're too stupid to know what they're searching for and can't fine tune it to find specific resources?
SunGod May 13, 2023 @ 9:30am 
@Kikohi NVM, turns out the problem still persists even after doing what I mentioned below; zone layers start disappearing, underground ore isn't colored any longer, and usually the only way to actually see it is to select the ore scanner and move the mouse pointer over the blocks with discovered ore. This is definitely caused either by the mod or a conflict with another mod. :(
SunGod May 12, 2023 @ 12:55pm 
@Kikohi I think I've sorted out the issue... at least it seems that way right now. I resorted my mods list automatically using RimSaves NX, cleared the Rocketman cache, and then after reloading the problematic save I started RocketMan's Adaptive Mode... so far it seems that's cleared everything up with regards to zone overlays going missing or acting weirdly when expanding or shrinking zones. After doing that and playing for an hour, so far things look MOSTLY back to normal for all the overlays EXCEPT: selecting the ground-penetrating scanner still doesn't show the scanned ore in highlighted color. Instead, all the discovered ore is just solid white, no color differentiation.

Any suggestions how to have the color restored? Haven't tried uninstalling + readding mod yet, anxious that I might lose any scanned minerals if I do.
SunGod May 7, 2023 @ 2:55pm 
Hugslib log generated at Rimworld loading (not save game): https://gist.github.com/HugsLibRecordKeeper/17655b7a42fb5557a2b8bc18ea19acdd
Kikohi  [author] May 5, 2023 @ 4:38am 
Please share a full hugslib log, it's an error I can't reproduce
SunGod May 3, 2023 @ 8:27am 
@Kikohi I'm having EXACTLY the same problem as @cashew. When I find resources they never appear on the overlay. When I select the ground penetrating scanner or mining drill and hover my mouse over the blocks where I know they are, then I will get the hover text showing me how much of the resource remains there. Additionally, if a select Zone > Expand Home Area, then the discovered resources will appear. Definitely something amiss with the overlays.

Additional resource related mods installed: Colored Deep Resources (default colors), Predictable Deep Drills (all settings off), Quarry (not in use). Overlay related mods installed: TD Enhancement Pack (all layers turned on), Too Many Areas.

Hope this helps. Love the mod.
Observer Apr 30, 2023 @ 4:29am 
Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object at (wrapper dynamic-method) Verse.DeepResourceGrid.Verse.DeepResourceGrid.GetCellExtraColor_Patch1(Verse.DeepResourceGrid,int) at (wrapper delegate-invoke) System.Func`2[System.Int32,UnityEngine.Color].invoke_TResult_T(int)
at Verse.CellBoolDrawer.RegenerateMesh () [0x0012f] in <95de19971c5d40878d8742747904cdcd>:0
at Verse.CellBoolDrawer.ActuallyDraw () [0x00008] in <95de19971c5d40878d8742747904cdcd>:0
at Verse.CellBoolDrawer.CellBoolDrawerUpdate () [0x00008] in <95de19971c5d40878d8742747904cdcd>:0
at Verse.DeepResourceGrid.DeepResourceGridUpdate () [0x00000] in <95de19971c5d40878d8742747904cdcd>:0
at RimWorld.MapInterface.MapInterfaceUpdate () [0x00099] in <95de19971c5d40878d8742747904cdcd>:0
at RimWorld.UIRoot_Play.UIRootUpdate () [0x00015] in <95de19971c5d40878d8742747904cdcd>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Observer Apr 30, 2023 @ 4:29am 
Same here - I'm thinking it might be a conflict error between this mod and the recent update, but I get CONSTANT red errors once I select either the GPS or a deep drill, and from the look of it, it's because the game is continually attempting to draw the overlay and can't for some reason.
cashew Apr 17, 2023 @ 6:40pm 
@Kikohi https://pastebin.com/4HqbCLZY

The entry right at the bottom starting with "Exception in UIRootUpdate:" are the ones that come up when I click on the ground-penetrating scanner.
Dthan Apr 17, 2023 @ 2:57pm 
I'm having the same issue. I'm not great at reading the log, but I disabled your mod and restarted the game, and wasn't able to see the resources. I had the colored resources mod as well, disabled that mod, and still didn't fix it.
Kikohi  [author] Apr 17, 2023 @ 12:25am 
@cashew Please share a log, it may help me find out the issue.
cashew Apr 16, 2023 @ 4:12am 
Something weird is going on with the resource overlay in my game. When I select the scanner I'm not able to see any of the resources underground but if I hover my mouse over where I know they are I can see the popup for how much of the resource is left on that tile. Also when I edit any of my pawns allowed areas I can see the resources show up there instead of the allowed area. Any idea what's happening here? Thanks!
Lovely Jan 15, 2023 @ 12:59pm 
Gotcha, works for me now. Dunno what I did since then.
Kikohi  [author] Jan 15, 2023 @ 5:41am 
Update:
- Fix alert showing with the "Allow under roof" option on.

