RimWorld

RimWorld

Smart Mining - Geological Survey System
25 Comments
blue Aug 18 @ 9:04am 
will settings be included with this mod? I don't like the automatic removal of mining designations
Nakir Jul 26 @ 9:04am 
I was having an issue where this mod was intercepting the hauling jobs from Pick up and Haul, preventing pawns from gathering to their inventory. Looks like they were using your prioritize hauling mined material instead of it's own (they would both show up on a right-click and selecting the appropriate one worked fine, but automatic use didnt work until I removed your mod (or killed your new job through RIMMSqol)
Capnbludd Jul 24 @ 7:00pm 
It's a great idea and I appreciate you trying to work the bugs out, re-enabling it now that it won't steal my jade. :steamthumbsup:
MTKush  [author] Jul 24 @ 7:42am 
Thanks for all your guys feedback
MTKush  [author] Jul 24 @ 7:41am 
- Auto column placement removed...

- Remember this is an Early Access mod.
AtomicRobot Jul 24 @ 7:08am 
Oh bother, I read people saying that it spawns jade column blue prints. Thinking to myself, I just won't place the table anywhere I'm storing jade I tried it out. It doesn't even need the table, it will always randomly place jade columns around the place. It's just unusable in this state...
DontAskY Jul 24 @ 2:54am 
too many issues, my pawn auto makes jade columns across the map for no reason everytime i load into the game, super annoying and also yes the auto remove mine plans, cant do much when you thought your pawn was gonna mine for like 4 days and they didnt mine AT ALL cause it removed all the plans lmao
Pz.IV.H Jul 24 @ 12:01am 
Could you add a modification menu for mod? thanks for great mod.
Capnbludd Jul 23 @ 9:29pm 
I think this mod is sending out people to build jade columns as markers. I'm noticing it after a survey is completed, I'll see blueprints for jade columns in spots on the map and I just caught a guy carrying jade to one.
Welchs Jul 23 @ 6:32pm 
Same issue here. Auto remove mine plan
MTKush  [author] Jul 22 @ 1:35pm 
Version 2.03 – Early Access
- no more research path.
- fixed 10 second removal of designations.
Lordlony Jul 22 @ 11:53am 
I am having the same issue with mining, just removes it after a few moments.
ziggydfsm Jul 22 @ 7:50am 
I want to like this mod. but it keeps removing where I want to mine. also being stuck behind deep drilling doesn't feel right, mining surveies have been around for 100s of years.
MTKush  [author] Jul 21 @ 3:04pm 
update V2.02 will include path find closest ore now.
MTKush  [author] Jul 21 @ 2:52pm 
Another thing, they are going for the most valuable resources first. so uranium before steel etc..
MTKush  [author] Jul 21 @ 2:51pm 
So for direct pathing I could make them ultra op very easily and have them laser beam to ores. I tried to make it vanilla collection rate friendly so that its more of a geological thing where they dig to find the ore and collection of resources is not too fast. If that makes sense.
Sennah Jul 21 @ 1:59am 
So quick dirty test:
- The priority 1 Mining seems to be hard coded condition to use the table, I lowered to 2 and they where idle looking for work, back at 1 and they went straight to the table...
- Pathfinding is not great, they seem to try to follow a straight line from where they stand to the minable... On one of the survey they went through 98 blocks of Sandstone, but there was a pathway not far from the minable, could have taken only 10 blocks to mine if smart...
- Works with Deep and Deeper if you put the table in the cave.
Sennah Jul 21 @ 1:17am 
Sounds interesting, will have to try it with Deep and Deeper if it works it will make a mini Mining colony underground.
MTKush  [author] Jul 20 @ 8:07pm 
as of now they go out and mine ore in a very vanilla lore friendly approach. As to not be overpowered and game breaking. They go in order of rarity and not exactly what the user needs at the moment... I am still working out kinks and trying to get the core of this solid before expanding further.
Aranador Jul 20 @ 7:57pm 
Do the miners then proceed to mine out every ore on the map - or can I tell them to mine until X of a resource, and they go mine until we've got X? Do mechanoids get to mine? Do I have to assign my miners priority 1, or can I have them set to something else if I really need them to focus on something else before they go mining?

I love the idea of more intelligent automation.
MTKush  [author] Jul 20 @ 7:23pm 
The 8 minute thing is now gone in the latest version. it is essentially a fail safe in case of a invalid designation.
2. they will not spend all day at the table the updated script closes all bills when mining designations have been given. it will auto make the bills and remove them when needed.
3. it does not reveal underground ore. only ore deposits in mountains, this is useful for your base and exploring other areas resources (mining camps).
VitaKaninen Jul 20 @ 7:14pm 
I must not understand how this works. "It reveals ore deposits for about 8 minutes".

Do the deposits disappear after 8 minutes, or just the map marks? What happens if I can't dig that far into the mountain within 8 minutes? If I see where the deposit is, and manually mark it, will it still be there later on after 8 minutes, or is it gone forever?

Does it only reveal underground ore, or also regular deposits in the mountain, such as compacted machinery?

If the table is set to priority 1, then won't they spend all day at the table, and never leave it to actually do the mining? Also, you mentioned that it has to be at priority 1, but do you just mean a high enough priority that they work there? I like to only reserve priority 1 only for emergencies so that I can make everyone drop what they are doing. I like to keep everything at 2 or below for day to day operations.
MTKush  [author] Jul 20 @ 3:20pm 
Fixed
MTKush  [author] Jul 20 @ 1:59pm 
I found some critical issues upon release hotfix coming shortly.
camomo bbl enjoyer Jul 20 @ 1:41pm 
Very interesting, nice