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RimWorld => Releases => Mods => Outdated => Topic started by: AngleWyrm on July 05, 2017, 09:35:32 AM

Title: [A17] Mines - balanced mining
Post by: AngleWyrm on July 05, 2017, 09:35:32 AM

(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

License
Public Domain - do with it as you please
Mod packs and alternate download sites are welcome.
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 05, 2017, 08:54:26 PM
Update (https://github.com/AngleWyrm/Mines/releases)
Corrected an error in the price of uranium ~ set to 3.40 silver/unit. Pawns mining uranium take the appropriate amount of time to dig it up, about half an hour (0:28).

Also, the Rimworld mechanics treat compacted machinery as a mine-able resource in a way that creates a lore similar to Oblivion (https://onethirdfilm.files.wordpress.com/2013/04/oblivion1.jpg?w=625&h=428), Fallout (http://vignette2.wikia.nocookie.net/fallout/images/a/a8/Fallout3_1_lg.jpg) and Borderlands (https://images.g2a.com/images/1024x768/1x1x0/2b47ea1779da/590db32f5bafe393695da243). At $21 silver/unit, components would be the most expensive mine-able resource, taking 2.8hr (2:50) to extract one.
Title: Re: [A17] Mines - balanced mining
Post by: Halcyel on July 05, 2017, 11:34:45 PM
Can you please put some images? Is a placeable object? =O
Title: Re: [A17] Mines - balanced mining
Post by: JT on July 06, 2017, 12:19:03 AM
https://github.com/AngleWyrm/Mines/blob/master/Textures/Mineshaft.png

It's a placeable object.  Similar in principle to the quarry mod or the deep core drill but more specific and lower tech.
Title: Re: [A17] Mines - balanced mining
Post by: Halcyel on July 06, 2017, 12:28:17 AM
Ok ok thank you :D i'll give a try.
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 06, 2017, 02:38:18 AM

(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.
Title: Re: [A17] Mines - balanced mining
Post by: Canute on July 06, 2017, 04:42:47 AM
Very nice !!
Too bad minions still can't work at these.
Title: Re: [A17] Mines - balanced mining
Post by: GngBngBus on July 06, 2017, 10:57:53 AM
For some reason my colonist will always prefer to go across the map to mine steel rather then going to the mine behind their homes pls help
Title: Re: [A17] Mines - balanced mining
Post by: Lerin on July 06, 2017, 11:19:33 AM
Can you use sprites for mines from you first post, and do mine size 5x4 or something like that ?

And btw, very nice idea :D
Title: Re: [A17] Mines - balanced mining
Post by: freaky89 on July 06, 2017, 08:32:34 PM
Very cool mod! thx :)
Title: Re: [A17] Mines - balanced mining
Post by: leeadriancatfox on July 06, 2017, 09:55:14 PM
Does it mine cupro's alloys?
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 06, 2017, 10:46:55 PM

(https://s-media-cache-ak0.pinimg.com/originals/8c/d4/38/8cd438ffa9448addfc24d75985bbb4d2.png)
Quote from: GngBngBus on July 06, 2017, 10:57:53 AM
For some reason my colonist will always prefer to go across the map to mine steel rather then going to the mine behind their homes pls help
Today'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 AM
Can you use sprites for mines from you first post, and do mine size 5x4 or something like that ?
Incorporated 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 PM
Does it mine cupro's alloys?
Added as feature request (https://github.com/AngleWyrm/Mines/issues/1), so that mining can extract the base resources Copper, Lead, Tin and Aluminum.
Title: Re: [A17] Mines - balanced mining
Post by: GngBngBus on July 07, 2017, 04:18:07 AM
Umm, how do you set priorities? i'm a total noob at this game
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 07, 2017, 04:32:01 AM
The priority referenced above is an under-the-hood part of the way pawns think about stuff; it's one input hint from the mod developer to the pawn about how to choose their next task.

