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RimWorld => Releases => Mods => Outdated => Topic started by: theubie on September 01, 2016, 07:38:22 AM

Title: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: theubie on September 01, 2016, 07:38:22 AM
(http://infinitepossibilitygames.com/RimworldMods/deepcoreminerpreview.png)
Deep Core Miner - An Endgame Resource Solution

Screenshot:
(http://infinitepossibilitygames.com/RimworldMods/deepcoreminerscreenshot.PNG)

Direct Downloads (including Glitter Tech and Stone Add-ons) (http://infinitepossibilitygames.com/rimworld/deep-core-miner-mod/)
Steam Page for base mod A16 (http://steamcommunity.com/sharedfiles/filedetails/?id=822107128) A15 (http://steamcommunity.com/sharedfiles/filedetails/?id=756048464)
Steam Page for  Glitter Tech Add-on A16 (http://steamcommunity.com/sharedfiles/filedetails/?id=822106352) A15 (http://steamcommunity.com/sharedfiles/filedetails/?id=756168907)
Steam page for Stone Add-on A16 (http://steamcommunity.com/sharedfiles/filedetails/?id=822106946) A15 (http://steamcommunity.com/sharedfiles/filedetails/?id=756455824)

User Created Plugins
CorePanda, Powerless, and Industrialisation (https://ludeon.com/forums/index.php?topic=26355.0)

Change Log:

v1.1.1
    -Fixed issue with instant build time.
v1.1.0
    -Updated to Alpha 16


What this mod is:
A deep core driller capable of pulling out any non-rock vanilla material you want, given enough power and work by your pawns.

Created the mod to address the issue that the new deep drillers still have a limited amount of resources you can pull. For people who like to play long term that's still not enough.

Required Deep Drilling research from vanilla core. Should be compatable with most other mods.

Allows you to mine for Steel, Plasteel, Uranium, Gold, Silver and Jade.

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:
Idea lifted directly from the Industrialization mod. All credit for the idea goes to eatKenny from the forums.

Reuse Policy:
You can use it in a pack and/or tinker with the source with my blessings.

Add-ons:

FAQ:

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.

Add-ons require this mod + the mod they are targeting to be installed.
Stone Add-on does not require anything additional other than the base mod.


How do I install this mod?

Either download the zip file and unzip its contents into your mods folder, or if you're using Steam find this mod in the Steam workshop and subscribe.

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.

Any add-ons should be loaded after both the base mod and the mod it targets.

Are there any known issues?

We do not modify any base code in this mod, so it should be compatible with just about any other mod.

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.

The add-ons should be compatible with old saves provided the base mod and the target mod were both already part of the old save.

I found a mod or want to request a feature.  How can I let you know?

You can, of course, reply to this thread...however there is a bug report/feature request feature found on the Infinite Possibility Games sit (the link to the direct download should take you there.)  You can submit new ones there and see the status of ones already being worked on.  I strongly encourage you to use it!
Title: Re: [A15] Deep Core Miner (+addon) - An End Game Resource Solution
Post by: theubie on September 01, 2016, 09:05:11 PM
Updated to add FAQ and Glitter Tech Addon
Title: Re: [A15] Deep Core Miner (+addon) - An End Game Resource Solution
Post by: toric on September 01, 2016, 09:52:04 PM
crazy request, but mabye the ability to extract various types of stone? (possibly including types other than what are avalible in the reigion?)
Title: Re: [A15] Deep Core Miner (+addon) - An End Game Resource Solution
Post by: theubie on September 01, 2016, 10:04:42 PM
That is doable.  I'll whip up an addon for that.  It'll just have all the stone types as I don't feel like writing an assembly to figure out what stone types are on the map.  Look for it some time this evening or tomorrow morning.
Title: Re: [A15] Deep Core Miner (+addon) - An End Game Resource Solution
Post by: toric on September 01, 2016, 10:21:24 PM
what about choosing a stone type at random?
Title: Re: [A15] Deep Core Miner (+addon) - An End Game Resource Solution
Post by: theubie on September 01, 2016, 10:44:35 PM
I tinkered around with trying to make it do a random, but I got nowhere.  I know I can do that if I wrote a custom assembly, but I'm a) too lazy right now and b) not using my full dev setup (living with family at the moment, so only have my laptop which doesn't have my dev environment on it).  I'll be putting up an addon with all the stop types here in a little bit.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: theubie on September 01, 2016, 10:58:22 PM
Updated to add the Stone Add-on, also updated the FAQ with a reported known issue and workaround.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: asquirrel on September 22, 2016, 04:15:18 PM
I'm getting some weird error when I load your mod regarding titanium.  When I disable the glittertech addon it disappears.  Here's a screenshot of the mod load order and the error message.  Could you give me a possible solution? Thanks! :)

[attachment deleted by admin - too old]
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: asquirrel on September 22, 2016, 04:16:03 PM
Here's the mods at the end.  Sorry for the double post but I could only upload 600kb max for the screenshot.

