Mining&Co.: Deepdriller Mark II and mobile mineral sonar Mark IIWarning! Compatibility with previous version is not assured. Starting a new world/colony is highly recommended! Surface resources are becoming scarce ? Wandering the plains is too dangerous for you ? Then Mining & Co. has
THE solution for
YOU!
Deepdriller Mark IIMining & Co. is proud to present you the
Deepdriller Mark II, the last jewel of our complete mining systems collection. Jointly designed and tested by our highly experienced teams of engineers and deep-space miners, the Deepdriller Mark I is a reliable and fully customizable asset.
Features
- The basic pack is shipped with a workbench to maintain your basic drill heads. This will allow you to rock a looot of rock chunk.
- Don't let your metal ore thirst be stopped at the top strata and buy a couple of our advanced drill heads. Strengthened and equipped with electronics to maximize their effectiveness!
- Still wanting more? Then the CompressorTM is what you need! With its huge pressure output guided through our drill pipes, the deep strata is no more safe from your drilling grasp! Make those shiny silver yours!
- Miners more interested in surgical strikes than making large holes in the ground (even if it is always fun!) might want to turn their mind on our revolutionary MiSoTecTM (for Mineral Sonar Technology). This optional console will let you scan the underground to find hidden ore pockets and maybe even uranium nuggets.
- The Deepdriller Mark II is now compatible with the A2B conveyor belts! (see images below)
Mobile mineral sonar Mark IIThanks to our revolutionary MiSoTech
TM, our engineering team also brings you the brand new
Mobile mineral sonar Mark II! This tool will soon become your best friend when mining time has come.
Features
- Scans the heart of big mountains for ore pockets.
- Can be dismantled when the scan is finished. You only need to provide some new battery cells.
- Battery-powered: the optional connection with a power net will boost scan speed.
Technical notesHere is the complete tech tree (https://www.sendspace.com/file/wzvlbl).
Power consumption:
- the deepdriller will only consume power when actively extracting. Due to mechanical efforts, the deeper it drills, the more energy it will requires.
- Rock extraction: 300 W
- Metal extraction: 600 W
- Silver extraction: 1100 W
- Uranium extraction: 1300 W
- the mobile mineral sonar can work autonomously thanks to its internal battery cells. Connecting it to a power supply will speed up the scan progress.
User manual
- Follow the techtree to perform the researches to unlock the asset you want.
- The Deepdriller requires both power and tool supply to be operational.
- Each extraction type must be activated manually when the Deepdriller or one of its extension is built.
- You must build an Electronic workbench to make the required bio-battery cells, energy packs, integrated circuits board and mineral sonar module.
- You must build a Mining workbench to assemble the required basic and advanced drill head, drill pipe, pneumatic pick and hand driller.
Notes:
- some resources (like silver and uranium) require some extensions to be built before starting extraction.
- extraction will auto pause/unpause when the temporary stock area or conveyor belt is full.
- due to placement restrictions, building a Deepdriller is easier in a mountain cave. Mind the fact I was not able to show the stock area durig placment, so the building blueprint takes actually 6x4 squares.
- to be connected to an A2B conveyor belt, you must place an A2B Loader in one of the 2 cells in front of the stock area.
ShowroomDeepdriller Mark II (no extension):
(http://i.imgur.com/PtuWpkc.png)
DeepdrillerMark II (full extensions):
(http://i.imgur.com/X2KJWgQ.png)
Deepdriller Mark II possible interface with A2B conveyor belts:
(http://i.imgur.com/hVH4bmZ.png)
Mobile mineral sonar Mark II:
(http://i.imgur.com/1Sb7VkN.png)
Mining workbench and Electronic workbench with their manufactured resources:
(http://i.imgur.com/gXJWQ69.png)
Clients recommendationsThe Deepdriller Mark II is warmly recommended from our clients:
"Now that I've got the taste of it, I cannot do without my pretty DeepLily. To me, she's more precious than my b*lls! Hey, you! Get your hands off, you're going to scratch her body!", Todd the Tough, deep-space miner.
"Yeah, this gadget we've borrowed from a near refugees colony is cool. We don't need to attend it when we are out raidin' and pillag'... erh... visiting our neighboors. Plus, those sharpen advanced drill heads make nice holes in strangers' heads! Ha ha... erh in wooden planks I mean...", Mor'gul Blaktoof,
pirate leader scavanger
Technical supportMining & Co. is continuously trying to improving its product to raise its customers satisfaction.
Please leave us our feedback. Balancing cannot be done without you, loyal customer!
Next steps
- Improve power management, add more info about power needs in the description tab (displayed when you select the Deepdriller).
- Add the ability to manually supervize the extraction at the Mineral sonar console to improve the extraction rate.
- Add basic and advanced pneumatic picks (equipement/apparel improving mining efficiency)
- Improve the Mining workbench texture
- Mobile mineral sonar
- Combine uranium and plasteel extraction
Changelog[/list]
V1.0
* Initial release
V2.0
* Added Mobile mineral sonar.
* Added support for the A2B conveyor belts.
* Code refactoring.
* Heavy techtree refactoring to make easier further mods combination.
V3.0
* Alpha 7
* Added Energy pack (now needed in recipes instead of bio-battery cells)
* Added Pneumatic pick and Hand driller (craftable mining tools)
* Added sub-categories under manufactured to better class Electronics and Mining items
* MMS drawing mechanic slightly improved
* A2B conveyor belt button is only displayed if this mod is active
Note: plasteel extraction is not yet implemented
V3.1
* Completely reviewed the prices and values.
* Slightly simplified the tech tree (MMS should be accessible easier)
* Slightly rebalanced the research durations.
* Simplified the dynamic recipe addition.
* Enhanced MMS graphics when selected.
* Reduced MMS CPU usage (I hope :) )
V3.2
* Correction of the workbench "lost recipe" bug.
Compatibility notesIn order to make easier further mods combination, I had to split this mod in 2 parts.
You need to activate both mods in
this order:- Mining & Co. Common
- Mining & Co. Deepdriller
The A2B mod folder must be named "A2B". Warning, in the "A2B mod + source pack", it is still named "RW_A2B-0.7.0"!
Creditsmrofa and Haplo for their .DLL Dark Matter Generator tutorial.
noone for his cooperation in interfacing this mod with A2B conveyor belts. :)
Superior Crafting for the Drillworkbench design (will be modified, maybe..., one day...).
And of course everyone who helped me on the forum!
Modders noteYou may be interrested in the following features:
- Recipes at Mining and Electronic workbenches become available according to researches
- Use of state machines
- Building management (spawn of blueprints, detection of an existing blueprint/frame/building on the map)
- Placement restricter
- UI buttons use
- Draw dynamic textures and over fog
LicenseYou are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.