@Lovely @PKPenguin Just tested, everything is working as intended for me
Vile Jan 12, 2023 @ 6:21am 
The game shows you a notification that the scanner won't work because it's roofed over but if you select the option for it to work under roofs it can still be used as normal.
Lovely Dec 26, 2022 @ 4:37pm 
Seems the ability to place it under a roof has broken in 1.4
PKPenguin Dec 17, 2022 @ 10:59pm 
Oddly enough I don't see the button to select a specific ore, but the other features and settings of the mod still work.
Frektion Dec 7, 2022 @ 7:51am 
@red check out MiningCo. MMS
Kikohi  [author] Nov 24, 2022 @ 2:08am 
@Jdalt40 Will check and fix, thanks you for the report!
Jdalt40 Nov 23, 2022 @ 3:12pm 
Hey Kikohi, just letting you know that you miiiight've missed the alert for building it underground. Other than that it works perfectly so thank you for the mod!
red Nov 20, 2022 @ 9:07am 
There was once a mod for the ground penetrating scanner that would identify above-ground resources, so that you could find them inside mountains without strip-mining. It stopped working when they redesigned underground resources, but I've been wanting that functionality again forever. This would be a great mod to add it to.
DJORES Oct 23, 2022 @ 7:51am 
Hello, great mod! One thing: when you allow scanning under a roof in the mod options, the warning message 'building unusuable due to roof' still shows up.
Kikohi  [author] Oct 18, 2022 @ 2:44am 
@Angrysquirrel It's only for the 1.4 version of the mod. And yes you need to select the scanner to see underground resources
Angrysquirrel Oct 18, 2022 @ 2:04am 
I don't have option to allow scanning under a roof. Do I have an older version of this mod? Also, is there a way to see where it scanned without clicking on the ground penetrating scanner? Thanks!
Glottis Oct 15, 2022 @ 10:04am 
Ahh bugger :)

Was hoping to get it working on my current playthrough, but thanks for making it happen regardless. I'm sure it'll come in super useful in the future, especially on extreme weather maps or mountain bases.
Kikohi  [author] Oct 15, 2022 @ 5:39am 
@Glottis Yes it's only for 1.4. Once a new version drop, I usually don't add the new feature in older versions, it take more times to do so
Glottis Oct 13, 2022 @ 10:05am 
Is the under roof option only available for 1.4?
I've unsubbed, saved game without mod, then resubbed and loaded back in, but the only options I see in the menu is output time and automatic mode.
Kikohi  [author] Oct 12, 2022 @ 7:53am 
Updated to 1.4:
- add the ability to enable being able to place ground-penetrating scanner under roofs
- add the ability to scale research time with resource commonality
Queef_Queen45 Sep 26, 2022 @ 3:04pm 
one recommendation is that you make more valuable resources take longer than less valuable, and also require a higher level of intellect
Glottis Sep 23, 2022 @ 4:52am 
@Kikohi Cool! Looking forward to it :)
Kikohi  [author] Sep 22, 2022 @ 11:36pm 
@Glottis @Lovely Will add a setting for this in the next update
Lovely Sep 21, 2022 @ 8:57am 
Yo; can you make it so the scanner can be placed indoors? There doesn't seem to be any mods out there that allow this.
Glottis Sep 18, 2022 @ 7:33am 
I've been using this mod for a while now and it's so useful. The one thing I could (and I guess am) ask for, is the ability to use it under a roof. I'm playing on an underground map and have no way of scanning at all :)
pearagon Sep 13, 2022 @ 6:37pm 
@Alewolfo are you using colored deep resources?
Alewolfo Sep 11, 2022 @ 8:51am 
Could you add options to chage the color of the resources pls?, some ores have a very similar color, like uranium and steel
pearagon Aug 17, 2022 @ 3:31pm 
@Sotanaht and others I also agree, and while it is called "Better ground-penetrating scanner" I still would like it to be balanced with the vanilla option, however there are people who definitely like that behavior.

If @Kikohi doesn't want to include that in this, with their blessing (and source code if they are willing to share/want credit) I'm down to make a "Smarter ground-penetrating scanner" that has material based time multipliers.
Idiot Sandwich Aug 16, 2022 @ 7:14am 
+1 on the rarity per material
very good mod though
Lordlynel Aug 15, 2022 @ 8:17pm 
@Sotanaht I second this concept