[attachment deleted by admin - too old]
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: theubie on September 22, 2016, 04:32:24 PM
The Glitter Tech add-on is for the Glitter Tech mod, so if you aren't using that mod then you don't need the add-on.  If you are going to use the Glitter Tech mod, make sure it's loaded before the Glitter Tech Add-on.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: asquirrel on September 22, 2016, 04:59:03 PM
Thanks!  I'm not running that mod so that explains the error! :)
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: drakemasta on September 22, 2016, 05:08:54 PM
could you do a addon for cupo panda's mods that does copper, glowstone, froststone, coal

or theres a few mods that add copper.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: theubie on September 22, 2016, 05:36:27 PM
I can, but I've got a mod I'm about to release that I'm finishing up, then I'm adding new features to Verify Start so it will be a while before I get to it.

Having said that, anyone who is adventurous can look at the add-on mods and see how they are made.  Those are pure xml def files, so making a new add-on mod is actually very simple.  As I've given my blessings for anyone to use my code, they are very welcome to release add-ons for other mods.

If no one gets one out by the time I am done with what's on my plate, I'll look into making more add-ons.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: Dugalle900 on September 22, 2016, 11:42:48 PM
I have the industrialisation mod from EatKenny that adds aluminium and copper. If I want to add a recipe to get these materials form the deep core miner, do I need to do anything besides adding the recipes in the Recipes_production_coredriller.xml?
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: theubie on September 22, 2016, 11:51:10 PM
As long as you use the same def name, you just need to add an xml recipe.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: Dugalle900 on September 23, 2016, 12:02:12 AM
Ok thanks for the quick answer   :)
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: ExiledAlchemist on September 23, 2016, 11:02:54 AM
I made some addons for the mod to help add support for CorePanda, Powerless!, and Industrialisation. You can download the collection here: https://www.dropbox.com/s/yty0q3y606jsnt3/Deep%20Core%20Miner%20Addons.zip?dl=0
(https://www.dropbox.com/s/yty0q3y606jsnt3/Deep%20Core%20Miner%20Addons.zip?dl=0)

Please note that you will need to make sure to remove all active/suspended bills you currently have listed in the Core Miner, and save before installing these addons. Not doing so can cause a save error. I leave these addons in the hands of theubie to do as he sees fit with them. I made these addons not only for myself, but for anyone that wanted to see these mods supported that didn't know how to create the xml files for them. Enjoy the addons, and have fun.  :D
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: theubie on September 23, 2016, 11:12:36 AM
Quote from: ExiledAlchemist on September 23, 2016, 11:02:54 AM
I made some addons for the mod to help add support for CorePanda, Powerless!, and Industrialisation. You can download the collection here: https://www.dropbox.com/s/yty0q3y606jsnt3/Deep%20Core%20Miner%20Addons.zip?dl=0
(https://www.dropbox.com/s/yty0q3y606jsnt3/Deep%20Core%20Miner%20Addons.zip?dl=0)

Please note that you will need to make sure to remove all active/suspended bills you currently have listed in the Core Miner, and save before installing these addons. Not doing so can cause a save error. I leave these addons in the hands of theubie to do as he sees fit with them. I made these addons not only for myself, but for anyone that wanted to see these mods supported that didn't know how to create the xml files for them. Enjoy the addons, and have fun.  :D

That's awesome.  You absolutely have my blessing to create a new post and release them to everyone.  You deserve the credit for doing the work.  If you are too shy, when I am done with the new planned features (From my blog (http://infinitepossibilitygames.com/rimworld-twitchbot-released-current-dev-plans/)) I'll find a way to work it into the main post here.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: ExiledAlchemist on September 23, 2016, 11:34:05 AM
Quote from: theubie on September 23, 2016, 11:12:36 AM
That's awesome.  You absolutely have my blessing to create a new post and release them to everyone.  You deserve the credit for doing the work.  If you are too shy, when I am done with the new planned features (From my blog (http://infinitepossibilitygames.com/rimworld-twitchbot-released-current-dev-plans/)) I'll find a way to work it into the main post here.

It's not that I'm shy it's just that I don't have the time to keep a mod updated thus is why I leave what I have done in your care for the future. I will however create a new post for these addons and re-upload them as separate downloads to make it easier for others to pick what addons they need in the future. I'll also make sure to link back to this post and give you credit as well.

