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RimWorld => Mods => Releases => Topic started by: meowmeow on February 28, 2018, 10:19:18 AM

Title: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: meowmeow on February 28, 2018, 10:19:18 AM
DeepRim
(https://i.imgur.com/JHyn5D0.gif)

Description:
Allows construction of mining shaft, which can drill down and bring you new maps to explore and mine for resource.  Never run out of ores! Avoid the lazy Deep drill with this new revolutionary mining method!

Start by building a mining shaft and click start. It requires power while drilling. (It's not magic, duh)
(https://i.imgur.com/IPi6LL5.png)

Once finished, you get the option to send people and item down
(https://i.imgur.com/OrgmgOG.png)

They'll end up in the underground map, full of rocks and ores to mine.
(https://i.imgur.com/DMSWgd5.png)

FAQ:
Will there be raids in the underground?
Unlikely. I can't say for sure. Raids can probably still be forced for underground, but it'll probably just spew some red errors. Can't say what will happen, since there's quite a number of storyteller, and some are custom.

Will this mod works with <X>?
Most likely. If there's any incompatibility issue, please tell me.

Will <Custom Ore of some mod> spawn underground?
If it spawns above ground, it will likely spawn underground (Assuming that the mod configured them correctly, instead of writing a code to spawn spawn ore after your pawns landed) . At the moment, it is confirmed that hardcore SK's ores spawn correctly underground.

LAG! LAG! LAG! It's lagging!
That's not a question. But yes, this mod will take more CPU when drilling a new layer, specifically, when the drilling is done, and a new layer is generated. It only last a moment though, after that, you should be fine. There's no solution for this at the moment, unless Rimworld somehow does multi-threading. Having too many layer will also cause lag. Try to avoid that.

How do I move item from one layer to another?
Put a stockpile zone on the lift, move whatever item you wish to move. Use the bring up/move down feature to move the items. (Items, pawns, and animals are all moved by the lift in the same way)

Planned Feature:
Multiple shaft to single map, allowing tunnels to be made
Balancing
Deeper layers will have different map generation method. For example, lava and hotter in deeper layer.

Author/Mod Team
Me. Just me. I think, for now.
Oh, wait. Asset by jabbamonkey is used.

Download
Version V0.4.2(1.0) (Newest!) (http://s000.tinyupload.com/?file_id=50719222428736967163)
Version V0.4.1(1.0) (http://s000.tinyupload.com/?file_id=08014672863469957255)
Version V0.4(B19) (http://s000.tinyupload.com/?file_id=04261674674192648761)

Changelog:
V0.2:
Bug fix. Is now compatible with HardcoreSK.
V0.3:
Underground map's wealth now counts towards ground colony's wealth.
Multiple shaft to single map supported, allows you to get past surface obstacle by digging a tunnel.
Depth system added. For now, depth is just used to identity which layer you dug to.
Weather is forced to clear underground. You can't rain underground.
V0.4:
Updated to Beta 19.
Bug fix.
Attempted to add underground river, but failed.
Attempted to add more bugs for future version to fix, but can't be bothered.
V0.4.2 (For RW 1.0):
Fixed bug which made destruction/deconstruction of shaft impossible. Now you can make bad decisions and accidentally abandon all your miner!
Added a little Satan hat. Just kidding. No Christmas themed things for you.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

How to Update:
- Abandon underground map, reconstruct all related building.
- Save, close game.
- Delete old mod from folder.
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Load.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Vlad0mi3r on February 28, 2018, 10:34:39 AM
Well there you go Z levels.

Well done, does the map count as a new colony?

Will the new map be venerable to bug infestations?

Will the map remain the same when you return to it?

Is it compatible with existing saves?

Do I have more questions? Probably.

Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: jecrell on February 28, 2018, 10:38:16 AM
*clap*

Excellent!
Can't wait to try it.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Umbreon117 on February 28, 2018, 10:47:01 AM
Neat! I'll look back at this once my current playthrough is done in...(looks at colony and goals)...A very long time.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: meowmeow on February 28, 2018, 10:49:42 AM
The map will remain the same when you return to it. You can go to and from as many time as you wish. You can also build as many shaft as you like and thus, have as many level as you wish, each separated from the other.

Once you're done with it, you can just abandon the layer, which discards everything in it.

It should be compatible with existing save. However, once installed, you can't remove it if you have any underground map in your game.

As for bug infestation, I have not a clue. The answer is maybe (for now. We'll know after someone complains).

Also, I'll add multiple entrance support for one layer soon (Maybe in a few days, or twenty thousand years), so people can get their tunnel warfare going.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Crioware on February 28, 2018, 10:56:29 AM
Can raids occur in the mines? Because that'd be dope if we could have some underground combat
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Shotgunfrenzy on February 28, 2018, 11:01:10 AM
0w0
Z levels this?
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: PreDiabetic on February 28, 2018, 11:18:58 AM
0w0
^^^
Def gonna try this. Good work.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Canute on February 28, 2018, 11:20:18 AM
Set-up camp into z-level. :-)
At last at the set-up camp's no event's happen.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Jackalvin on February 28, 2018, 11:33:26 AM
Could we have a tribal substitute? Maybe having limited amounts of levels? I want my tunnel workers to be at home!
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Riffy on February 28, 2018, 11:47:07 AM
Can the map collapse in on people or should you follow the normal rules for digging into a mountain? Last thing I want to deal with people buried alive or worse yet underground rivers, oh wait not dwarf enough for those. 

