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Messages - meowmeow

#16
Quote from: WenTehCoolest on March 02, 2018, 10:19:09 PM
Is it biome restricted like prolly n/a for sea ice maps right? :D

There's no restriction for biome at the moment. For balancing, all biome should be allowed to build this. Though, for realism, only a few would be allowed. Marsh, dessert, and ice sheet all seem unsuitable for digging
#17
Quote from: Canute on March 02, 2018, 03:16:45 AM
No risk no metal ! :-)
When a huge explosion destroy the mineshaft, the feedback let the stabilizing structures collape too, and the whole underground get into movement and fill up any empty space -> destroyed map.

Maybe they need to research earthquake safe construction, to allow map's to stay perma even without mineshaft.

You can now prevent your map from being lost by building two shaft. Newest version allows multiple shaft to one map. To avoid getting trapped, get a few shafts for safety!
#18
Quote from: Canute on March 01, 2018, 03:18:51 AM
n
Quote from: meowmeow on March 01, 2018, 03:00:28 AM
Quote from: Harry_Dicks on March 01, 2018, 12:54:04 AM
Would it be in the realm of possibility to ever have the pawns that go to this second map, still be considered on the same first map?
What do you mean? You mean, they're still visible on the main map? Like 3d?

No,
i think the primary question are, how did you setup the new underground area ?
It is like Setup camp, a none event zone or more like a second colony with all kind's of event.

Ofcouse pawn's in the underground zone don't count toward your 1. colony, doesn't matter if they leave with caravan,Gateway-portal,dropship/pod or elevator.
Basicly you can exploid this for easier raids. Just let all your pawn's work in the underground until a raid/event  happen.

Maybe it is possible to create invisble item with the same value of the pawn when they use the elevator. So the storyteller don't notice any difference.

Quote
Any ideas about beds deassigned when the pawn changes map?
From my expierence with TMagic getaway, which allow instant travel between 2 maps. The bed's get deassigned when the pawn want to rest, until then the bed at the 1. map still be occupied.

QuoteSomething to reduce micromanagement by making pawns to return automatically if they need to eat/sleep/heal?
I don't think Rimworld mechanic support this. It is basicly 2 map's with an instant map change.
Since they arn't physicalicly connected no pathfinding is possbible.
Maybe someone find a way to add a 9. direction to an existing tile, that let them maybe path through portals/elevator into other maps.

I'll look into it. It's similar to setup camp in some form. I'll see if I can override the function for counting wealth to ensure raid take both map into consideration
#19
Quote from: Ser Kitteh on March 01, 2018, 02:55:43 AM
Technically this would actually allow for creation of basements if you changed the artwork a bit.

Z-levels. In Rimworld. By God.

Problem is, I can't do artwork. I sucks at it. The last time I try to draw something, god himself appeared and told me to stop because he can't bear seeing it. Omniscient have its flaws.

Quote from: Harry_Dicks on March 01, 2018, 12:54:04 AM
Would it be in the realm of possibility to ever have the pawns that go to this second map, still be considered on the same first map?

What do you mean? You mean, they're still visible on the main map? Like 3d?
#20
The map will remain the same when you return to it. You can go to and from as many time as you wish. You can also build as many shaft as you like and thus, have as many level as you wish, each separated from the other.

Once you're done with it, you can just abandon the layer, which discards everything in it.

It should be compatible with existing save. However, once installed, you can't remove it if you have any underground map in your game.

As for bug infestation, I have not a clue. The answer is maybe (for now. We'll know after someone complains).

Also, I'll add multiple entrance support for one layer soon (Maybe in a few days, or twenty thousand years), so people can get their tunnel warfare going.
#21
This mod have been made here. Any suggestion to it is welcomed.
#22
DeepRim

Description:
Allows construction of mining shaft, which can drill down and bring you new maps to explore and mine for resource.  Never run out of ores! Avoid the lazy Deep drill with this new revolutionary mining method!

Start by building a mining shaft and click start. It requires power while drilling. (It's not magic, duh)


Once finished, you get the option to send people and item down


They'll end up in the underground map, full of rocks and ores to mine.


FAQ:
Will there be raids in the underground?
Unlikely. I can't say for sure. Raids can probably still be forced for underground, but it'll probably just spew some red errors. Can't say what will happen, since there's quite a number of storyteller, and some are custom.

Will this mod works with <X>?
Most likely. If there's any incompatibility issue, please tell me.

Will <Custom Ore of some mod> spawn underground?
If it spawns above ground, it will likely spawn underground (Assuming that the mod configured them correctly, instead of writing a code to spawn spawn ore after your pawns landed) . At the moment, it is confirmed that hardcore SK's ores spawn correctly underground.

LAG! LAG! LAG! It's lagging!
That's not a question. But yes, this mod will take more CPU when drilling a new layer, specifically, when the drilling is done, and a new layer is generated. It only last a moment though, after that, you should be fine. There's no solution for this at the moment, unless Rimworld somehow does multi-threading. Having too many layer will also cause lag. Try to avoid that.

How do I move item from one layer to another?
Put a stockpile zone on the lift, move whatever item you wish to move. Use the bring up/move down feature to move the items. (Items, pawns, and animals are all moved by the lift in the same way)

Planned Feature:
Multiple shaft to single map, allowing tunnels to be made
Balancing
Deeper layers will have different map generation method. For example, lava and hotter in deeper layer.

Author/Mod Team
Me. Just me. I think, for now.
Oh, wait. Asset by jabbamonkey is used.

Download
Version V0.4.2(1.0) (Newest!)
Version V0.4.1(1.0)
Version V0.4(B19)

Changelog:
V0.2:
Bug fix. Is now compatible with HardcoreSK.
V0.3:
Underground map's wealth now counts towards ground colony's wealth.
Multiple shaft to single map supported, allows you to get past surface obstacle by digging a tunnel.
Depth system added. For now, depth is just used to identity which layer you dug to.
Weather is forced to clear underground. You can't rain underground.
V0.4:
Updated to Beta 19.
Bug fix.
Attempted to add underground river, but failed.
Attempted to add more bugs for future version to fix, but can't be bothered.
V0.4.2 (For RW 1.0):
Fixed bug which made destruction/deconstruction of shaft impossible. Now you can make bad decisions and accidentally abandon all your miner!
Added a little Satan hat. Just kidding. No Christmas themed things for you.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

How to Update:
- Abandon underground map, reconstruct all related building.
- Save, close game.
- Delete old mod from folder.
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Load.