Download(http://i.imgur.com/dS96a7B.png)
Please delete all previous version folders before installing the latest one. Starting a new world/colony is highly recommended!
M&Co.: Common V3.2 (https://www.sendspace.com/file/fm38n6)
M&Co.: Common V3.2 source (https://www.sendspace.com/file/aqoz7e)
M&Co.: Deepdriller + MMS V3.2 (https://www.sendspace.com/file/zjfqen)
This looks absolutely amazing! :D
could you add the option to drill geothermal vents (steam vents) as a late late game tech? There was a mod that did this but it is outdated.
Yes! please make this happen
yea so this happens for me... (http://i.imgur.com/Dhy7wK0.png)
Dear customer, making it able to spawn steam geyser would not be so hard but is currently out from the scope of this mod. I may do it in another mod later but I have other ideas in mind for now. ::)
@dakkafex: could you please give me the extra info I need to debug ?
- what mods are you using ?
- was it when loading a savegame ?
- can you attach the output_log.txt file located in your RimworldInstallDir\RimWorld532Win_Data folder ?
- have you tried to restart the game after activating the mod ?
- any other detail might be important...
- oh, a savegame file would be great too.
For info, this mod does not depend on any other one.
I usually play with the following mods and never saw your rainbow screen:
<li>AlphaMuffalo1.3</li>
<li>Clutter</li>
<li>Embrasures</li>
<li>ExtraResearchTables1.2</li>
<li>Jaxxa_Shields</li>
<li>MAI</li>
<li>MedBed1.4</li>
<li>Meteorite</li>
<li>T-BetterCrops</li>
<li>T-Cotton</li>
<li>T-CottonCarpets</li>
<li>T-CottonBeds</li>
<li>Knockouts</li>
<li>TTMCustomEventsA6</li>
Thanks for your cooperation and encouragements! :D
im using glitterTech_buildings and Cannons And Turrets, this is the second time in a game restart it did this, but the first time it fogged up the entire screen.
It only happens when i hold the construction over open space, if its over undiscovered mountain it doesnt go all crazy
Sorry but I did not managed to reproduce your bug with the mentionned mods activated.
I am affraid I cannot do much more without your output_log.txt or savegame file... :(
Cna you try to deactivate all mods and start a new world and colony with only Deepdriller activated please ?
Has anyone else got this error ?
Thank you for the mod, is so awesomme :D,
Quote from: WolfgangPolska on September 05, 2014, 12:45:41 PM
Thank you for the mod, is so awesomme :D,
Thanks a lot!
Still working on the next version...
Dear customers, Mining & Co. will soon release new assets for you to enjoy mining operations. :D
Next release content:
- a new Mobile mineral sonar 8)
- compatibility with A2B conveyor belts (work in progress)
- new tech tree to prepare the future Alpha release (who said "personal pneumatic drill" ? ::))
It would be great if you could send some feedback in order to improve the balance.
What do you think about:
- the production rates,
- the energy consumption,
- the item/workbench/machine costs
Thanks in advance! :)
Quote from: nerevar on September 11, 2014, 07:27:46 AM
Hello I downloaded your drill mod and am loving it, but I'm having some trouble getting uranium extraction to function. I have 20 of the integrated circuit boards in stock, but none of my colonists will apply them to the drill. Is there a skill I need to have prioritized?
Thanks for any help you can give.
Hi nerevar!
To extract Uranium, the requirements are:
- Research Deepdriller: Mineral sonar console (last research of the Deepdriller tech tree).
- Build the Mineral sonar console AND the Compressor.
- Activate the Uranium extraction (by default it is deactivated once the Mineral sonar console is built).
- Supply the 3 required ingredients (advanced drill head, drill pipe and (integrated circuits board x 2)).
- Supply enough power to the Deepdriller machine (1300 for Uranium).
Note that only the crafting integrated circuits board job is a crafting task (min level 7).
All other Deepdriller-related works (like crafting drill head/pipe or supplying drill head/pipe/integrated circuits board) are mining jobs and don't require any min level.
Please check you have a pawn with the Mining work enabled. ;)
A screenshot or savegame file could help me if you still got a problem. :)
Looks like I built a few too many extra lamps and ran out of power for it, didn't notice at all- derp! Everything is working fine now, thanks for your quick answer.
mm well call me an idiot but i read the first post and i dont understand what the drill does. it produces rock?
Quote from: Nume on September 12, 2014, 06:14:53 AM
mm well call me an idiot but i read the first post and i dont understand what the drill does. it produces rock?
And metal! and silver and uranium!
Mining & Co. is pleased to annouce you the Deepdriller Mark II is now available for purchase! :D
It now handles a connection with A2B conveyor belts: http://ludeon.com/forums/index.php?topic=5593.0 (http://ludeon.com/forums/index.php?topic=5593.0)
Along with it, you may be interested by our mobile mineral sonar... 8)
First post has been updated. Go there for changelog and details.
Hooray to the new "Mining & Co" - "A2B: Conveyor Belts & co." partnership ! :D
This mod works correct with Superior Crafting 2.11 and Glitter Tech, Apparello ?
Looks interesting but I like my others mods and I dont wont play without him.
I'm using superior crafting with this mod, but I've not tried with apperello... Glad to see this harmonising with conveyor belts
Thnaks for aswers :D
I did not tested it but since this mod does not redefine any core functionality, it should be functional with any mod that does not modify base resources (Metal, Silver, Uranium and Rock chunk).
Best thing to do is to test! :D
I am awaiting your experience. If adaptations need to be done, ask away and I will consider them.
i download few mods and make new game, but I dont know must create a new world or play on olds
No need to create a new world.
Starting a new colony is enough.
Updated to Alpha 7! :)
See first post for change log.
My colonists won't assemble advanced drill head. I have 50 metal in stock, and recipe don't say that anything else is needed. Anyone help?
Hi WolfgangPolska!
Look carefully into the config tab of the recipe, you also need 1 Integrated circuits board to craft 1 advanced drill head.
Did you craft some Integrated circuits board yet?
[attachment deleted by admin: too old]
Nah, i didn't enabled common mod. I just mistaked 'x' near it with another one ;) My bad. Everything works now.
I can't find it in the description, so. What's the difference between common and common source?
In the "XXX source" download, you will find all my source code (Visual Studio solution file, C# files, ...).
Look into it if you are interrested in modding.
If you only want to play, just grab the "Mining & Co.: Common V3.0" and "Mining & Co.: Deepdriller + MMS V3.0" downloads. ;)
Just a little reminder as our customer department has been informed of some people having issues with other mod compatibility.
