(https://s6.postimg.org/6u1wr7k9d/mines.png) | Mines (https://github.com/AngleWyrm/Mines/releases) ~ A balanced approach Pawns working at these mines collect $7.523 silver/hour in resources. You pick the resource, and the pawn will work for enough time to earn it. Build as many as you like for all your miners. Downloads Mines on github (https://github.com/AngleWyrm/Mines/releases) Incompatibilities Interactions with Help tab and Improved Work Bench produce errors when used with Mines mod |
(http://static.tvtropes.org/pmwiki/pub/images/Legacy2_3641.jpg) | Picture added, and yes they're place-able buildings with a spot for someone to work at. Also updated the mod to include mining compacted machinery from the depths of Rimworld's ancient history. |
(https://s-media-cache-ak0.pinimg.com/originals/8c/d4/38/8cd438ffa9448addfc24d75985bbb4d2.png) | Quote from: GngBngBus on July 06, 2017, 10:57:53 AMToday's update (https://github.com/AngleWyrm/Mines/releases) When pawns think about doing a mining job they'll consider going to the mines with a higher priority. Quote from: Lerin on July 06, 2017, 11:19:33 AMIncorporated clipart from first post as the in-game image for the mines, and increased the size to occupy a 3x3 space. |
Quote from: leeadriancatfox on July 06, 2017, 09:55:14 PMAdded as feature request (https://github.com/AngleWyrm/Mines/issues/1), so that mining can extract the base resources Copper, Lead, Tin and Aluminum.
Does it mine cupro's alloys?
5x5 | 7x7 |
(https://s6.postimg.org/ecbv8cwup/5x5Mine.jpg) | (https://s6.postimg.org/k1s3so30x/7x7Mine.jpg) |
Quote from: Canute on July 08, 2017, 01:10:53 PM
What do you think about another alternative
a 3x2 mineshaft only placeable on mineable stones. Even an flat map there should be enough spots for that.
(https://s6.postimg.org/6u1wr7k9d/mines.png) | Art update (https://github.com/AngleWyrm/Mines/releases)
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QuotePawns will path around the mine instead of moving really slow through it's tilesDamn pathing, I want better pathfinding back !! :-(
Quote from: Canute on July 08, 2017, 01:10:53 PMI think that limiting where a player may put the mine would create filtering problems when selecting a biome, such as a desert or a swamp, or something yet to be invented.
What do you think about another alternative a 3x2 mineshaft only placeable on mineable stones.
Quote from: Canute on July 09, 2017, 03:08:00 AMThat could be an interesting mechanic, useful for vehicles, riding beasts, ships, working inside pods and other chamber types. Maybe have a face overlay for seeing the pawns 'using' a given thing, and for selection/navigation. It seems like a worthy project, something that will require dedicated coding effort that is somewhat outside of this mod's field of endeavor.
Currently the pawn working at the mine like a workbench, it is possible that they disappear during work, because they are somewhere in the underground to mine.
Quote from: platypus on July 08, 2017, 04:09:34 PMYes it would, and I'll add that to the feature requests (https://github.com/AngleWyrm/Mines/issues/2). I'd like to implement it as digging up rock chunks that can then be further processed into blocks through other game mechanics and mods.
Would it be possible to add the ability to mine the different types of stones? Or maybe just the ones present on the map?
(https://s6.postimg.org/ruryc4nrl/Clipboard-1.png) | Quote from: GngBngBus on July 09, 2017, 12:56:30 PM Working fine for me. The question appears to have two possible interpretations, only one of which has any meaning for maintaining this mod. Are you seeing something different from the image at the left?
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(https://s-media-cache-ak0.pinimg.com/736x/fe/2c/6b/fe2c6ba3b15bc001fa8cfafefc6d0c9f--chinese-art-character-art.jpg) | Quote from: Nanao-kun on July 10, 2017, 06:37:16 PM Yes, at our present place in the IRL tech research tree it will need a manual patch file. I'll put something together for including Cupro's Alloys tomorrow. |
(https://s6.postimg.org/bn99cyrf5/Cupro_s_Alloys.png) | Cupro's Alloys patch (https://github.com/AngleWyrm/Mines-CuprosAlloys-patch/releases) A previous post made mention of an issue that seems to have clarified itself as what might best be described as "beauty is in the eye of the beholder." There is a mapping between compacted machinery and components that is to some an increase of detail, but to others an unnecessary layer of indirection. To address this issue requires some compromise from both camps. I've added the mapping to the work bills so that the detail remains but can be ignored by those who find it cumbersome. |
(https://s6.postimg.org/3va0eys41/poisonivy.jpg) | Why are there many computer languages? Because each one makes it easy and natural to see solutions present in a given domain, a paintbrush for each kind of job. Due to the way xpath is written, it's simple for one mod to make edits to another mod, but not simple to make edits to itself based on the existence of another mod. So including a patch file that edits Mines to add new resources (rather than a separate patch mod) is best done from the perspective of the mod adding those resources. Pretty much a copy/paste from the Cupro's Alloys patch. |
(http://cgwall.cn/upload/2014/03/0326BO5Sm3G1dhyziyN-1.jpg) | Searching function update (https://github.com/AngleWyrm/Mines/releases) At game startup, Mines search through the game for any mineable resources, and generate work bill recipes for them. Thanks to dburgdorf's (https://ludeon.com/forums/index.php?action=profile;u=68849) invaluable assistance with C# which made this possible. |
Quote from: Canute on July 17, 2017, 01:56:01 PM
Yes, a good crafter can made componets faster at the assembly then a miner at the mine. But the mine don't need steel and no power.
