(https://raw.githubusercontent.com/DoctorVanGogh/MiningShaft/master/About/Preview.png)
Since theubie (https://ludeon.com/forums/index.php?action=profile;u=11188) seems to be MIA and does not update his wonderful Deep Core Miner (https://ludeon.com/forums/index.php?topic=25346.0) I went ahead and published an Alpha 17 version with some (minor) improvements. After writing three separate 'special material addon X' mods, I went ahead and made
the drill simply support any mineable materials out of the box.
So, without further ado - here's OCD - "
the one drill to screw them all" ;D No more Addons needed.
- Subscribe on Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1089876213)
- Project hosting/issue tracker on Github (https://github.com/DoctorVanGogh/MiningShaft)
New Feature with 2.1:Drill how much
you want!
(https://i.imgur.com/SdsN50H.jpg)
As for the rest - I'll leave you (mostly) with thuebie words for his original mod.
Changelog:
Version 0.19.2.3a
- B19 version
Version 1.0.2.3
- 1.0 version
- custom drill graphic
- added 'unfinished drill plans' to stop/resume drill work
Version 0.18.2.2:
- B18 support
- new versioning scheme (game-major.game-minor.mod-major.mod-minor)
Version 2.1
- In-game configuration interface for work/yield values per material
Version 2.0
- Explicit A17 support
- Supports arbitrary mineable rock types (Including mod added rock types)
- Tweaked a lot of mining recipes (work required/yield returned) as a result of auto generated recipes. For details see project page on github
- Moved interaction cell outside drill - now your pawns can sit in those comfy human leather armchairs while they mine.
- Use 'drilling' animation/sound
- Made drill use mining speed & mining yield stats of operating pawns correctly
What this mod is:A deep core driller capable of pulling out any mine-able material you want, given enough power and work by your pawns. Doesn't matter if it's from vanilla or a mod. If it can occur as a mine-able rock on a map, the drill knows how to extract it.
Required Deep Drilling research from vanilla core. Should be compatable with most other mods.
Requires a substantial steel and plasteel investment. Also is quite a bit power hungry. The acutal process takes a while, since you're drilling deep into the core. To balance out the "infinte pool of resource" side, your returns are fairly small, but given enough power and time you can create a fully sustainable industry for your colony.
Idea Credit:Original Deep Driller Mod by thebie
Add-ons:No longer necessary :DFAQ:What are the requirements for this mod?No special requirements. This mod does not depend on any other mods. You can run this and the game core just fine.How do I install this mod?If you're using Steam find this mod in the Steam workshop and subscribe.
Or download the zip from the source repository and unzip its contents into your mods folder.
What order should your mod be loaded in?The base mod can be loaded anywhere after the game's core mod. It does not depends on any other mod to function.Are there any known issues?There are no known issues at this time.This mod does add a jobgiver, so it has a tendency to freak out any pawns who are currently active in jobs if added to a saved game. There is a work around (use dev mode to down the pawn and heal them back up) or you can of course create a new game.Can this mod be used with old saves?The base mod was able to be added to a vanilla old save with no issues. There were some issues with a very heavily modded old save, but runs fine with the same list of mods on a new save. Conclusion: use on old saves at your own risk. See above.License:This mod is licensed under CC BY-NC-SA 4.0 (https://creativecommons.org/licenses/by-nc-sa/4.0/)
(http://mirrors.creativecommons.org/presskit/buttons/88x31/svg/by-nc-sa.svg)
Ohhh! Dr. VanGogh!
I could kiss you for this marvelous update.
Oww.. I think i'm gonna cry!
When it mines rocks does it mine chunks or bricks?
chunks
Is it possible to change the mineral ammount mined? In defs I only see the obsolete stats. I'd like to double plasteel and uranium. Great mod by the way! Keep up the good work!
To enable the 'support everything' part I literally just use a formula to crunch mineable rock properties to work/yield values.
Which means there's no easy way to make this stuff better, and that stuff worse. It's all the same to me. I might in the future add some options that allow tweaking this formula in total (no idea, if I can get this to work), but this would only reduce/increase values across the board.