Make sure you have activated both mods in this order:
- Mining & Co. Common
- Mining & Co. Deepdriller + MMS
Mining & Co. would also greatly appreciate if you could send some comments about its products.
- Is it balanced ?
- If not, what should be improved in your opinion ?
- Do you use all the features ?
Thanks in advance dear customers! :)
The mod could be more balanced, seeing as uranium can be used quite extensively in other mods, such as MAI you can get the assembler with little difficulty. The metal + silver production could use a little bit of slowing down, or ramping up the power cost a load, since you're essentially giving them resources for infinite power and power storage
So. I have build deepdriller, colonist installed in it drill pipes and integrated circuit, but they don't want to instal drill in it. It looks like they didn't know about existence of the drill. And i can't do anything with this. What now?
@shadowstreaker: I will play some A7 games with your balance ideas in mind.
About Uranium, I thought it would be better to only find small amounts as I figure it is a quite rare resource. But who knows, it may very common on RimWorld planets ::)
@Khadi: Hum, quite strange, I never had this bug...
Let's start with the basics: :)
- did you made basic drill head for rock extraction?
- did you made advanced drill head for all other extractions?
- are those drill heads not forbidden?
- is the deepdriller correctly powered? It consumes a lot of power with all extractions enables (around 3000).
- can you give me "durability" numbers of each resource (you can find them in the description tab when you select the deepdriller)?
So, that's all I can think about for now. Looking for your answers. ;)
- yes
- yes
- no, they're not
- yes it is
- drill pipe is 60'000 length, and integrated circuits durability is 50'000, i can't tell you durability of the drill because they havent monted it.
And so i can't get any resources because they don't want to mount the drill head to the deep driller. I don't know what to do with this. :f
- Have you tried to stop all extractions first and then restart it?
This should reset all hidden recipes.
- Another solution may be to re-download both Common and Deepdriller+MMS mods and reactivate them in the right order.
- And another one if you're kind enough:
- activate dev and god mod
- delete the deepdriller and its extensions
- rebuild one deepdriller and try again (you cannot spawn the extensions but you can spawn required resources near it ;))
If this does still not work... :P, please send me your savegame and your world files so I can test it at home. :)
Anyone having the same issue?
Nevermind. After like two weeks in game they mounted the drill head to the deep driller. I suppose they are just retarded.
Quote from: Rikiki on October 07, 2014, 10:05:12 AM
- Have you tried to stop all extractions first and then restart it?
This should reset all hidden recipes.
Ahh, the old trusty IT fix mantra. So glad it survives the long sleep into the future.
All together now:
"HAVE YOU TRIED TURNING IT OFF AND ON AGAIN?"
I am wondering if your mod will be adding plasteel mining or may be refining?
@StorymasterQ: the ol' good hard reset is always the best solution! ;D
@SyberSmoke: Hmm, from what I understand, Plasteel is a material left by an extinct and very advanced civilization.
So I don't think it should be possible to extract it. Only scavange it from local ruins.
It may fit however to develop a refinery (or just use the existing smelter) to produce some plasteel alloy from metal, silver and stone.
I must first play some A7 games before adding new functionalities to the deepdriller ;D
To be honest, I have still no idea what plasteel is used for except from the ship :o
Plasteel is a mineable resources that spawns on some maps within the mountains and must be dug out just like metal. It is useful as a sturdier material than stone out of which to build things (though I don't think it is fireproof like stone is). Also it is used in the manufacture of prosthetics (if you have the right mod that is). And I am thinking it might be used as a building material for advanced turrets that may or may not be coming in future Alphas. No mining mod would be complete without adding the abilities to find and extract plasteel. Oh yeah, and it also makes for a really pretty town. Almost as awe-inspiring as it would be if all your walls were made of silver (which looks really neat) but the walls are actually useful to hide behind in an assault with plasteel.
So why not extract it then? :D
I will add it when I will have some spare time.
I plan to make it quite rare though (between metal and uranium).
Hello mod created I seem to be not able to access or research the common part of the tech tree. Do you have any advice or solution?
Only one: RTFM! >:(
Nah, just kidding! ;D You just have forgot to activate the common mod.
Please read carefully the "Compatibility section" in the first post: you have to activate both "Common" and "Deepdriller + MMS" mods.
how to install? Tried everything does not work !!!!!
how to install? In the folder are many files! what for? 1) Mining & Co. Common V3.0 sourse 2) Common 3) Mining & Co. Common! Need only folder Mining & Co. Common no files are still in the folder Common?
Sorry but I don't understand your English... :(
First, go read this (https://ludeon.com/forums/index.php?topic=6223.0).
Then, download "Mining & Co. Common V3.0" and "Mining & Co.: Deepdriller + MMS V3.0".
Start your game and activate both mods in the same order (Common first then Deepdriller).
Have you read the entire main post (especially the "Compatibility notes" section)? ::)
to throw these files? (bin, obj, Properties The
reliase?)
Maybe try another language (French, Deutsch...). I really cannot help you as I don't understand what you mean... ???
where to throw these files? (bin, obj, Properties The
reliase?)
Quote from: sanya02 on October 17, 2014, 05:08:20 PM
where to throw these files? (bin, obj, Properties The
reliase?)
I'm not entirely sure what you're after, either but would this help?
(http://i.imgur.com/TVcKFHL.jpg)
Thank you) I first downloaded Mining & Co .: Common V3.0 sourse and Mining & Co .: Deepdriller + MMS V3.0 sourse)) And it is necessary WITHOUT Source!!! Everything works))
In my current game (first one where i'm using this mod), i have had it occur several times that the Electronic workbench is... kinda "stuck".
I can't send any crafter to it, the first item in the bills list isn't red, but nobody is crafting anything :(
What bill are you trying to craft?
Do you have the required ingredients?
Have you tried to select a colonist and right-click on the workbench to tell him to prioritize working here?
Remember some bills require a minimum level of skill.
Energy Pack
Yes, had all ingredients
Yes, but it didn't work. There was no rightclick-option whatsoever
Minimum skill COULD be the problem. Is it mentioned within the bill-window so I can check that?
BTW: This is also the only bill-window that kinda bugs-out sometimes. In the form of dublicating receipt-entries. When I wrote the first post, I had 4-5 listings of each receipt :D
Thanks for the report, I will check that. :)
I suspect the recipes are added each time you load a savegame.
i cant seem to get the ttm version to work with the ttm version of a2b. it works but not automaticay if u have a loader there.
Sorry but you should report this into minami's TTM mod:
- I support my M&Co. Deepdriller mod :)
- minami has integrated it into his TTM modpack so it is his responsibility to support TTM Deepdriller. ;)
By the way, I think this is related to the TTM A2B mod that has not the right name (see "Compatibility notes" section in the main post of this mod). ::)
So does it work or have you a problem? ???