Compact mashinery isn't a natural resources, they are remains from some ancient cultures. And i don't think they don't appear that deep, hmm dwarfen, alien ants hmm ok, they can appear that deep.
(http://www.unl.edu/piesl/tumblr_lskv86yh5f1r1n41ko1_500.jpeg) | Multi-lingual support (https://github.com/AngleWyrm/Mines/releases) This update adds language translation support. Note: Searched for resources derive their names from the mods that create them. |
<LanguageData>
<Mineshaft.defName>Mineshaft</Mineshaft.defName>
<Mineshaft.label>mineshaft</Mineshaft.label>
<Mining>Mining {0}.</Mining>
<Mine>mine {0}{1}</Mine>
<LogMessageFoundResource>[Mines]Found something to mine: {0}</LogMessageFoundResource>
<LogMessageAddedRecipe> -- added recipe for {0}</LogMessageAddedRecipe>
<Excavate>Excavate_{0}</Excavate>
</LanguageData>
(https://s-media-cache-ak0.pinimg.com/originals/f5/2c/0a/f52c0aa7ec10fa837eccb0b43dfdcd14.jpg) | Language Update (https://github.com/AngleWyrm/Mines/releases) Changed all resources to be found by the search method, so that the language translations may proceed in an orderly fashion for every entry.
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<LanguageData>
<Mineshaft.defName>штольня</Mineshaft.defName>
<Mineshaft.label>шахта</Mineshaft.label>
<Mining>Добыча {0}.</Mining>
<Mine>добывать {0}{1}</Mine>
<LogMessageFoundResource>[Мины] Нашли что-то для моего: {0}</LogMessageFoundResource>
<LogMessageAddedRecipe> -- добавлен рецепт для {0}</LogMessageAddedRecipe>
<Excavate>рыть_{0}</Excavate>
</LanguageData>
Quote from: AngleWyrm on July 14, 2017, 07:02:05 AM
(http://cgwall.cn/upload/2014/03/0326BO5Sm3G1dhyziyN-1.jpg) Searching function update (https://github.com/AngleWyrm/Mines/releases)
At game startup, Mines search through the game for any mineable resources, and generate work bill recipes for them.
Thanks to dburgdorf's (https://ludeon.com/forums/index.php?action=profile;u=68849) invaluable assistance with C# which made this possible.
(https://s6.postimg.org/inv04et01/resource_Mining.png) | Quote from: Sirsim on July 19, 2017, 01:48:47 PMThe patch (https://github.com/AngleWyrm/Mines-CuprosAlloys-patch) was for an older version of Mines, before implementing a search feature. The patch is depreciated as no longer necessary. This is the list of mine-able resources that I see in-game when using Mines version 17-7-19 (https://github.com/AngleWyrm/Mines/releases) with Cupro's Alloys version 17.10 (https://github.com/cuproPanda/CAL/releases) Are you using the Help Tab (https://ludeon.com/forums/index.php?topic=33593.msg342712#msg342712) mod? There's an incompatibility between the two (noted in the first post) that makes searches fail. A couple possible solutions:
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Quote from: AngleWyrm on July 19, 2017, 02:10:11 PM
(https://s6.postimg.org/inv04et01/resource_Mining.png) Quote from: Sirsim on July 19, 2017, 01:48:47 PMThe patch was for an older version of Mines, before implementing a search feature. It is depreciated as no longer necessary.
There is something that i probably miss cause i only get the bills for the standard metals without cupro's alloys patch.
This is the list of mine-able resources that I see in-game when using Mines version 17-7-19 (https://github.com/AngleWyrm/Mines/releases) with Cupro's Alloys version 17.10 (https://github.com/cuproPanda/CAL/releases)
Are you using the Help Tab (https://ludeon.com/forums/index.php?topic=33593.msg342712#msg342712) mod? There's an incompatibility (mentioned in the first post) between the two that makes searches fail.