Players also have a priority system to give input to the pawn's thinking about what to do next, the Work Tab.
(http://i.imgur.com/FJnaaSs.jpg?1)

Here's a video of Fluffy's Work Tab (https://www.youtube.com/watch?v=3hO8CtsYH2o).
Title: Re: [A17] Mines - balanced mining
Post by: GngBngBus on July 07, 2017, 06:22:02 AM
never mind i had most of the stuff at 1 :p now it's working
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 08, 2017, 11:41:21 AM
After playing the game for a while with the graphic set to 3x3, it seems still too small. So here's two images to choose between:



5x57x7
(https://s6.postimg.org/ecbv8cwup/5x5Mine.jpg)(https://s6.postimg.org/k1s3so30x/7x7Mine.jpg)

Which seems the better fit?
Title: Re: [A17] Mines - balanced mining
Post by: wwWraith on July 08, 2017, 11:55:13 AM
6*6 ;)

Also may I suggest to make its colors more like on the first picture? I don't know how to say it precisely, more pale? less red?
Title: Re: [A17] Mines - balanced mining
Post by: Cmoa666 on July 08, 2017, 11:56:39 AM
5x5, better fit the size of the pawn.
Title: Re: [A17] Mines - balanced mining
Post by: 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.
Title: Re: [A17] Mines - balanced mining
Post by: SpaceDorf on July 08, 2017, 01:22:06 PM
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.

makes sense if you are digging for rock .. anything else does not, since it would clash with the lore of the deep drills,
beneath the earth is still rock and other ressources.

And I too prefer the size of 5x5. It's one of those rule-of-thumb sizes in Rimworld that always feel right somehow. Not to small like 3x3 and 7x7 allready feels to big ..
Title: Re: [A17] Mines - balanced mining
Post by: GngBngBus on July 08, 2017, 02:42:42 PM
forgot to ask but how do you mine components from the mine? 'cause it's not showing up on the bills tab
Title: Re: [A17] Mines - balanced mining
Post by: Halcyel on July 08, 2017, 02:46:00 PM
I think the 5x5 is the best option, its feel more "natural"  ;)
Title: Re: [A17] Mines - balanced mining
Post by: platypus on July 08, 2017, 04:09:34 PM
Would it be possible to add the ability to mine the different types of stones? Or maybe just the ones present on the map?
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 09, 2017, 12:05:36 AM

(https://s6.postimg.org/6u1wr7k9d/mines.png)Art update (https://github.com/AngleWyrm/Mines/releases)


  • Pawns will path around the mine instead of moving really slow through it's tiles
  • Mines are big enough to block wind if placed in the path of a windmill

Title: Re: [A17] Mines - balanced mining
Post by: Canute on July 09, 2017, 03:08:00 AM
QuotePawns will path around the mine instead of moving really slow through it's tiles
Damn pathing, I want better pathfinding back !! :-(

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.
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 09, 2017, 06:54:46 AM
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.
I 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.


Quote from: Canute on July 09, 2017, 03:08:00 AM
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.
That 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.


Quote from: platypus on July 08, 2017, 04:09:34 PM
Would it be possible to add the ability to mine the different types of stones? Or maybe just the ones present on the map?
Yes 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.
Title: Re: [A17] Mines - balanced mining
Post by: GngBngBus on July 09, 2017, 12:56:30 PM
Btw how do you mine components from the Mines? it is not showing up in the Bills to Mine it
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 09, 2017, 01:39:55 PM

(https://s6.postimg.org/ruryc4nrl/Clipboard-1.png)
Quote from: GngBngBus on July 09, 2017, 12:56:30 PM
how do you mine components from the Mines? it is not showing up in the Bills to Mine it

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?

  • If yes, then I'd like a copy of your config file to sort out mod conflicts and compatibilities
  • If no, then the problem is outside my domain
Title: Re: [A17] Mines - balanced mining
Post by: GngBngBus on July 10, 2017, 02:57:16 PM
Is this What you want ? https://gist.github.com/HugsLibRecordKeeper/32a606df3ee27d73dab73081d640d9ff
Title: Re: [A17] Mines - balanced mining
Post by: Nanao-kun on July 10, 2017, 06:37:16 PM
What about ores from other mods? Will it need a patch?
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 11, 2017, 03:45:26 AM
(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
What about ores from other mods? Will it need a patch?

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.
Title: Re: [A17] Mines - balanced mining
Post by: SpaceDorf on July 11, 2017, 03:53:00 AM
I wanted to say a nice thank you.