Please read the entire main post... This mod is still in progress!
QuoteNext steps
- Improve power management, add more info about power needs in the description tab (displayed when you select the Deepdriller).
- Add the ability to manually supervize the extraction at the Mineral sonar console to improve the extraction rate.
Have you ever considered using the printscreen button instead of taking a picture of your monitor using a camera that ends up being completely illegible?
There seems to be a bug while ceating the inspect bill tab.
It is quite strange as this tab is not visible on Deepdriller. This kind of error was never reported.
By the way, you have a lot of mods at once. Please activate only Mining & Co. Common and Deepdriller+MMS mods, start a new colony and describe step by step how to reproduce this problem.
You need to describe precisely what you are doing when this bug occurs (at loading, randomly, ...).
And use F10 key to take in-game screenshots. ;)
First, please stop spamming this thread! >:( You can edit a previous message.
You must read carefully what is written in the main post:
- the main topic says clearly the mineral sonar is still in progress!
- have you even read the detailed instructions? The deepdriller clearly states it is waiting for drill heads and drill pipes to begin extraction "Waiting for supply"!!!
So
=> stop clicking on the deep mineral sonar bill menu, it is not functional for now.
=> go craft some drill heads and drill pipes at the mining workbench.
=> go craft some integrated circuits boards at the electronic workbench.
All this is already described in the research tabs and in the main post. If you cannot read English, then wait for someone to translate this into Russian.
Thanks for the help! It works! Mineral sonar and so did not work)! I'm sorry, I do not know where to find instructions :) Nice mod) Sorry for the spam, I just could not continue to play without help (
I am glad your problem is solved. :)
I generally put all the needed information in the first post (here (https://ludeon.com/forums/index.php?topic=5930)).
Bad translation by Google))
Deepdriller + MMS V3.1 is released.
See main post for the changelog. :)
Just wanted to add a big thank you for this mod. It's present in pretty much every game i play. :)
Quote from: Rikiki on October 27, 2014, 07:03:50 PM
Deepdriller + MMS V3.1 is released.
See main post for the changelog. :)
I don't think the update plays nicely with older saves with 3.0? Perhaps its something due to another mod? I can load my game with 3.0 but 3.1 it just does the "rainbow screen". Everything else is the same (mods). Good work though, it is definitely a vital mod for any game!
Thanks for the feedbacks! :)
Yeah, as the tech tree has been greatly modified, starting a new world/game is mandatory. Sorry for the inconvenient. :(
Mining & Co. mods are completely standalone. They should work with pretty any other mod that don't breaks the core base resources (rock chunk, metal, silver, uranium and plasteel). :)
Quote from: Rikiki on October 29, 2014, 05:47:09 AM
Thanks for the feedbacks! :)
Yeah, as the tech tree has been greatly modified, starting a new world/game is mandatory. Sorry for the inconvenient. :(
Mining & Co. mods are completely standalone. They should work with pretty any other mod that don't breaks the core base resources (rock chunk, metal, silver, uranium and plasteel). :)
Ah, that's fine then, I'll stick with 3.0 for now and load up the update after I'm done with this colony. Perhaps you should post that 3.1 requires a new game so others know that 3.0->3.1 isn't possible. Anyways, keep up the good work!
Warning message added.
I will be more careful with version numbers next time. ::)
I already done all research required, everything works fine. But had some problem with the recipe/bill which are disappearing after load savegame. I can only craft basic items like bio-battery (potatoes) and basic drill head.
I also tried enable this mod only, but same result. Probably I miss something ?
Sorry totally newbie to mods.
Have you put the right versions of the mods in the right order?
Have you cleaned any previous version before unzipping the last one?
I will have a look at this savegame potential bug tonight. ???
I'm sure I have put the right version.
-(Alpha 7) Mining & Co.: Common V3.1 + Mining & Co.: Deepdriller + MMS V3.1
I active Mining & Co.: Common first and then Mining & Co.: Deepdriller. Is it right ?
I'm also create new world and colony.
Since this first time I'm using mods. So, this is the only version I have.
This is the right procedure. :)
I will look into it tonight.
Thanks, sorry for the trouble.
Hi guys. A hotfix is available in the main post concerning the recipes bug when loading a savegame.
This was tested fast, so please report any remaining bug... :P
There's a weird interaction between this mod and Miscellaneus by Haplo. The traders that come in caravans should put up a tent; instead it firstly became a huge electronic workstation, then a huge lump of meat, then a mass of cave walls, then a huge bullet wound, a huge turret, a huge white hat.
All of this while mantaining the tent function of being a merchant.
Do you have to start a new colony for the updated version if you are replacing a previous version of the mod?
No, "hotfix" means it is just a small bug correction so no need to restart a colony from V3.1 -> V3.2. :)
I messed a little with the previous version numbers. I will use the following system next:
VX.Y
o when Y is incremented, no need to start a new world/colony (if not told otherwise!).
o when X is incremented, starting a new world/colony is mandatory...
@Wex: I will check it tonight but I never had a report of this bug before...
Just to let you know, it appears that this mod and the Forticfications mod have a minor incompatibility that seems to be easily fixable on the downloader's end. The problem was that doors would lose the second lock button (the one that cycles between normal/key access/lockdown/open). I found that it could be fixed if one disabled, then re-enabled the Deepdriller package, followed by restarting the game. A minor problem but maybe something to keep in mind?
Again, I'm quite surprised! :o
Deepdriller is a standalone mod that doesn't modify anything from core or any other mods... Why would the door button be unavailable?!? ???
In my testings, it does even not require you to restart the game once activated (even if its safer like for any mod).
I will also check it tonight. :)
i cant your mode install properly...
after all researches always have only basic drill in mining workshop, and sometimes have only batteries from potatos in electronic.
There is my steps:
got both mining co 3.2 and mining deep drill 3.2
activate both, creating new map. Not working...
Have you deleted any previous version to be sure?
Have you created a new world/colony?
Quote from: Rikiki on November 14, 2014, 05:38:15 PM
Have you deleted any previous version to be sure?
Have you created a new world/colony?
ofc i did. today i will try to use your mode without other mods to check compability.
upd. its working when game without mods...
i have theese mods: A2B, Apparello, BodyBank v1.4, EdBInterface, EdBPrepareCarefully, M&Co. Common (3.2), M&Co. Deepdriller+MMS(3.2), MaterialCrops, MoreTurrets, NewRecipeNurse, ProjectArmory215, PurpleIvy, SimpleTorch, SuperiorCrafting, SurgeryExtendedAndBionics, Tech Tree Minami A7(full pack), Turrets Pack.