EDIT: Added the post for the addons they can be found here: https://ludeon.com/forums/index.php?topic=26355.0
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: RommePawn on October 17, 2016, 11:55:28 PM
Would it be possible to keep drilling progress when people leave the drill? alternatively you could make the work time alot shorter and scale the output back as-well, and note in your post that the drill should be set to drop on ground as I assume that can't be set to default. If it can then good. The problem is when people go to use it and something needs to be done while they are half way though.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: theubie on October 18, 2016, 12:11:18 AM
The drill uses the standard recipe system, not the game's deep core drill code.  I will play around and see if I can possibly use the code they use for things like clothing and weapons, but then it would have to deal with those nasty "unfinished" items.  If I can come up with an elegant solution to that, I'll look into implementing it.

As for output and time, those are all configured in the XML files.  If you want, you can definitely edit the ones in your mod folder to suit your tastes.  It will obviously be overwritten when the mod is update, but that is the beauty of the way defs are handled...anyone with a text editor can change things to suit their needs.

The drill doesn't need to be set to drop.  I was just mentioning that if you happen to have scaled up the factors of the scenario to ridiculous epic proportions you can end up having your miner holding thousands of units of the material they are pulling up, which if it's set to drop at a stock pile will cause the miner to run around for a long time dropping little 75 unit piles, or if you set it to drop on the ground, it makes a massive circle of 75 unit piles around the mining machine.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: RommePawn on October 18, 2016, 12:37:35 AM
Quote from: theubie on October 18, 2016, 12:11:18 AM
As for output and time, those are all configured in the XML files.  If you want, you can definitely edit the ones in your mod folder to suit your tastes.

I after reading that I then changed it from 5k work to 200 and products 25 to 1 thus keeping the same ratio. Worked like a charm. Although the 20 mining person I had work on it was getting 3 per job, I'm wondering if the lower number is cheesing it to be higher. Solution could be just to increase it alittle, maybe 1000 per 5.

Quote from: theubie on October 18, 2016, 12:11:18 AM
The drill doesn't need to be set to drop.

Umm, they haul the product away if you don't. I was saying that reducing both the work and output would give the same output over time but just in smaller increments ie 200 work per 1 steel as said above. And that this would create the problem that they would haul every single thing. After testing they infact do haul the 1-3 they mine. Hence dropping in that case would be recommended.

I'm thinking I wasn't too clear with my reply before. Maybe the issue was my use of the word "scale".
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: theubie on October 18, 2016, 12:49:33 AM
Quote from: RommePawn on October 18, 2016, 12:37:35 AM
Quote from: theubie on October 18, 2016, 12:11:18 AM
As for output and time, those are all configured in the XML files.  If you want, you can definitely edit the ones in your mod folder to suit your tastes.

I after reading that I then changed it from 5k work to 200 and products 25 to 1 thus keeping the same ratio. Worked like a charm. Although the 20 mining person I had work on it was getting 3 per job, I'm wondering if the lower number is cheesing it to be higher. Solution could be just to increase it alittle, maybe 1000 per 5.

Quote from: theubie on October 18, 2016, 12:11:18 AM
The drill doesn't need to be set to drop.

Umm, they haul the product away if you don't. I was saying that reducing both the work and output would give the same output over time but just in smaller increments ie 200 work per 1 steel as said above. And that this would create the problem that they would haul every single thing. After testing they infact do haul the 1-3 they mine. Hence dropping in that case would be recommended.

I'm thinking I wasn't too clear with my reply before. Maybe the issue was my use of the word "scale".

The output you get is based on the miner's skill.  So a 20 miner would get way more than the normal amount.  You can remove that functionality by removing the


<efficencyStat>MiningSpeed</efficiencyStat>


line.  Without that, you will get exactly the amount in the products section.

And, yeah your explanation now makes that much more clear about what you meant about drop.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: Adventurer on October 18, 2016, 03:20:14 AM
Could these be added to the OP please? https://ludeon.com/forums/index.php?topic=26355.0
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: theubie on October 18, 2016, 03:25:43 AM
Quote from: Adventurer on October 18, 2016, 03:20:14 AM
Could these be added to the OP please? https://ludeon.com/forums/index.php?topic=26355.0

Completely slipped my mind.  Thanks for reminding me.  Done.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: lc-soz on October 20, 2016, 02:22:00 AM
Your mod is just awesome! Much better than using Industrialisation Deep Mine (https://ludeon.com/forums/index.php?topic=8902.0) in my option (principal because don't need to create a hole that is impossible to fill afterwards). The only thing that can improve, in my opinion, is the location where the miner is. Should be outside of the mining drill so it would be possible to put a chair and so improve his comfort and mood.