I love that you took the Western-Style approach for the look of the Mine instead of something technical.
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 11, 2017, 07:19:28 AM

(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.
Title: Re: [A17] Mines - balanced mining
Post by: Canute on July 11, 2017, 09:08:44 AM
AngleWyrm,
i don't have much knowledge about modding here, but couldn't you made it that mines search for all thingCategories ResourcesRaw Metallic  and stones and made them mineable ?
So the mines auto. expand their mineable resources depend on the installed mods and wouldn't need a patch for any mod ?
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 11, 2017, 11:45:49 PM

(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.
Title: Re: [A17] Mines - balanced mining
Post by: 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.
Title: Re: [A17] Mines - balanced mining
Post by: Canute on July 14, 2017, 09:03:27 AM
Well done !
Title: Re: [A17] Mines - balanced mining
Post by: Canute on July 17, 2017, 09:54:52 AM
I got maybe an issue.
Currently i am playing with Crystaloid race which add the crystal. Crystal ore is on the map and mineable, but it don't appear at the mine. Tryed to move Mines before and after Crystaloid but nothing change.

And i think you should remove the ability to mine components, this would made the research for component assemble absolent. And made it too easy to get components.
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 17, 2017, 11:24:03 AM
The crystal resource from Crystaloid alien mod doesn't appear to be a mineable resource; that is to say, it doesn't appear in deep clusters for mines, drills and other tools to dig up from deep underground. I've posted a mention of this to the Crystaloid thread, and the mod's author AtomicRavioli (https://ludeon.com/forums/index.php?action=profile;u=59979) has stated an update is in the works (https://ludeon.com/forums/index.php?topic=26852.msg352753#msg352753)

The cost in time spent mining for anything drawn from these mines is specified by the market value of the item being mined. Components are currently the most expensive resource that can be dug up from deep underground, with a price of 21 silver each which translates to almost three hours of pawn mining (2:47) to get just one component.

I haven't made any cost comparisons to researching and using a component assembly bench, or any of the mods that provide alternatives. If they produce more than the rate of a mine then they offer a cheaper solution, and if they are more expensive to use then the mine is a more effective method. There may also be trade-offs involved in other mods where pawn labor can be exchanged for other costs such as research, energy consumption or resource usage.
Title: Re: [A17] Mines - balanced mining
Post by: 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.
Title: Re: [A17] Mines - balanced mining
Post by: SpaceDorf on July 18, 2017, 08:01:53 AM
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.

This arguement also fits plasteel which is also not a natural ressource.
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 18, 2017, 03:26:49 PM

(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>
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 19, 2017, 10:48:50 AM

(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.

(https://blzgdapipro-a.akamaihd.net/game/unlocks/0x0250000000000B46.png)Added Russian translation
I've used google translate; if there are further improvements that can be made for the translations, post them and I'll include them in the next update.

<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>
Title: Re: [A17] Mines - balanced mining
Post by: Sirsim on July 19, 2017, 01:48:47 PM
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.

There is something that i probably miss cause i only get the bills for the standard metals without cupro's alloys patch.
Should i use the cupro's alloy patch with the new version or not ?
Thanks in advance .
Title: Re: [A17] Mines - balanced mining
Post by: 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 PM
There is something that i probably miss cause i only get the bills for the standard metals without cupro's alloys patch.
The 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:
  • Use an older version of Mines, and create a patch that adds the latest resources from Cupro's Alloys
  • Deactivate Help Tab
Title: Re: [A17] Mines - balanced mining
Post by: Sirsim on July 19, 2017, 02:26:30 PM
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 PM
There is something that i probably miss cause i only get the bills for the standard metals without cupro's alloys patch.
The patch was for an older version of Mines, before implementing a search feature. It 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 (mentioned in the first post) between the two that makes searches fail.

A-ha! The help mod. I tried everything (many things to try with 98 mods installed) till i started to feel stupid (blind seems that fits better) and retreated to old version+patch.
Thanks again.
Title: Re: [A17] Mines - balanced mining
Post by: Sirsim on July 22, 2017, 09:35:59 AM
I am getting multiple errors when i try to load a game with mines build on it and game does not load. When i load a save before i build them everything is ok. It is is strange as i didn't have errors with the new version till now.
I attached a screenshot of the errors. 

EDIT 1
I loaded mines as the only mod, i started a game , build a mine and set a bill of gold.
Saved and can't load the game . I am getting the same errors as above but this time with gold in it.

[attachment deleted by admin due to age]
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 22, 2017, 02:36:52 PM
It appears to be a recent removal of the mods that create those resources (EXP_Lead, Ind_Copper).