Best idea that is your mode make some conflicts with superior crafting.
upd2. found solution. Just need to rebuild mining and electronics workbenches. After that they will have new craft options.
Quote from: cyrus on November 15, 2014, 02:45:31 AM
Quote from: Rikiki on November 14, 2014, 05:38:15 PM
Have you deleted any previous version to be sure?
Have you created a new world/colony?
ofc i did. today i will try to use your mode without other mods to check compability.
upd. its working when game without mods...
i have theese mods: A2B, Apparello, BodyBank v1.4, EdBInterface, EdBPrepareCarefully, M&Co. Common (3.2), M&Co. Deepdriller+MMS(3.2), MaterialCrops, MoreTurrets, NewRecipeNurse, ProjectArmory215, PurpleIvy, SimpleTorch, SuperiorCrafting, SurgeryExtendedAndBionics, Tech Tree Minami A7(full pack), Turrets Pack.
Best idea that is your mode make some conflicts with superior crafting.
upd2. found solution. Just need to rebuild mining and electronics workbenches. After that they will have new craft options.
I've run into this problem as well. Even though I researched the whole mining techtree the only bills available in the mining and electronic workbenches are the basic ones. Rebuilding the workbenches doesn't help, nor does activating/deactivating the mods. I'm playing on a fresh map too.
Are you sure you use the latest version? There was a bug with the recipes in the previous V3.1 version...
Could you please send me your savegame+world file and the list of mods you are using?
Thanks for the report :)
Edit: added bugged version to be clear.
Quote from: Rikiki on November 24, 2014, 04:03:06 AM
Are you sure you use the latest version? There was a bug with the recipes in the last version...
Could you please send me your savegame+world file and the list of mods you are using?
Thanks for the report :)
Well, this is embarrassing. I was using v3.1 :-[. Thanks for your fast response, and a great mod. :)
The V3.2 fixed the issue with the mining table.
The technology one is still broken. Only batteries from potatoes left.
How do you get the colonists to install the pipes/drill bits to the driller?
I have everything sitting right next to the driller but they won't install.
@nuschler22: did you click on the buttons to start extraction?
Do you have miner guys?
Is the deepdriller powered?
QuoteThe technology one is still broken. Only batteries from potatoes left.
@Wex: I don't understand what you say. What is "technology one"?
"M&Co. Deepdriller V3.2" fixes the mining workbench. You must of course also have "M&Co. Common V3.2" to fix the electronics workbench...
Sorry. That was me being extra dumb.
How didn't I notice it myself?!?
Thank you for this great mod, but it may add more possibility to dig geysers. Could a mod and any other such thing probably does not exist.
Quote from: Patrykbono20 on November 29, 2014, 02:12:17 AM
Thank you for this great mod, but it may add more possibility to dig geysers. Could a mod and any other such thing probably does not exist.
Dear client, as you can read in our manual, digging geysers is not the purpose of this machine. :(
Mining & Co. only uses steam to power its machines and... harvest more ore! ;D
However, check the Jaxxa Phoenix (https://ludeon.com/forums/index.php?topic=6636.0) company. They offer what you need to dig geysers. ;)
I can't find the compressor anywhere, I did unlock it but i cant find the blue prints
It is an extension of the Deepdriller. Just click on the machine and then on the third button named like "Silver: need extension".
Same process fot the deep mineral sonar. ;)
Quote from: Rikiki on December 07, 2014, 06:26:02 AM
Its an extension of the Deepdriller. Just click on the machine and then on the third button named like "Silver: need extension".
Same process fot the deep mineral sonar. ;)
k thanks, i thought it meant i needed the extension before i could use the function
ETA on Alpha 8 Mining&Co. mod range please ?
Quote from: Vingolf on December 12, 2014, 02:56:26 AM
ETA on Alpha 8 Mining&Co. mod range please ?
(http://i.imgur.com/1FfumxH.png)
;D Well spoke Jullia!
There is no real ETA as I wanted to rework some parts of this mod (like the ability to man the deep mineral sonar...).
There is also a problem with the rock chunk generation. Should I spawn random block, only the one from the area, allow the user to select the desired kind of rock...
Next version may also be more random (extraction time, broken drill heads, ...) so all of this will take time!
Please be patient, "All things come to those who wait"! ;)
I might predict ETA: 2-4 weeks depending on my free time with approaching Christmas and New Year...
Quote from: Rikiki on December 12, 2014, 03:37:43 AM
;D Well spoke Jullia!
I might predict ETA: 2-4 weeks depending on my free time with approaching Christmas and New Year...
Back to 7-0 then... 8-0 would be rather boring with only Apothecarius in it...
...unless i could build myself a cryopod to wait until Christmas.
Waiting is wasting for people like me (c).
Can we have v.8 first please? Then you can get back to "adding\fixing\other stuff" and devote as much time as you want. Even untill v.9 !
Dear customers, we are sorry to disappoint you but it seems Mining & Co. is having some trouble with the Traders confederacy... ;)
In fact, after a small chat with Tynan, I am reviewing Mining & Co. mods.
As I have only few time to mod/play, I am not willing to maintain mods that Tynan doesn't like and I am not fond of.
*emotional sequence with sad violin music* Game content being extended each release, it is the normal life cycle of a mod to die at some point... :'(
*OK, stop this sh*t, you're breaking my ears with your wrong notes* ;D
=> Deepdriller will not be updated as it breaks basic game mechanics (infinite resources and fake-3D). Plus, rock chunk getting cought by the stuff system, this would lead to even increased code complexity.
=> Mineral sonar will be updated with simplified mechanics as I really love it (no more battery cells, more realistic way to get energy pack, work in progress for now...).
=> I don't know if I will update mining pick and hand driller as ItchyFlea already provides their equivalents (https://ludeon.com/forums/index.php?topic=6666.0=6666.0) (though advanced ones are quite costly in my opinion :P).
Note: this mod is licensed under Creative Common license, so anyone can grab the provided sources from Alpha 7 and release an adaptation of it (with proper credit of course ;)). :)
Interesting. I'm not sure I agree with the reasoning of why you are discontinuing portions of the mod (its not like an mmo where breaking game mechanics effects other players) but as you note, the code is there for anyone to play with.
Does that mean the Security enforcement is also not going to be updated?
if u wanted it to feel
Quote from: Rikiki on December 15, 2014, 07:46:15 AM
Dear customers, we are sorry to disappoint you but it seems Mining & Co. is having some trouble with the Traders confederacy... ;)
In fact, after a small chat with Tynan, I am reviewing Mining & Co. mods.
As I have only few time to mod/play, I am not willing to maintain mods that Tynan doesn't like and I am not fond of.