[attachment deleted by admin - too old]
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: sulusdacor on October 20, 2016, 06:21:04 AM
@lc-soz: you can easily edit that yourself. just go in your modfiles of this mod to Defs/ThingDefs_Buildings/Buildings_Production_CoreDriller.xml to open the file just notepad oder anyother text edit program should work. at the top there is a line:

<interactionCellOffset>(0,0,-1)</interactionCellOffset>

this determines the spot where your worker stands. change the number to -2. so it looks like this:

<interactionCellOffset>(0,0,-2)</interactionCellOffset>

save and your done. and you can improve his mood by putting statues around and beautiful floor ;)

@theubie: great mod, one of my must haves. although as said above edited the interaction spot, made it minified and lowered the costs a bit. since i found it a bit expensive compared to the vanilla core driller, industrialisation mine. not so much the ressouces needed, but what it adds in terms of colony wealth seemed a bit over the top.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: lc-soz on October 20, 2016, 06:41:57 AM
Quote from: sulusdacor on October 20, 2016, 06:21:04 AM
@lc-soz: you can easily edit that yourself. just go in your modfiles of this mod to Defs/ThingDefs_Buildings/Buildings_Production_CoreDriller.xml to open the file just notepad oder anyother text edit program should work. at the top there is a line:

<interactionCellOffset>(0,0,-1)</interactionCellOffset>

this determines the spot where your worker stands. change the number to -2. so it looks like this:

<interactionCellOffset>(0,0,-2)</interactionCellOffset>

save and your done. and you can improve his mood by putting statues around and beautiful floor ;)

@theubie: great mod, one of my must haves. although as said above edited the interaction spot, made it minified and lowered the costs a bit. since i found it a bit expensive compared to the vanilla core driller, industrialisation mine. not so much the ressouces needed, but what it adds in terms of colony wealth seemed a bit over the top.

Thank you very much. Good timing in the reply, was editing some xml on hydroponics of other mod.

About the cost, it is more expensive on purpose. More than vanilla because it have unlimited resources and more than industrialisation (https://ludeon.com/forums/index.php?topic=8902.0) (I can't be the only one who always write industrialization and then corrects it..) because Deep Mine does not drill, the laser (Skydriller) that costs around 3500 silver smelt a hole. I think the concept of Deep Mine in industrialisation is only gather the resources from a pre-made hole. Beside all that Deep Core Miner do not create a permanent hole and, I am not completely sure, but I think it produces more resources in the same period of time (compared with Deep Mine).


What I think would be pretty cool is a MkII option. Could costs 10x more, consume 5x power and occupies 5x5 space, but have triple speed or something like that. In late game with 40 mods would be very useful.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: OnlyMarvellous on October 27, 2016, 02:04:18 AM
Thanks for the mod, Theubie.

I wanted to let you know that adding "<soundWorking>Interact_Drill</soundWorking>" to the RecipeDefs will cause the Core Drill to play the same sound as the vanilla Deep Drill when it is used. I didn't like that the Core Drill was silent, so I made that edit for myself. However, others may wish to have a sound played as well. So I thought I'd post here so that you may add the sound to your mod, and/or users can do it themselves.

So, the recipes should look like this:

<RecipeDef>
      <defName>MiningDeepJade</defName>
      <label>mining deep jade</label>
      <description>mining deep jade.</description>
      <jobString>Mining deep jade</jobString>
      <workAmount>5000</workAmount>
      <efficiencyStat>MiningSpeed</efficiencyStat>
      <effectWorking>CutStone</effectWorking>
      <soundWorking>Interact_Drill</soundWorking>
      <workSkillLearnFactor>0.2</workSkillLearnFactor>
      <products>
         <Jade>5</Jade>
      </products>
      <workSkill>Mining</workSkill>
   </RecipeDef>
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: Canute on October 27, 2016, 07:12:03 AM
QuoteAbout the cost, it is more expensive on purpose. More than vanilla because it have unlimited resources and more than industrialisation (I can't be the only one who always write industrialization and then corrects it..) because Deep Mine does not drill, the laser (Skydriller) that costs around 3500 silver smelt a hole. I think the concept of Deep Mine in industrialisation is only gather the resources from a pre-made hole. Beside all that Deep Core Miner do not create a permanent hole and, I am not completely sure, but I think it produces more resources in the same period of time (compared with Deep Mine).
I agree to him.
1. you are geting to much minerals out, special the from the valueables. 45-50 plasteel with my adv. builder bot from Robots. The amout of ore you get should reduced by the value of the ore.
The manipulator of the building should get a value of skill*manipulation*random (0.5 - 1.5) each dig. These value divided through the ore value give the amout of ore you are geting.