A couple options are:

Rimworld seems to maintain some old/outdated information even after a mod has been removed.
Title: Re: [A17] Mines - balanced mining
Post by: Plasmatic on July 25, 2017, 06:06:59 AM
Does this mod support Glittertech? Aka, Titanium? or would that require a patch?

Using the quick and dirty update of core drill atm, but it's doing some funky stuff with pawns and jobs (can't speak to traders anymore after working on it)

Looks like this could be the mod to replace that one :)

All I want is the ability to mine the base resources, Stone, and Titanium.
Title: Re: [A17] Mines - balanced mining
Post by: 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.
Title: Re: [A17] Mines - balanced mining
Post by: 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
Title: Re: [A17] Mines - balanced mining
Post by: SpaceDorf on July 26, 2017, 06:53:45 AM
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.

Don't listen to him .. rather add animals and tumble-weed.

[attachment deleted by admin due to age]
Title: Re: [A17] Mines - balanced mining
Post by: Sirsim on July 26, 2017, 09:03:50 AM
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

I have the same problem and forced to uninstall the mod although i love how it 'transforms' mining.
Something got corrupted cause i can't load a game with a mine build in it.
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 26, 2017, 01:10:06 PM
Quote from: Sirsim on July 26, 2017, 09:03:50 AM
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
I have the same problem and forced to uninstall the mod although i love how it 'transforms' mining.
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.
Title: Re: [A17] Mines - balanced mining
Post by: mrsebseb on July 27, 2017, 07:45:02 AM
Quote from: AngleWyrm on July 26, 2017, 01:10:06 PM
Quote from: Sirsim on July 26, 2017, 09:03:50 AM
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
I have the same problem and forced to uninstall the mod although i love how it 'transforms' mining.
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.

Having this issue as well. Set it up to mine steel. Now the game won't load:

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()



Not sure if a full list of my 194 mods would help so I'll refrain from posting it for now.

Update: I can reproduce the error with nothing but this 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.
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 27, 2017, 08:39:46 AM
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.

Not sure if I can help without that that file attachment so I'll refrain from further comment for now.
Title: Re: [A17] Mines - balanced mining
Post by: mrsebseb on July 27, 2017, 10:13:19 AM
Quote from: AngleWyrm on July 27, 2017, 08:39:46 AM
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.

Not sure if I can help without that that file attachment so I'll refrain from further comment for now.

OK, since you clearly missed it:
Quote from: mrsebseb on July 27, 2017, 07:45:02 AM
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.
Or do you want a "ModsConfig.xml" that'll tell you the exact same thing?
Title: Re: [A17] Mines - balanced mining
Post by: Ichimatsu on July 28, 2017, 12:14:25 PM
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.

So you can mine chemfuel but no compacted machinery (aka components)? What a weird mod  :o
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 28, 2017, 01:24:56 PM

(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
So you can mine chemfuel but no compacted machinery (aka components)? What a weird mod  :o
Quote from: Canute on July 17, 2017, 09:54:52 AM
And i think you should remove the ability to mine components, this would made the research for component assemble absolent. And made it too easy to get components.

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.
Title: Re: [A17] Mines - balanced mining
Post by: 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/or make another one.

Edit:

Possible solution, i have noticed that if i delete all the mine bills before a save next time i load the game i can add bills without any problem.
Title: Re: [A17] Mines - balanced mining
Post by: 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 ?
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 29, 2017, 05:13:26 AM
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.

It's not just you; I've seen this in a heavily modded game, and it wasn't present in a sparsely modded game, so it seems possible there's some mod we both used that should be added to the doesn't-play-well-together list.
Title: Re: [A17] Mines - balanced mining
Post by: TheWrongColonist on July 29, 2017, 08:02:33 AM
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 ?

I don't have any new mineable resources, what happens is when i press Bills nothing pops up like it was locked.
Title: Re: [A17] Mines - balanced mining
Post by: SpaceDorf on July 29, 2017, 10:29:12 AM
This happens with my game too,

and only rebuilding helps.

Strangely enough, I have no additional minable ressources in my game.
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on July 29, 2017, 03:35:16 PM
If that's a bug report, I'll need an attached modConfig.xml to act on.
Otherwise I'm just gonna forward it to voice-mail in the complaints department.
Title: Re: [A17] Mines - balanced mining
Post by: SpaceDorf on July 29, 2017, 04:04:45 PM
It was mostly a complaint and validation of the post before me, that he is not the only one with that problem.