*emotional sequence with sad violin music* Game content being extended each release, it is the normal life cycle of a mod to die at some point... :'(
*OK, stop this sh*t, you're breaking my ears with your wrong notes* ;D
=> Deepdriller will not be updated as it breaks basic game mechanics (infinite resources and fake-3D). Plus, rock chunk getting cought by the stuff system, this would lead to even increased code complexity.
=> Mineral sonar will be updated with simplified mechanics as I really love it (no more battery cells, more realistic way to get energy pack, work in progress for now...).
=> I don't know if I will update mining pick and hand driller as ItchyFlea already provides their equivalents (https://ludeon.com/forums/index.php?topic=6666.0=6666.0) (though advanced ones are quite costly in my opinion :P).
Note: this mod is licensed under Creative Common license, so anyone can grab the provided sources from Alpha 7 and release an adaptation of it (with proper credit of course ;)). :)
dont see why instead of infiite resouces but have nodes of metal and such but underground they have so much in each. to keep it simple in coding have where its just a dot u build the miner at and that dot only has so much. so say this node might have just 500 but one across the map might have 2k. each drill upgrade mines differnt metals. rocks chunks can be removed from it and instead have a increased chance to get rock chunks when u mine mountains with the hand drills.
@Dead_End_Road:
=> Alert speaker will definitely be updated!
=> I am still wondering about laser weapons... but I think I will update them too.
@sidfu: interresting ideas, I may check it later but for now, I have other project in mind with Green Corp. and Security enforcement. :)
Quote from: Rikiki on December 16, 2014, 03:32:39 PM
=> I am still wondering about laser weapons... but I think I will update them too.
i just updated my mod to A8, your default laser projectile dll seems work fine in A8. ;)
Quote from: Rikiki on December 16, 2014, 03:32:39 PM
@Dead_End_Road:
=> Alert speaker will definitely be updated!
=> I am still wondering about laser weapons... but I think I will update them too.
Well I hope you do its one of my favorite mods.
Yeh, well... Limited ammount of resources + limited map + lack of alternative ways of getting metal + ??? + constant need of resources (you know, raids tend to damage your stuff) = game over.
I hope you'll rethink it.
Quote from: Vingolf on December 23, 2014, 02:53:57 AM
Yeh, well... Limited ammount of resources + limited map + lack of alternative ways of getting metal + ??? + constant need of resources (you know, raids tend to damage your stuff) = game over.
I hope you'll rethink it.
Agreed + other mods like the zombie apocalypse mod totally revamp certain "balance" assumptions you've made.
And mod packs like TTM require 10x more resources in order to build everything that's needed or plainly just wanted, you need to be able to replenish those resources from SOMEWHERE.
I have modded games myself, I gotta say, modders should NEVER assume that their mod is the only mod that's going to be running on peoples' game installs. Allow balance to be done by the player - allow config files to change the time between mining cycles or allow limits of metal/uranium per hour or something.
Plenty of other options available here.
Quote from: Vingolf on December 23, 2014, 02:53:57 AM
Yeh, well... Limited ammount of resources + limited map + lack of alternative ways of getting metal + ??? + constant need of resources (you know, raids tend to damage your stuff) = game over.
I hope you'll rethink it.
I agree to.
It's not an online game, it's not affect the experience of other players so I don't see why illimited amount of resource is a problem for anyone o-O You can up the research or the amount of resource to create the deepdriller to balance all of that if it's really a problem (but one more time, I don't see where it's one). On the 98 mods I used on alpha 7, yours was easily and without a doubt in my top 5 and it made me a little sad to see to say you don't want to update this :( Please, really, please, reconcider with some balance like I suggested if you want.
Quote from: Vingolf on December 23, 2014, 02:53:57 AM
Yeh, well... Limited ammount of resources + limited map + lack of alternative ways of getting metal + ??? + constant need of resources (you know, raids tend to damage your stuff) = game over.
I hope you'll rethink it.
Acctually I do not believe this is the problem in current RimWorld versions. In the past indeed the merchants without TTM mod were arriving really rarely, and you were ending up totally frustrated with no metal. Right now the merchants come more often. Even without TTM there are mods that add more merchants ( Miscellaneous w MAI adds merchants that visit you in person with a really cool looking tent). And the bulks traders bring metal in thousands. You can easily cheply purchase enough to keep you happy. I managed to have few thousands of metal in one moment just because of that. I found a bigger problem in this version to get enough of right stone (as traders usually have only two or three types) :D So yes, metal is infite now if you just remember to buy it from traders.
I will miss the drill for it graphics thou. Maybe make it only to provide some finite stone, maybe some finite metal and some exotic resource, and only to be able to provide in one spot untill it is depleted and then move somewhere else. E.g. limestone rocks are given by drill mainly in limestone layer with a little bit of another few stones(cause there might be different layers deep down) and a finite and random amount of resource characteristic for limestone layer.
Quote from: konst on December 24, 2014, 09:06:06 AM
Quote from: Vingolf on December 23, 2014, 02:53:57 AM
Yeh, well... Limited ammount of resources + limited map + lack of alternative ways of getting metal + ??? + constant need of resources (you know, raids tend to damage your stuff) = game over.
I hope you'll rethink it.
Blah...
So, you suggest us to substitute this mod with MTT ? A mod that only adds additional traders selling stuff at lower price ? That would ruin the gameplay, that's like cheating. The point of Mining&Co mod was not only presenting to a player ADDITIONAL source of metal, it also was implementing ADDITIONAL research, content, which was extending game limits and allowing player to earn better game expeirence (enjoy the game).
You must be kidding.
@ModCreator:
There are many ways of reducing the influence of your mod, if you are so concerned of it to be over powered. Why don't you create "mining spots" across the map, which you'll have to discover first with sonars, archeological scanner, etc (you'll think of it yourself). By doing so, you'll extend some mid\early game experience and ensure your colony with reliable metal source at later stages of the game. Ofcourse those "minig zones" would be exhaustible. (BTW I go this idea from EvE-Online planetary interaction). http://www.rogerhughston.com/wp-content/uploads/2010/09/PlanetaryInteraction3.png White spot - mining spot, other colors "iz bleh".
Quote from: Vingolf on December 24, 2014, 09:30:14 AM
Quote from: konst on December 24, 2014, 09:06:06 AM
Quote from: Vingolf on December 23, 2014, 02:53:57 AM
Yeh, well... Limited ammount of resources + limited map + lack of alternative ways of getting metal + ??? + constant need of resources (you know, raids tend to damage your stuff) = game over.
I hope you'll rethink it.
Blah...