2. the material cost of the building is ok, but i think there should be a mining bill to drill to core first before you can drill for ore (5000 work).
Maybe you can differ some drill deeps like the fissions you made from an old mining mod. First just stones and steel, deeper for stones,steel,plasteel,silver. And the deepest for all (3k,6k,9k or 5k,10,15k work).
I don't think this can't be done without DLL. First you create a Drilling rig, where you can do one of the 3 drilling bills, and then the drilling rig get auto. changed into a mining rig for these deep once a bill get completed.

3. Automated mining, same like the standard mining but need an AI core + 500 silver or gold  to build, and more power use 3000 instead 2500.
Need extra research ofcourse.
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: lc-soz on October 27, 2016, 12:23:34 PM
Quote from: Canute on October 27, 2016, 07:12:03 AM

I agree to him.
1. you are geting to much minerals out, special the from the valueables. 45-50 plasteel with my adv. builder bot from Robots. The amout of ore you get should reduced by the value of the ore.
The manipulator of the building should get a value of skill*manipulation*random (0.5 - 1.5) each dig. These value divided through the ore value give the amout of ore you are geting.

2. the material cost of the building is ok, but i think there should be a mining bill to drill to core first before you can drill for ore (5000 work).
Maybe you can differ some drill deeps like the fissions you made from an old mining mod. First just stones and steel, deeper for stones,steel,plasteel,silver. And the deepest for all (3k,6k,9k or 5k,10,15k work).
I don't think this can't be done without DLL. First you create a Drilling rig, where you can do one of the 3 drilling bills, and then the drilling rig get auto. changed into a mining rig for these deep once a bill get completed.

3. Automated mining, same like the standard mining but need an AI core + 500 silver or gold  to build, and more power use 3000 instead 2500.
Need extra research ofcourse.


Would be very cool if you had to do work before starting drilling resources. Very cool the idea of different fissions for different resources "3k,6k,9k or 5k,10,15k work".
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: Wacoede on October 30, 2016, 12:52:22 PM
Don't know if this is a bug or not but noticed that it was taking a very long time for my Max level miner to pull stone out of the ground so took a look at the recipe def and saw that you had no <workSpeedStat> set so changed the <efficiencyStat> to that and now my miner is pulling up stone very quickly
Title: Re: [A15] Deep Core Miner (+addons) (UD:9/1/16) - An End Game Resource Solution
Post by: Canute on October 30, 2016, 03:35:55 PM
Basicly a nice idea, but does your miner realy mine or just press a button to control the mashine ? :-) Does your miner got mashine handle skill ? :-)
Title: Re: [A16] Deep Core Miner (+addons) (UD:12/20/16) - An End Game Resource Solution
Post by: theubie on December 20, 2016, 11:23:20 AM
Updated for Alpha 16.  (Working on all my other mods.  Be patient.)
Title: Re: [A16] Deep Core Miner (+addons) (UD:12/20/16) - An End Game Resource Solution
Post by: zloibuka on December 25, 2016, 02:50:36 PM
Mod looks interesting, but i cannot understand, how its work :( Research completed, scanner build, deep drill build, but nothings happen. No resourses, no wokers. What i do wrong?
Title: Re: [A16] Deep Core Miner (+addons) (UD:12/20/16) - An End Game Resource Solution
Post by: etoire on December 25, 2016, 05:44:55 PM
Zloibuka, you built the vanilla deep driller which needs to be placed over ore veins visible by clicking the scanner. You need to build the core drill, which is a different object. If you don't see it, fumble with your mod load order!
Title: Re: [A16] Deep Core Miner (+addons) (UD:12/20/16) - An End Game Resource Solution
Post by: zloibuka on December 25, 2016, 10:08:38 PM
Quote from: etoire on December 25, 2016, 05:44:55 PM
Zloibuka, you built the vanilla deep driller which needs to be placed over ore veins visible by clicking the scanner. You need to build the core drill, which is a different object. If you don't see it, fumble with your mod load order!

No, i build core driller, its bigger, then vanila, has menu with material selection and place for human operator. But its not work and no one operates them and i don't know why :(
Title: Re: [A16] Deep Core Miner (+addons) (UD:12/20/16) - An End Game Resource Solution
Post by: theubie on December 25, 2016, 11:31:01 PM
Do you have someone with mining work enabled?  Do you have any other mining jobs set?  The mining priorities mining actual rock over the machine.
Title: Re: [A16] Deep Core Miner (+addons) (UD:12/20/16) - An End Game Resource Solution
Post by: zloibuka on December 28, 2016, 12:43:05 AM
Quote from: theubie on December 25, 2016, 11:31:01 PM
Do you have someone with mining work enabled?  Do you have any other mining jobs set?  The mining priorities mining actual rock over the machine.