But I gladly show you my ModList, AngleWyrm  ;D

It is mostly free of Incompatibilites and only a few minor def complaints.



[attachment deleted by admin: too old]
Title: Re: [A17] Mines - balanced mining
Post by: Heni on August 11, 2017, 10:17:45 AM
This mod have a little bug, after load a game, my pawns cant work on the mine anymore because the bills get a bug, i have to destroy it and build again.
Title: Re: [A17] Mines - balanced mining
Post by: 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
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on August 11, 2017, 04:19:20 PM
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?
Title: Re: [A17] Mines - balanced mining
Post by: SpaceDorf on August 11, 2017, 07:19:20 PM
slightly different modlist, still the same bug.



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Title: Re: [A17] Mines - balanced mining
Post by: SpaceDorf on August 12, 2017, 03:36:16 PM
@AngleWyrm

If you have a working modlist, would you mind sharing yours so I can do a bit of testing myself ?
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on August 12, 2017, 10:01:24 PM
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 ?

XML files can be drag/dropped into a spreadsheet for easy analysis, and so I've attached such a workbook. On the first page is my config, also included as an xml object on the page. On the second page is your config, represented in the same way. Both configs result in the odd menu displacement error when used in-game.

On the third sheet is the combination of the two, with duplicates highlighted in orange. It seems likely to me the problem is an incompatibility between two mods, Mines and some unknown member of that orange collection.

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.

Caveats:
* mod folder renaming will result in failing to discover duplicates.
* workbook generated with WPS Office Portable (https://mega.nz/#!MYRxSZKQ!jJh0HlB8XjxLgDDDnBILVbkoOwYTIlEFsaE7MZZ36sc), runs quite fast in that app, but sluggish in MS Excel 2010.

[attachment deleted by admin: too old]
Title: Re: [A17] Mines - balanced mining
Post by: faltonico on August 12, 2017, 10:48:00 PM
Your incompatible mod might be improved workbench management, or i am having a completely new error,

I can't load a save using only huglibs, improved workbench management and your mod.
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

More error in the outputlog attached.

To reproduce:
- Start a new colony
- Plop a mininshaft with godmode
- Set some bills in it (silver, gold and plasteel)
- Save the game when a pawn just get to it to work
- Exit the game
- Restart the game and load the save file
- ERROR

Maybe your mod is not saving the bills? that is only speculation, i know nothing of coding xD

[attachment deleted by admin: too old]
Title: Re: [A17] Mines - balanced mining
Post by: SpaceDorf on August 12, 2017, 11:06:29 PM
This could be the case. The mod is in the list of mods AngleWyrm and I both use.
But the behavior you describe is something complely different.
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on August 12, 2017, 11:46:46 PM
Quote from: faltonico on August 12, 2017, 10:48:00 PM
Your incompatible mod might be improved workbench management

A trial with just the set of 24 shared mods plus removal of improved work bench seems to have worked. Will try a full loadout next, with that exception and see how that goes.
Title: Re: [A17] Mines - balanced mining
Post by: faltonico on August 13, 2017, 12:48:58 AM
Quote from: AngleWyrm on August 12, 2017, 10:01:24 PM
-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.
It 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.
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on August 13, 2017, 01:11:17 AM
(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.


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Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on August 13, 2017, 11:39:17 PM
Bug fix for save games not loading (https://github.com/AngleWyrm/Mines/releases)

The recipes created during setup with RecipeDefs.Add(recipe) weren't being recognized during save game loading operations. Why is still a mystery.

To correct the problem, I've reverted the recipe mechanism to using Defs/recipes.xml; this fixes the bug with loading saved games, but eliminates creating recipes on the fly, which means only the vanilla recipes are available out of the box.