So, you suggest us to substitute this mod with MTT ? A mod that only adds additional traders selling stuff at lower price ? That would ruin the gameplay, that's like cheating. The point of Mining&Co mod was not only presenting to a player ADDITIONAL source of metal, it also was implementing ADDITIONAL research, content, which was extending game limits and allowing player to earn better game expeirence (enjoy the game).
You must be kidding.
Well, I am saying that you already get with traders more metal than you need. And if you do not like to plan in advance, and think what you will need in future when buying. Then you have mods that make the traders come more often. Metal currently in RimWorld is pretty much an infinite resource as long as you have money (and if you dont get enough raiders to sellt their stuff, then it is pretty simple to develop small production economy). Actually having an infite mining (as you were previously complaining about limited resouces in the post I quoted) in one place is cheating and breaks the logic of reality and game. It was nice to build if you don't want to bother yourself with mining, but it is pretty much like infinite cash in any other game.
And if you would actually care to read, you would see I proposed an option of usinig the drill without introducing infine resource.
Quoteif you would actually care to read
That would be my answer to you...
Quote from: Vingolf on December 24, 2014, 11:05:48 AM
Quoteif you would actually care to read
That would be my answer to you...
To contradict me you proposed a similar solution to mine ;-) That is my point.
Quote from: konst on December 24, 2014, 10:50:58 AM
Quote from: Vingolf on December 24, 2014, 09:30:14 AM
Quote from: konst on December 24, 2014, 09:06:06 AM
Quote from: Vingolf on December 23, 2014, 02:53:57 AM
Yeh, well... Limited ammount of resources + limited map + lack of alternative ways of getting metal + ??? + constant need of resources (you know, raids tend to damage your stuff) = game over.
I hope you'll rethink it.
Blah...
So, you suggest us to substitute this mod with MTT ? A mod that only adds additional traders selling stuff at lower price ? That would ruin the gameplay, that's like cheating. The point of Mining&Co mod was not only presenting to a player ADDITIONAL source of metal, it also was implementing ADDITIONAL research, content, which was extending game limits and allowing player to earn better game expeirence (enjoy the game).
You must be kidding.
Well, I am saying that you already get with traders more metal than you need. And if you do not like to plan in advance, and think what you will need in future when buying. Then you have mods that make the traders come more often. Metal currently in RimWorld is pretty much an infinite resource as long as you have money (and if you dont get enough raiders to sellt their stuff, then it is pretty simple to develop small production economy). Actually having an infite mining as you suggest in one place is cheating and breaks the logic of reality and game. It was nice to build if you don't want to bother yourself with mining, but it is pretty much like infinite cash in any other game.
And if you would actually care to read, you would see I propose an option of usinig the drill withoout introducing infine source.
For my experience, I actually continue to play on alpha 7 because their is more mod available. I actually only play extra heavy moded rimworld game (actually 98 on alpha 7 with no problem of compatibility xD) and when I want to use all the mod at their max and build pretty much everything available, the metal on the map or bought from the trader are not enought.
I talk for myself but I when I start a rimworld game, I don't want to quit the planet, my goal is to create a sort of infinite game where I will build a giant base who recover all the map and one more time, metal from map or trader are not enought because I want to use my 98 mods at their max.
All of this to say that don't take your gaming experience like it was a generality, everyone have their own way of play, their own objectives and their own way to have fun.
Like I said some post ago, it's not an online game, so until it doesn't change other people game's experience, infinite ressource is not a problem and until it doesn't change other people game's experience, it's not cheating, just a choice who is, for myself at least, a must have to fill my objectives when I start a rimworld game.
Me to I proposed some solution some post ago, who are up the recherche needed or/and up the ressource needed to create the deeddriller so it would be more difficult to have it and pretty much impossible to create it in early game, simple as that and everyone if FREE to play like he want because, I repeat it but, until it doesn't change other player game's experience, it's not a problem simply because their is absolutly no problem o-O
Quote from: HBKRKO619 on December 24, 2014, 11:10:48 AM
For my experience, I actually continue to play on alpha 7 because their is more mod available. I actually only play extra heavy moded rimworld game (actually 98 on alpha 7 with no problem of compatibility xD) and when I want to use all the mod at their max and build pretty much everything available, the metal on the map or bought from the trader are not enought.
I talk for myself but I when I start a rimworld game, I don't want to quit the planet, my goal is to create a sort of infinite game where I will build a giant base who recover all the map and one more time, metal from map or trader are not enought because I want to use my 98 mods at their max.
All of this to say that don't take your gaming experience like it was a generality, everyone have their own way of play, their own objectives and their own way to have fun.
Like I said some post ago, it's not an online game, so until it doesn't change other people game's experience, infinite ressource is not a problem and until it doesn't change other people game's experience, it's not cheating, just a choice who is, for myself at least, a must have to fill my objectives when I start a rimworld game.
Me to I proposed some solution some post ago, who are up the recherche needed are up the ressource needed to create the deeddriller so it would be more difficult to have it and pretty much impossible to create it in early game, simple as that and everyone if FREE to play like he want because, I repeat it but, until it doesn't change other player game's experience, it's not a problem simply because their is absolutly no problem o-O
I did not play alpha 7 the last one before 8 was 6 that I played. I have impression there is much more traders in 8 than it was in 6 or earlier versions. I find metal much more easily accessible in 8 than it was in 6 , and this is my impression from building large colonies. In this situation, I think it is better we have a drill with limited resources(as you have maybe read, we cannot have one with infinite and it was not our decision, and I agree with this aspect in current mechanics (3D is another problem)), than have no drill at all. Just for the beauty of it.
I read it even before my post some min ago ^^ and it's actually a quite good "cut in the middle" way to update this mod, what is better than nothing, you're right ^^
But it doesn't change the fact that if it's really Tynan who "forbid" to update this mod, so, I really, and by "really", I mean REALLY o-O don't understand this decision because it's not online, it doesn't change other players game's experience and it would be the first time, at my knoledge at least, in more than 22 years I play video game, that a dev forbid a mod for an offline game who is not against basic law of humanity (extreme violence, extreme nudity, hate, etc ...)
Not english native speaker, I hope I'm enought clear xD
yeah, it's really rather stupid, since metal is so easy to come by now.
and since you just cant build a deepdriller early game anyways, its perfectly fine. by the time you can afford one without wasting all your metal on it, you'll have enough wealth to buy it in thousands from the traders anyways.
i really dont see the deal there, and i kinda question this logic
Quote from: DestroyX on December 24, 2014, 02:41:12 PM
yeah, it's really rather stupid, since metal is so easy to come by now.
and since you just cant build a deepdriller early game anyways, its perfectly fine. by the time you can afford one without wasting all your metal on it, you'll have enough wealth to buy it in thousands from the traders anyways.
i really dont see the deal there, and i kinda question this logic
(http://risovach.ru/upload/2012/07/comics_DZHEKI-CHAN_big_1342993571.jpg)
/sarcasm mode on
The logic is easy: In order to reduce the speed of car, we need to chop off one wheel ! (In order to reduce ammount of metal in game, let's remove part of the game itself, which contains rather crutial mechanics, that makes this game more ... complete... and diverse...?).