found the problem, all work, thanks
Title: Re: [A16] Deep Core Miner (+addons) (UD:12/20/16) - An End Game Resource Solution
Post by: Der Failer on January 13, 2017, 03:01:53 PM
Just noticed that your mod suffers from the "buildings are build instantly" problem.
This is because in buildings <WorkToMake> has changed to <WorkToBuild>, but RW doesn't throw a error and instead just defaults it to 1 work, so it is easy to overlook.
Title: Re: [A16] Deep Core Miner (+addons) (UD:12/20/16) - An End Game Resource Solution
Post by: theubie on January 13, 2017, 03:31:28 PM
Quote from: Der Failer on January 13, 2017, 03:01:53 PM
Just noticed that your mod suffers from the "buildings are build instantly" problem.
This is because in buildings <WorkToMake> has changed to <WorkToBuild>, but RW doesn't throw a error and instead just defaults it to 1 work, so it is easy to overlook.

Not even an overlook.  Never looked to begin with.  I just built one via God mode to make sure it didn't throw any errors.  Good catch.

Uploaded v1.1.1 which fixes this.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Danetta on January 15, 2017, 10:53:29 PM
For some reason I can't extract files from this archive:
http://infinitepossibilitygames.com/download/deep-core-miner-v-1-1-1/?wpdmdl=342

It just throws error and I never saw anything like that before.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: theubie on January 16, 2017, 09:26:59 AM
Hmm.  I got errors using Window's default decompression, but 7zip worked fine.  Might be because of the compression method I used.  I recompressed the file and uploaded it again.  This one seems to work with the default Windows method.  DL and try again.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Canute on January 16, 2017, 10:55:17 AM
I don't have problems either with the  download, nor with windows standard zip method.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Swat_Raptor on January 31, 2017, 08:53:56 AM
So I really like this mod but was wondering how balanced each of the recipes for materials was, when I add a mod I want it to not feel like cheating. so after a little digging I came up with a list of what the various yields would be if they were balanced to a set market value of 40 silver
Here they are

Stone: 1 chunck  (based on value of 20 stone blocks)
Steel:     20 units   (market value 2 per)     Current yield  25 units
Uranium:  6 units   (market value 6 per)     Current yield    5 units
Palasteel: 3 units   (market value 14 per)    Current yield  15units
Gold:        4 units   (market value 10 per)   Current yield    5 units
Jade:        8 units   (market value 5 per)     Current yield    5 units
Silver      40 units   (market value 1 per)     Current yield    5 units
Titanium    1 unit    (market value 32 per)    Current yield    5 units

Steel, Palasteel, Gold and Titanium all would be decreased.  Uranium, Jade and Silver would be increased
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: frenchiveruti on February 05, 2017, 04:49:02 PM
Hey hi! Can you check out any way to make the pawn using the deep drill "sit"? Or it's a standing task?
That way they could benefit from the chairs.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Canute on February 06, 2017, 02:56:51 AM
Use your texteditor
open ...\Mods\MiningShaft\Defs\ThingDefs_Buildings
edit  Buildings_Production_CoreDriller.xml
find   <interactionCellOffset>(0,0,-1)</interactionCellOffset>
and change the -1 into -2 and safe.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Juntahmol on March 12, 2017, 01:27:06 PM
For some reason, none of my pawns will interact with the deep core miner.  I set it up, and they would before the first time I saved, but I haven't seen them work it since.  There's no right-click option for prioritizing it, either.  I even tried god moding one in and setting it to just do something 10 times, and they still won't touch it.  They interact with the Mk II just fine, though (I assume that's also from that mod, since the description references the core drill).
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: AngleWyrm on March 12, 2017, 07:27:04 PM
I've seen that unable to prioritize behavior a few times, and recently discovered that my level-10 constructor could be ordered to prioritize building a bed, but the rest of the team could not.

EDIT: I have the mod Quality Builder installed. If I disable the quality setting for a given construction, then I can set just about anyone to the task. But if I have quality construction setting active, then it seems to take a skilled guy to do the job.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Dr_Zhivago on April 04, 2017, 09:18:28 AM
I put this on steam already, but just incase people don't want it from there... Here's another addon for A16 Industrialisation.