Since you're asking for Uranium & plasteel I'm guessing you're using EPOE and building a metric sh*t-ton of energized components.
I always felt that it was a bit too easy to get any amount of plasteel or Uranium from even a single core drill, so I'm quite happy with the reduced yield values.
My suggestion would be to "build another drill" :D
Also: The current version (finally!) uses the correct values for mining speed & yield (Though vanilla caps mining yield per pawn at 100%). But if you have a skilled miner operate the drill, you will get the results faster. This did not happen in the old version. So just use more drill and/or restrict the plasteel & uranium jobs to your skilled miners.
Thank you, missed the drill!
Could it be possible to save the progress of the drilling (work done on the job) on the bill?
Now when somebody starts digging and ends the job before finishing (all the work), it "resets" back to no work done (job is removed I guess) - it's pretty anoying to lose all the progress on higher work jobs (plasteel). I think it might be possible to bind job to a pawn and keep it until she finish it, like with tailoring. Even better would be if anyone can drill (perform the job), leave at any time, the amount of work saved, and then somebody else can continue drilling, but I don't know how complex that would be (probably save it as a mod data and connecting it to bill/job).
New feature upon popular request: Configurable work/yield values - see initial post.
Drill away ;)
Hey man, many thanks for creating this mod and for going through the effort of letting us tweak the resource yield and what not, appreciate it yo =D
I am amazed by the automatic recipe generator, i imagine the obsolescence of all the "EPOE" and "ADS" patches for the new races or new animals if it is somehow included in those mods.
Nice work!
It's quite possible I'm just being stupid about the way GitHub works, but I can't find a non-Steam download link anywhere... :(
Well... If you're not familiar with that site it's options can be somewhat overwhelming.
There's a) a green 'Clone or download' button on the top right and b) a '[1] release' link above the green bar. Both will lead to downloadable zip files ;)
Updated for B18:
https://github.com/DoctorVanGogh/MiningShaft/releases
Does this work like the Drill from industrialisation where you can pick what you mine or is it random?
Looked at the workshop picture, you can choose.
Question: How would I go about modifying the graphic of the driller? I want to use the old extractor graphic from mechanical defense 2.
The current graphic is that of the standard deep driller
<graphicData>
<texPath>Things/Building/Production/DeepDrill</texPath>
<graphicClass>Graphic_Single</graphicClass>
<drawSize>(3,3)</drawSize>
Since there are no textures inside the mod I assume this is a direct reference to the standard rimworld graphics. Can I simply copy paste the new graphic into this folder and rewrite the line accordingly or will steam refresh the folder when I start rimworld? Would I have to change the draw size since the deep drill graphic is 1x1 cell and the one I want to use is 3x3 cells?
I don't know anything about modding so any help would be appreciated!
New experimental feature (upon popular & repeated request): Unfinished drilling plans.
(https://user-images.githubusercontent.com/324067/33219193-51423e8c-d141-11e7-9f8a-c5b699fb6587.png)
Should allow pausing & resuming drill jobs.
Download (https://github.com/DoctorVanGogh/MiningShaft/releases/tag/0.18.2.2x).
Install/Uninstall: switching from the current OCD version works fine, switching from the experimental version back to the release one requires canceling all unfinished drill plans.
Excellent! :)
I can see the need/want the feature to resume drilling jobs, but creating unfinished objects like the things from smithing/tailoring is feeling wrong.
And from the logic is it totaly nonsense. You just could start a total different drilling while a current drilling plan is still active.
Can't you find another way to store the current drilling progress internal at the drill, so the next user will continue it ?
Yeah, the whole system is a bit 'weird'. But ultimately you have to decide where to put the line for acceptance of "gamified" systems. And I think this one is okay.
I could go ahead (and have thought about) splitting drilling jobs into multiple phases... like drill through "waste" until you find the thing you want, then spent the work on that. If job is resumed, you have to spend a percentage of the "drilling" part to go back through your borehole. Ultimately every implementation of this feels needlessly complicated just for the sake of being complicated. (Aside from the fact that it just needs a shitton of time from me to actually implement the stuff).