It's an unfortunate change, but breaking save games is a critical error that had to be quickly addressed.
Title: Re: [A17] Mines - balanced mining
Post by: KLk on August 17, 2017, 09:59:53 AM
Quote from: AngleWyrm on August 11, 2017, 04:19:20 PM
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?
i 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)
PS the bills still there but i can't see them or the pawns work, with new bills (i can start new one) it looks like it put one in the queue but the pawns cant work so it doesn't matter
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on August 17, 2017, 10:15:00 AM
Quote from: KLk on August 17, 2017, 09:59:53 AM
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
Do 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.
Title: Re: [A17] Mines - balanced mining
Post by: Hydromancerx on August 17, 2017, 01:34:18 PM
You going to add the ability to mine other mod's minerals?
Title: Re: [A17] Mines - balanced mining
Post by: KLk on August 17, 2017, 02:02:07 PM
Quote from: AngleWyrm on August 17, 2017, 10:15:00 AM
Quote from: KLk on August 17, 2017, 09:59:53 AM
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
Do 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.
noope, just prothesis
http://imgur.com/a/B13sE (http://imgur.com/a/B13sE)
Title: Re: [A17] Mines - balanced mining
Post by: 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.
Title: Re: [A17] Mines - balanced mining
Post by: Sam Gray on August 17, 2017, 02:50:10 PM
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.

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>
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on August 17, 2017, 07:19:56 PM
Added CyanSam's bug fix
Title: Re: [A17] Mines - balanced mining
Post by: PixelBitZombie on August 18, 2017, 03:23:43 AM
Quote from: CyanSam on August 17, 2017, 02:50:10 PM
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.

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>
Title: Re: [A17] Mines - balanced mining
Post by: zomb1 on August 27, 2017, 08:59:05 AM
Quote from: AngleWyrm on August 17, 2017, 07:19:56 PM
Added CyanSam's bug fix

Its great to know its fixed, but i have used an older verion and now i cannot load my quite long savegame.. any way to open it without the mod or with the updated version? i get this error if i use the new version instead of the old:

Could not load reference to Verse.ThingDef named Mineshaft

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Thing.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.ExposeData () [0x00000] in <filename unknown>:0
  at RimWorld.Building_WorkTable.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ScribeExtractor.SaveableFromNode[Thing] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<thing Class="Building_WorkTable"><def>Mineshaft</def><id>Mineshaft64016</id><map>0</map><pos>(128, 0, 133)</pos><health>80</health><stuff>WoodLog</stuff><faction>Faction_20</faction><billStack><bills><li Class="Bill_Production"><recipe>Excavate_Plasteel</recipe><allowedSkillRange>0~20</allowedSkillRange><ingredientFilter><disallowedSpecialFilters /><allowedDefs /><allowedHitPointsPercents>0~1</allowedHitPointsPercents><allowedQualityLevels>Awful~Legendary</allowedQualityLevels></ingredientFilter><repeatCount>1</repeatCount><targetCount>10</targetCount><repeatMode>RepeatCount</repeatMode><storeMode>BestStockpile</storeMode><unpauseWhenYouHave>5</unpauseWhenYouHave></li></bills></billStack></thing>
Title: Re: [A17] Mines - balanced mining
Post by: AngleWyrm on August 27, 2017, 11:14:50 AM
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..

All versions of the mod can be downloaded from the github release page (https://github.com/AngleWyrm/Mines/releases). So if you need a copy of an older version, it's available.

In addition, the version numbers are the date of release, so that can help identify when your save game was saved and so which version number was just prior to that date.
Title: Re: [A17] Mines - balanced mining
Post by: Golden on November 18, 2017, 01:12:40 PM
Will this mod work with Beta 18?




Edited to add:  Nope!  So . . . could we get an update for this for Beta 18?
Title: Re: [A17] Mines - balanced mining
Post by: Kalre on November 18, 2017, 04:07:41 PM
Id love this mod even more if the graphics where more vanilla friendly
Title: Re: [A17] Mines - balanced mining
Post by: SamhainJack on November 19, 2017, 12:12:27 PM
Update please?
Title: Re: [A17] Mines - balanced mining
Post by: Golden on November 25, 2017, 07:08:16 AM
Please update this mod!  :)  I miss it.
Title: Re: [A17] Mines - balanced mining
Post by: ertzuiop on December 16, 2017, 11:07:53 AM
Is this planned to be updated or abandoned?
Title: Re: [A17] Mines - balanced mining
Post by: Modraneth on November 10, 2018, 05:13:22 AM
hi, the mod has been updated on steam, i do not know if the author will update it outside it.
you can check it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1545681321 (https://steamcommunity.com/sharedfiles/filedetails/?id=1545681321)