(https://s6.postimg.org/xo8mo1akx/glittertech.png) | Quote from: Plasmatic on July 25, 2017, 06:06:59 AM Yes it supports GlitterTech out of the box with no patching necessary; this mod searches for mine-able resources at game start and adds them to the mining bills, so it should support any mod that adds things that can be mined from deep underground. The screeny on the left is with Glittertech and Cupro's Alloys installed. |
Quote from: Reoxur on July 26, 2017, 06:44:16 AM
The current graphic / artwork of the mine is a little too cartoony and perspective is off, would be better if it fit the art style of Rimworld.
Quote from: raisermrk2 on July 25, 2017, 10:50:21 PM
good mod but it theres a big problem where the save wont load after building a mine
and using it
Quote from: Sirsim on July 26, 2017, 09:03:50 AMQuote from: raisermrk2 on July 25, 2017, 10:50:21 PMI have the same problem and forced to uninstall the mod although i love how it 'transforms' mining.
good mod but it theres a big problem where the save wont load after building a mine
and using it
Something got corrupted cause i can't load a game with a mine build in it.
Quote from: AngleWyrm on July 26, 2017, 01:10:06 PMQuote from: Sirsim on July 26, 2017, 09:03:50 AMQuote from: raisermrk2 on July 25, 2017, 10:50:21 PMI have the same problem and forced to uninstall the mod although i love how it 'transforms' mining.
good mod but it theres a big problem where the save wont load after building a mine
and using it
Something got corrupted cause i can't load a game with a mine build in it.
How unfortunate.
I can only work on issues that I can reproduce, so please attach your ModConfig.xml that I may look into the matter.
Could not load reference to Verse.RecipeDef named Excavate_Steel
Verse.Log:Error(String)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:Look(RecipeDef&, String)
RimWorld.Bill:ExposeData()
RimWorld.Bill_Production:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
RimWorld.BillStack:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Deep:Look(BillStack&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(BillStack&, String, Object[])
RimWorld.Building_WorkTable:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Map:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Exception in FinalizeLoading(): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Bill.GetUniqueLoadID () [0x00000] in <filename unknown>:0
at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0
at Verse.CrossRefHandler.ResolveAllCrossReferences () [0x00000] in <filename unknown>:0
at Verse.ScribeLoader.FinalizeLoading () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Bill.GetUniqueLoadID () [0x00000] in <filename unknown>:0
at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0
at Verse.CrossRefHandler.ResolveAllCrossReferences () [0x00000] in <filename unknown>:0
at Verse.ScribeLoader.FinalizeLoading () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Map.get_TileInfo () [0x00000] in <filename unknown>:0
at Verse.Map.get_Biome () [0x00000] in <filename unknown>:0
at RimWorld.AmbientSoundManager.RecreateMapSustainers () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Quote from: mrsebseb on July 27, 2017, 07:45:02 AM
Not sure if a full list of my 194 mods would help so I'll refrain from posting it for now.
Quote from: AngleWyrm on July 27, 2017, 08:39:46 AMQuote from: mrsebseb on July 27, 2017, 07:45:02 AM
Not sure if a full list of my 194 mods would help so I'll refrain from posting it for now.
Not sure if I can help without that that file attachment so I'll refrain from further comment for now.
Quote from: mrsebseb on July 27, 2017, 07:45:02 AMOr do you want a "ModsConfig.xml" that'll tell you the exact same thing?
Update: I can reproduce the error with nothing butthis mod, Hugslib and Mod List Backup.
Just started a new game, set down a mine, set a bill to mine steel. Save. On load it throws the error.
Quote from: AngleWyrm on July 25, 2017, 03:19:14 PM
(https://s6.postimg.org/xo8mo1akx/glittertech.png) Quote from: Plasmatic on July 25, 2017, 06:06:59 AM
Does this mod support Glittertech? Aka, Titanium? or would that require a patch?
Yes it supports GlitterTech out of the box with no patching necessary; this mod searches for mine-able resources at game start and adds them to the mining bills, so it should support any mod that adds things that can be mined from deep underground.
The screeny on the left is with Glittertech and Cupro's Alloys installed.
(https://s-media-cache-ak0.pinimg.com/736x/6c/3f/69/6c3f690f3987f10f9f28698420dc9eb3--angel-art-warrior-women.jpg) | Quote from: Ichimatsu on July 28, 2017, 12:14:25 PM Quote from: Canute on July 17, 2017, 09:54:52 AM There's some disagreement of opinion on what is desirable, so I've gone with the rule that if a resource can be mined from deep underground then it will appear in the list. In technical terms, that is specified by including a <deepCommonality> tag in the resource definition. |
Quote from: TheWrongColonist on July 28, 2017, 10:00:23 PM
Is it just me that after loading a game with a mine & bills i can't see the previous set bills and i can't set any more bills? Only solution i found is to remove the mine and make another one.