Ultimately it's needed to prevent drilling workers from falling unconscious because they cant interrupt the job. And if you think of the "unfinished" thing as the actual conceptual drilling plan (or task)... well... a hole in the ground doesnt go away just because you went and drilled 500 feet to the right now...
Maybe I'll offer an option to toggle use of these things on & off...
QuoteUltimately it's needed to prevent drilling workers from falling unconscious because they cant interrupt the job.
Yep.
1.idea just reduce the work to 25% and the output to 25% too. But this made the drilling overall a bit ineffective then before, because of the rounding numbers.
2. overhaul the system. At first the drilling phase to reach a proper deposit which need a long work phase without output and can be interrupted.
Then the harvest phase with much lower work need and proper output.
(optional) The deposit can be depleted and the drill need to find a new deposit.
But if you change the target material you need to find a proper deposit for it first. And maybe it would be more effective to build another drill for other minerals.
Just think about it. At last that system would be different from AngleWyrm Mines.
If its okay to ask, is there a mod that will extract the finite resources on the map without making dozens of deep drills everywhere? I was hoping for a 'one drill to rule them all' mod rather than an 'infinite resources mod'.
Can you precise your wish a bit more.
Normaly i would think the vanilia deep drills are that what you want, but you don't want them.
Or do you just build deep drills without the scanner, or deactivated scanner and couldn't see where the deposits are and build the deep drill just pi x thumb on the surface to hope for success ?
I think he referred to range extension for the deep drill, so it does not drill just in its immediate radius, but extended, the closest available ore, possibly even across whole map. It would remove the micromanagement involved with placing, reinstalling or deconstructing deep drills.
Quote from: Goranchero on December 07, 2017, 03:53:22 AM
I think he referred to range extension for the deep drill, so it does not drill just in its immediate radius, but extended, the closest available ore, possibly even across whole map. It would remove the micromanagement involved with placing, reinstalling or deconstructing deep drills.
This is exactly what I am looking for too.
Hi DoctorVanGogh , i made a graphic for your drill because i really hate the default one and im in love with your mod.
(https://i.imgur.com/vqFCU4U.png)
(https://i.imgur.com/Cf9Jm69.png)
(https://i.imgur.com/tpTyj0X.png)
Its 100% made by me, the license is the Unlicense, so no strings attached.
Attached is png and source psd.
[attachment deleted due to age]
Please forgive the dumb question.
I have seen a mod in the past that supplied random mineral/metal/stone on success but can't find it anymore. I have found some that let me tell it what to drill for but those seem too "easy"
Is there a way to have a random result on this mod? or do you pick what you are drilling for?
(Currently using Quarry mod but again seems too easy, I like that yours seems to let me choose output & Work so I can make it more difficult)
I don't know any other mod with random result beside Quarry.
And when you think Quarry is too easy, you can still tune at the modoption from quarry to adjust how much you are geting out of it.
In 16 or 17 there was a random Drill mod but it died off.
I will go play with Quarry options I may have missed those. Thank you
Big big thanks to pointcache for the custom icon - I should look in here more often!
Also: 1.0 unstable version is out for testing playing. Get it from github (https://github.com/DoctorVanGogh/MiningShaft/releases/tag/1.0.2.3).
Functional changes:
- Drill has a custom icon :D
- Drill uses 'Unfinished drill plans' to allow stopping/resuming work.
Thank you, I enjoy this mod a lot, it will be great having it again in 1.0.
Hey Great mod...
I think the worker at the Omni Core Drill should be a miner and not the crafter.
When i set the work, only craft job can mine at it.
It's that what supposed to be?
The operator is not standing there with a hammer & chisel or jackhammer (like a miner) but is sitting in front of a console and pushing buttons, so yeah, it's crafting, not mining
Quote from: DoctorVanGogh on July 01, 2018, 09:55:20 AM
The operator is not standing there with a hammer & chisel or jackhammer (like a miner) but is sitting in front of a console and pushing buttons, so yeah, it's crafting, not mining
Putting like that... Makes sense...Ohh well let's rework the priorities again.