[attachment deleted by admin due to age]
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: trollface939 on April 06, 2017, 11:09:24 PM
So i just got my Core Drill up and running on my Sea Ice playthrough. And for some reason, i can only mine gold and nothing else. Is this a bug or a mechanic?
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: counterfeitguise on May 31, 2017, 08:38:29 PM
Would love an update to this for A17. I consider this a core mod for Rimworld gameplay. I like to play long games and the vanilla deep driller is just not enough.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Kalshion on June 03, 2017, 02:51:25 AM
Given the OP hasn't been around since earlier in the year, I don't think we'll be seeing an update, might have to wait for someone else to make one of these  :'(
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: DoctorVanGogh on June 07, 2017, 05:38:21 AM
I went ahead and did a custom Alpha 17 version of this mod. Some quick & dirty tests showed no issues.

If you feel adventurous, feel free to give it a try (needs manual install)
I've not yet touched the Glitterterch addon, though the old A16 version should still work (if loaded after the core drill mod), but you'll not get the nice 'drilling' effect I've added to the other mods.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: viperwasp on June 16, 2017, 01:49:07 PM
Thanks DoctorVanGogh I appricate it. Waiting for New PC before I can help test or use the mods. But thanks. Are these A17B safe too?
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: SzaryKaptur on June 19, 2017, 03:31:15 PM
Quote from: DoctorVanGogh on June 07, 2017, 05:38:21 AM
I went ahead and did a custom Alpha 17 version of this mod. Some quick & dirty tests showed no issues.

If you feel adventurous, feel free to give it a try (needs manual install)

  • Core Drill mod (https://github.com/DoctorVanGogh/MiningShaft/releases)
  • Core Drill - Stone Addon (https://github.com/DoctorVanGogh/MiningShaft-StoneAddon/releases)
I've not yet touched the Glitterterch addon, though the old A16 version should still work (if loaded after the core drill mod), but you'll not get the nice 'drilling' effect I've added to the other mods.

It's nice but when i use drill it doesn't give resourcers ammount like in RecipeDefs but it sprays tons of resources around drill.What is wrong? Help :/ It's like cheat.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: MRizqonT on July 18, 2017, 06:12:16 AM
I Have a Very Good News for you Guys!

So on this day i have been updated this mod for A17 i update this myself,maybe im not allowed do this but,i will consider it so hangout for a little bit :-[
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: asquirrel on July 18, 2017, 12:09:59 PM
Quote from: MRizqonT on July 18, 2017, 06:12:16 AM
I Have a Very Good News for you Guys!

So on this day i have been updated this mod for A17 i update this myself,maybe im not allowed do this but,i will consider it so hangout for a little bit :-[

Hey dude, I'm using DoctorVanGogh's fix right now  but haven't thoroughly tested it. Have you tested your A17 conversion? Anything weird happening? (like spraying resources all around).  If it looks good, please upload it so we can test it some more. :)  Were you able to mod the Glitter tech addon (so the drill can also mine titanium)?
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: stigma on July 20, 2017, 01:23:55 AM
How do you guys feel this mod compares to the "Quarry" mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=942690136

IMO quarry looks very balanced to not be too convenient or too OP - but still technically gives you an infinite source of any minable material that exists in the game. Feels pretty natural and not so much like an "infinite generator of whatever material you want" sort of thing. It kind of simulates a less efficient version of what you do in the normal game when you do exploratory mining and just take whatever deposits you find - so getting rare materials is still rare and you can't really do much about that except throw more work at it.

I feel it really leaves room for other mining options like more targeted deep mining, and also meshes well with the ore scanner from the miningco mod. I really like that for mining expeditions outside my home tile when the need for very specific materials is pressing.

If anyone has good feedback after having used both in long games I'd love to hear your opinions.

-Stigma
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Canute on July 20, 2017, 02:56:44 AM
Try to place a quarry on an iceshelf biome, you barly find a place to build it.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: stigma on July 20, 2017, 07:55:00 PM
Quote from: Canute on July 20, 2017, 02:56:44 AM
Try to place a quarry on an iceshelf biome, you barly find a place to build it.

Sure, but how does a deep core mine make any sense on an icesheet either?
You are literally living on top of the frozen ocean. Digging deep isn't likely to get you more than a lot of cold water.

-Stigma
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Dellamorte on July 20, 2017, 11:13:58 PM
I thought I would make an add-on for Mechanoid Tech, adds Wolframium and Cobalt to the list of bills. I did not change the target version number because the other add-ons and the base mod are still listed for a16. Full credit to the stone add-on I hacked it from from that add on. EDIT: I noticed I left the stone add-on gif in the file, I will do an edit and update it in a day or two and then upload it to Steam, sorry if this causes any trouble.

[attachment deleted by admin due to age]
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Canute on July 21, 2017, 03:00:00 AM
Quote from: stigma on July 20, 2017, 07:55:00 PM
Quote from: Canute on July 20, 2017, 02:56:44 AM
Try to place a quarry on an iceshelf biome, you barly find a place to build it.
Deep Core Miner
Somewhere under the ocean is allways a core, or do you think the core is water too ? :-)

Sure, but how does a deep core mine make any sense on an icesheet either?
You are literally living on top of the frozen ocean. Digging deep isn't likely to get you more than a lot of cold water.