Quote from: Canute on July 29, 2017, 02:43:04 AM
Did you add some mod between the safe ?
Or do you got alot a new mineable resources that the bill menu can't show them all maybe ?
Quote from: KLk on August 11, 2017, 01:59:33 PM
same bug with the bills i only can save the mine removing the bills before saving
Quote from: SpaceDorf on August 12, 2017, 03:36:16 PM
slightly different modlist, still the same bug.
...
If you have a working modlist, would you mind sharing yours so I can do a bit of testing myself ?
Exception in FinalizeLoading(): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Bill.GetUniqueLoadID () [0x00000] in <filename unknown>:0
at Verse.LoadedObjectDirectory.RegisterLoaded (ILoadReferenceable reffable) [0x00000] in <filename unknown>:0
at Verse.CrossRefHandler.ResolveAllCrossReferences () [0x00000] in <filename unknown>:0
at Verse.ScribeLoader.FinalizeLoading () [0x00000] in <filename unknown>:0
Quote from: faltonico on August 12, 2017, 10:48:00 PM
Your incompatible mod might be improved workbench management
Quote from: AngleWyrm on August 12, 2017, 10:01:24 PMIt only took me one try... i looked for possible candidates, those being the changing bills mods, and Improved workbench management was the one doing the most changes.
-snip-
By combining the two lists, the resulting group has been narrowed down to 24 mods (half the duplicates list). The maximum number of trials necessary to locate one problematic mod out of a set of 24 is the ceiling of log(24)/log(2) = 5 (http://www.wolframalpha.com/input/?i=ceiling(+log(24)+%2F+log(2)+)).
So it should take a maximum of five tests to sort it out, by testing half the remaining set at a time.
(http://img14.deviantart.net/881c/i/2011/046/f/4/final_fantasy_group_by_raimundo91-d39m6rs.jpg) | Team awesome has done it! Attached is my working mod list. It was the improved work bench mod that was creating a weird build menu interaction. I've added it to the incompatibles list in the first post. |
Quote from: AngleWyrm on August 11, 2017, 04:19:20 PMi don't think is a mod problem it worked fine untill i updated the mod... And i ont know how to do what you want from me, tell me how and i will give it to you (TNXS)Quote from: KLk on August 11, 2017, 01:59:33 PM
same bug with the bills i only can save the mine removing the bills before saving
Same reply to the mod incompatibility problem: attaching your active modsConfig.xml will produce a population of those files that will narrow down the incompatibility.
So far there is one file. Care to contribute yours?
Quote from: KLk on August 17, 2017, 09:59:53 AMDo you have the mod Help tab or the mod Improved Work Benches installed? There were compatibility issues with those two mods. Since the reversion those issues might no longer be present, but I haven't tested for that.
i don't think is a mod problem it worked fine until i updated the mod... And i don't know how to do what you want from me, tell me how and i will give it to you
Quote from: AngleWyrm on August 17, 2017, 10:15:00 AMnoope, just prothesisQuote from: KLk on August 17, 2017, 09:59:53 AMDo you have the mod Help tab or the mod Improved Work Benches installed? There were compatibility issues with those two mods. Since the reversion those issues might no longer be present, but I haven't tested for that.
i don't think is a mod problem it worked fine until i updated the mod... And i don't know how to do what you want from me, tell me how and i will give it to you
Quote from: PixelBitZombie on August 17, 2017, 02:05:31 PM
Possibly I placed it in a wrong area but when I click bills, nothing is in the section. It's empty. I wanted to try this mod and compare it to Quarry. If it's a research.. man I guess I need to dig a little further and try to find it.
Quote from: CyanSam on August 17, 2017, 02:50:10 PMQuote from: PixelBitZombie on August 17, 2017, 02:05:31 PM
Possibly I placed it in a wrong area but when I click bills, nothing is in the section. It's empty. I wanted to try this mod and compare it to Quarry. If it's a research.. man I guess I need to dig a little further and try to find it.
Put those in the xml file and worked, thanks bud!
There seems to be something lacking in mines.xml def file.
There are no recipes defined for the building, I added the recipes similar to the older versions of the mod and everything got fixed and also my modded material recipe which I added the patch for got added too.
Adding this to the mines.xml under inspectorTabs fixed the issue for me:
<recipes>
<li>Excavate_Steel</li>
<li>Excavate_Plasteel</li>
<li>Excavate_Uranium</li>
<li>Excavate_Silver</li>
<li>Excavate_Gold</li>
<li>Excavate_Jade</li>
</recipes>
Quote from: AngleWyrm on August 17, 2017, 07:19:56 PM
Added CyanSam's bug fix
Quote from: zomb1 on August 27, 2017, 08:59:05 AM
but i have used an older verion and now i cannot load my quite long savegame..