But the operator should have some mining skill for the expertise at which area he should drill.
And when you think no expertise is needed, then you can put an trained ape for the console or even better a smarter script.
I realy think you should switch the skill to Mining.
P.S. Don't forget to update Expanded Storage too ! :-)
The unfinished mining plans deteriorate when outside/unroofed. I think that shouldn't be the case. Not that it really matters, it just looks weird reading that on them.
Quote from: Canute on July 01, 2018, 11:36:47 AM
P.S. Don't forget to update Expanded Storage too ! :-)
https://github.com/DoctorVanGogh/ExtendedStorage/tree/experimental/1.0-unstable
If you decide to use it (which I wouldn't): https://github.com/DoctorVanGogh/ExtendedStorage/issues/13 :D
So... I want to modify the output the mining at the Core Drill... But I cannot for the life of me get where should I look, I tried looking in both Buildings_Production_CoreDriller and WorkGivers_CoreDriller with Notepad++ but I couldn't find the different bill options that you get in game, is the output hidden in the Assemblies folder?
Quote from: MisterLock on July 29, 2018, 09:42:33 AM
So... I want to modify the output the mining at the Core Drill...
Silly colonist - trying to modify some xml. How 2017 ;)
Hit ESC, go Options, ModSettings, Omni Core Drill:
(https://steamuserimages-a.akamaihd.net/ugc/857227780218273302/E2662F1C035F0316F3D9CA61EA74EE98D05C6921/)
Most of the sliders or labels has tooltips with some short explanations.
I like so totally forgot that was a thing... please excuse my ignorance...
Doesn't work for me on Rimworld 1.0.1978.
Still able to spawn unfinished plan using dev mode. But bring the cursor to the item will spam the logs with the code:
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at DoctorVanGogh.OmniCoreDrill.UnfinishedDrillingPlan.get_LabelNoCount () [0x00000] in <filename unknown>:0
at Verse.Thing.get_Label () [0x0002f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:302
at Verse.Thing.get_LabelCap () [0x00002] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Thing.cs:314
at Verse.Entity.get_LabelMouseover () [0x00002] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Entity.cs:16
at Verse.MouseoverReadout.MouseoverReadoutOnGUI () [0x0043b] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\MouseoverReadout.cs:140
at RimWorld.MapInterface.MapInterfaceOnGUI_AfterMainTabs () [0x00044] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MapInterface.cs:123
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000db] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:70
at Verse.Root.OnGUI () [0x0004f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:169)
Quote from: CH3N9 on July 31, 2018, 09:01:23 AM
Still able to spawn unfinished plan using dev mode. But bring the cursor to the item will ...
Yes -
Unfinished plans are not designed to be dev spawned.
As for the rest - works fine here...
One thing I hate about late game is how easy it is to literally strip mine your map of all resources. The lack of resources late game is more of a killer then the raids to be honest.
This makes certain late game builds viable without resorting to either hoping and praying for some asteroids to mine, or waiting for a decent trader to finally pass though.
The energy costs is perfect for what a late game base should be at, though I do wish that I could change it like I do resource gains.
Altogether, this is a great addition to the game. One that I thank you for making.
Update: B19 is out
Okay this is awesome! This is exactly what I was looking for. Take your time when you can please update to 1.0 I need this.
Also... how hard it is for this to support materials added by a mod? I know low level modding I was able to add-on to other modders mods and expand them a little but only if it's fairly easy to do. Either way Vanilla only or mod as well this is good!
I read the description better seems it works with mods. Sweet!
still waiting for this to be updated before firing up my 1.0 newsave :)
Just wanted to share, i recompiled the dll for 1.3 and it seems to work okay (current version had issues in the mod options menu, throws exception)
Uploading here for future users, just download the current main version in OP, then download this dll and overwrite the assembly.