/sarcasm mode off
Anyway, the creator knows better what is best for his game, not necessarily for players, playing the game tho...
the thing is, its not actually in the (core) game, so what the hell?
why play big mommy and tell ppl they cant play with their favourite toy anymore because... reasons.
just make it a module like the other stuff and let ppl decide what they want to play with.
but really, the reasoning behind this is just douchy
Quote from: DestroyX on December 25, 2014, 12:56:26 PM
the thing is, its not actually in the (core) game, so what the hell?
why play big mommy and tell ppl they cant play with their favourite toy anymore because... reasons.
just make it a module like the other stuff and let ppl decide what they want to play with.
but really, the reasoning behind this is just douchy
I can't be more agree. It's a mod, so by definition, not mandatory, people play with it if they want and like I said it multiple time, it doesn't change anything for other players because it's not an online game.
Wow guys, so much activity for a dead mod ;)
As I read the last posts, I must clarify some things as you are drifting.
1)
Tynan NEVER FORBID this mod!!! >:(
2) As I was no more fond of my own mod, I just asked his advice about it to see if I could improve it.
He kindly answered to me (thanks again Ty! :))) and I decided to no more maintain the Deepdriller.
3) Main reasons are:
- I am no more fond of it. :'(
- I have other projects to work on. ::)
- I have not much time to play/mod. :P
I
might work on another similar mod in the future but not for now...
I repeat that this mod can be maintained
by anyone willing to. Here again are the sources:
M&Co. Deepdriller+MMS V3.2 source (https://www.sendspace.com/file/d47v6f)
Need change the boss in company, only this guys :D
Anybody wants to update this mod to A8 ?
Its only needs deepdriller, others have in others work of Rikki.
#DestroyX
oh man, write in english languade or write in polish or dont write.*
"why play big mommy and tell ppl they cant play with their favourite toy anymore because... reasons.
just make it a module like the other stuff and let ppl decide what they want to play with."
*I hope the You know what I mean !
How do you deploy the sonar? I have an energy pack filled and the sonar in my stockpile, but I can't figure out how to do anything with them.
I answered in the right topic (https://ludeon.com/forums/index.php?topic=8375.msg86380#msg86380). ;)
Quote from: Rikiki on December 28, 2014, 02:39:50 AM
Wow guys, so much activity for a dead mod ;)
As I read the last posts, I must clarify some things as you are drifting.
....Blaaah...
I will hate you for that for the rest of alpha and beta stages of the game.
No Happy new year for you. Bad boi.
Quote from: Vingolf on December 30, 2014, 02:38:49 AM
Quote from: Rikiki on December 28, 2014, 02:39:50 AM
Wow guys, so much activity for a dead mod ;)
As I read the last posts, I must clarify some things as you are drifting.
....Blaaah...
I will hate you for that for the rest of alpha and beta stages of the game.
No Happy new year for you. Bad boi.
I don't see any constructive criticism in this post.
As far as I know, I don't owe you anything so
mind what you say on public forums. >:(
Speaking like a children like that will only lead modders to keep their work for themselves.
I gotta say I'll be sad to see this one die... That said, I look forward to your next mod :)
Quote from: Rikiki on December 30, 2014, 03:31:41 AM
Quote from: Vingolf on December 30, 2014, 02:38:49 AM
Wow guys, so much activity for a dead mod ;)
As I read the last posts, I must clarify some things as you are drifting.
....Blaaah...
I don't see any constructive criticism in this post.
I suppose you've skipped all my previous posts in this thread...
ALSO ! Also... since you started talking about obligations - propper developers (it doesn't matter if it is a game, a mod, a ... etc), do their job untill the end, without dropping it half way "BECUZ I GOT BORED AND STUFFZ".
(http://i.imgur.com/qh14c.gif)
Having said that, you only owe something to yourself. Atleast keeping your reputation smooth as a reliable mod developer, that makes interesting mods.
Right now you are somewhat disappointing players that were really counting on Deepdriller. Personally i don't use other "products" of yours, because i find them x999 times worse that this.
Peace.
Vingolf mate give it a rest already.
Rikiki moved on for the moment, and even gave up the source material. It didn't have anything to do with Tynan or censorship. If you care about this mod that much why don't you take up the torch and show the rest of us lowly plebs what a real dev is?
OR TL:DR
(http://s23.postimg.org/xdcj57nu3/barney_stinson_bro_code.jpg)
Challenge accepted?
Quote from: hesoyam on December 30, 2014, 06:27:50 AM
Vingolf mate give it a rest already.
Rikiki moved on for the moment, and even gave up the source material. It didn't have anything to do with Tynan or censorship. If you care about this mod that much why don't you take up the torch and show the rest of us lowly plebs what a real dev is?
OR TL:DR
(http://s23.postimg.org/xdcj57nu3/barney_stinson_bro_code.jpg)
Challenge accepted?
I wish i could, but the only thing i am capable of, in the area devoted to coding/programming/ is ... nothing.
So i just chat here, allowing myself to express my disappointment towards ... well... you know the story.
(https://dambreaker.files.wordpress.com/2012/11/thank-you-but-no.jpeg)
But I think you owe it to yourself to continue. You are obliged to continue this job to the end no matter how annoying or difficult it is or you risk your reputation.
Or since you like pics
(http://www.libertynews.com/wp-content/uploads/2014/05/hypocrite.jpg)
I like them too
You are totally right. Let's create shitload of mods, then forget to maintain 1\2 of them, just because we are bored and the other half won't be even 1\100 as fun as the first half. I think that's perfectly normal too, right ... or ... ?
Blorp.
I know. Mods dying or changing hands is sad but normal.
I also know that acting like a /b/tard won't change that. But it's not that I can stop you from shouting at Rikki. After all he does owe it to himself to maintain the standard you set but won't even attempt to follow.
I expect nothing less then a cat meme reply.
"What cat ?" - Alyx Vance (c)
Also acting like bastard is a great motivation for unfair little devs.
(http://www.lindelepalais.com/public/uploaded/landing_designer/thatsit/thatsit.jpg)
A beautiful snowflake entitled to everything and responsible for nothing
Too salty for my taste.
(http://www.threadbombing.com/data/media/29/AbandonThread.gif)
Thanks for your civilized support hesoyam. :)
This thread will hopefully soon be locked to stop this pointless debate.