-Stigma
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: tonsrd on July 21, 2017, 05:33:25 AM
Quote from: DoctorVanGogh on June 07, 2017, 05:38:21 AM
I went ahead and did a custom Alpha 17 version of this mod. Some quick & dirty tests showed no issues.

If you feel adventurous, feel free to give it a try (needs manual install)

  • Core Drill mod (https://github.com/DoctorVanGogh/MiningShaft/releases)
  • Core Drill - Stone Addon (https://github.com/DoctorVanGogh/MiningShaft-StoneAddon/releases)
I've not yet touched the Glitterterch addon, though the old A16 version should still work (if loaded after the core drill mod), but you'll not get the nice 'drilling' effect I've added to the other mods.

can u add industrlation addon to it 17 fix?
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Plasmatic on July 25, 2017, 05:58:18 AM
Quote from: DoctorVanGogh on June 07, 2017, 05:38:21 AM
I went ahead and did a custom Alpha 17 version of this mod. Some quick & dirty tests showed no issues.

If you feel adventurous, feel free to give it a try (needs manual install)

  • Core Drill mod (https://github.com/DoctorVanGogh/MiningShaft/releases)
  • Core Drill - Stone Addon (https://github.com/DoctorVanGogh/MiningShaft-StoneAddon/releases)
I've not yet touched the Glitterterch addon, though the old A16 version should still work (if loaded after the core drill mod), but you'll not get the nice 'drilling' effect I've added to the other mods.

I love the Core Drill, but I seem to be having a slight issue which I've discovered. After I setup a core drill and it's bills I can no longer talk to any trader ships that come by. when using the comms console all I get is:

JobDriver threw exception in initAction. Pawn=White, Job=UseCommsConsole A=Thing_CommsConsole188480, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TransferableUtility.TransferAsOne (Verse.Thing a, Verse.Thing b) [0x00000] in <filename unknown>:0
  at RimWorld.TransferableUtility.TransferableMatching[Tradeable] (Verse.Thing thing, System.Collections.Generic.List`1 transferables) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddToTradeables (Verse.Thing t, Transactor trans) [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.AddAllTradeables () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal.Reset () [0x00000] in <filename unknown>:0
  at RimWorld.TradeDeal..ctor () [0x00000] in <filename unknown>:0
  at RimWorld.TradeSession.SetupWith (ITrader newTrader, Verse.Pawn newPlayerNegotiator) [0x00000] in <filename unknown>:0
  at RimWorld.Dialog_Trade..ctor (Verse.Pawn playerNegotiator, ITrader trader) [0x00000] in <filename unknown>:0
  at RWAutoSell.TradeShip.TryOpenComms (Verse.Pawn negotiator) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_UseCommsConsole+<MakeNewToils>c__Iterator42.<>m__BB () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=, curJob.def=UseCommsConsole, curDriver=RimWorld.JobDriver_UseCommsConsole
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


It seems very strange that the core drill would have any impact on the comms console and traders, but I can replicate the issue everytime. previous to the core drill traders work fine, after building the core drill they still work, though after going through the bills and subsequently someone working on it, I can no longer talk to traders.

Could the Core drill be messing with the jobs enough to affect the trade job?
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: DoctorVanGogh on July 25, 2017, 01:12:36 PM
Looks like an AutoSell issue to me:
Quote
RWAutoSell.TradeShip.TryOpenComms
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: Plasmatic on July 25, 2017, 02:44:27 PM
Quote from: DoctorVanGogh on July 25, 2017, 01:12:36 PM
Looks like an AutoSell issue to me:
Quote
RWAutoSell.TradeShip.TryOpenComms

Hmm, Odd, I hadn't even built the autosell thingy yet and I was still having issues. but I'll try dissabling it, thanks
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: DoctorVanGogh on July 25, 2017, 06:25:16 PM
Update: I've uploaded the A17 version to Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1089876213).

Also added some Addons
And Requests for further Addons: Point to the base mod that adds the custom resources - I'll see what I can do ;)

New magical version (https://ludeon.com/forums/index.php?topic=34702.msg355305#msg355305) with support for any and all mineable mod materials out of the box.
Title: Re: [A16] Deep Core Miner (+addons) (UD:1/13/16) - An End Game Resource Solution
Post by: GlutenFreeAIDS on August 14, 2017, 06:04:57 PM
If I wanted to change the values for how much/quickly resources get brought up from the ground, what file would I need to change? I can't seem to find it