Also how do you bring things back up? Just what a pawn can carry?
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Exende on February 28, 2018, 12:03:24 PM
do wild critters spawn?  Cave monsters are scary!
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: SzQ on February 28, 2018, 12:41:07 PM
So if i place two of them and more on same level they create new separated maps or they share one map.

I see this could lead to make RW based on exploration and survival instead of building and survival. Something like this

(https://vignette.wikia.nocookie.net/thelongearth/images/3/3a/The-Long-earth-Series.jpg/revision/latest/scale-to-width-down/650?cb=20151220064246)

The novel itself is pretty primitive but you get the idea.
The question is what can be done with map created trough object or however it is created in this mod. Is it possible to make it generate similar maps with slight changes with every step? In the terrain as well as environment?
You could create special charged apparel with setting that let you jump to newly generated map that is most likely similar. Further you go the changes are bigger. There's always small chance that next world is going to be some what extraordinary and/or dangerous.
Aaaand so on in my imagination.
People who have read Pratchetts get the idea.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: kenmtraveller on February 28, 2018, 02:11:59 PM
This is ambitious and amazing.  How much testing has been done?  Can events occur on these sublevels?  Are pawns in them considered to be in the parent map (for purposes of getting malaria, etc) or elsewhere?  If you've truly gotten this to work, it could be the basis for a lot more.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Crioware on February 28, 2018, 02:17:04 PM
Hey I have a problem currently. I cannot seem to get my colonists to go to the other map. In the screenshot you have them standing over the drill and are able to take them down into the mine. But when I do it it doesn't work, even after the hole has been dug
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Harry_Dicks on February 28, 2018, 02:45:23 PM
WOW THIS IS AWESOME! Thank you OP!

Quote from: Canute on February 28, 2018, 11:20:18 AM
Set-up camp into z-level. :-)
At last at the set-up camp's no event's happen.

YES!!! ;D ;D ;D
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: poruf on February 28, 2018, 03:09:27 PM
Mineable Hell biomes when?
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Harry_Dicks on February 28, 2018, 03:21:14 PM
Wait, so is this technically count as a second colony, or does this count as still being part of map one? If this is still part of map 1, and there are zero events/incidents that can happen on this secondary map.... then this is freaking huge for me. I could have my cultist do all of their dirty secret cult stuff deep in my dungeon now! ;D

Quote from: kenmtraveller on February 28, 2018, 02:11:59 PM
This is ambitious and amazing.  How much testing has been done?  Can events occur on these sublevels?  Are pawns in them considered to be in the parent map (for purposes of getting malaria, etc) or elsewhere?  If you've truly gotten this to work, it could be the basis for a lot more.

This is what I'm getting at as well. For a lot of the way things work in the game, if this is considered a "second map" or just an addition to the first one, if that's even possible, then this changes the way a lot of stuff will work.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Crioware on February 28, 2018, 05:14:59 PM
Quote from: Harry_Dicks on February 28, 2018, 03:21:14 PM
Wait, so is this technically count as a second colony, or does this count as still being part of map one? If this is still part of map 1, and there are zero events/incidents that can happen on this secondary map.... then this is freaking huge for me. I could have my cultist do all of their dirty secret cult stuff deep in my dungeon now! ;D


Harry, this counts as a second map, if you go to the world view when you have a mine active it will show up as another location on the same time as yours
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Ruisuki on February 28, 2018, 06:01:24 PM
are all the maps in an underground mountain zone? No sky right pure darkness all the way through sans artificial light. It would be cool adding the creatures from the movie The Descent. Those were creepy.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: henk on February 28, 2018, 06:01:57 PM
Finally :D  <3

Now we need an elevator.
And then small layers. For each house a cellar :D
Then second floor per house( indoor with walls)
And you made almost a new game :p

Like the "Mars" mod
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Ruisuki on February 28, 2018, 06:04:37 PM
Quote from: Crioware on February 28, 2018, 05:14:59 PM
Quote from: Harry_Dicks on February 28, 2018, 03:21:14 PM
Wait, so is this technically count as a second colony, or does this count as still being part of map one? If this is still part of map 1, and there are zero events/incidents that can happen on this secondary map.... then this is freaking huge for me. I could have my cultist do all of their dirty secret cult stuff deep in my dungeon now! ;D


Harry, this counts as a second map, if you go to the world view when you have a mine active it will show up as another location on the same time as yours
would this interact in any way with vanillas additional colonies? Could you have multiple mines in other bases simultaneously? What about camps from set up camp mod...if they are set as permanent/non deletable camps?
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Riffy on February 28, 2018, 06:14:28 PM
Quote from: kenmtraveller on February 28, 2018, 02:11:59 PM
This is ambitious and amazing.  How much testing has been done?  Can events occur on these sublevels?  Are pawns in them considered to be in the parent map (for purposes of getting malaria, etc) or elsewhere?  If you've truly gotten this to work, it could be the basis for a lot more.

If he did get this working you could even go explore the stars and just have the ship as the home map. It could open up a lot of cool things.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Ruisuki on February 28, 2018, 06:40:42 PM
Quote from: Riffy on February 28, 2018, 06:14:28 PM
Quote from: kenmtraveller on February 28, 2018, 02:11:59 PM
This is ambitious and amazing.  How much testing has been done?  Can events occur on these sublevels?  Are pawns in them considered to be in the parent map (for purposes of getting malaria, etc) or elsewhere?  If you've truly gotten this to work, it could be the basis for a lot more.

If he did get this working you could even go explore the stars and just have the ship as the home map. It could open up a lot of cool things.
Oh my god! Will my dream mod of the game turning into the game, FTL after the post game launch off the planet become true!?!?!?!?!?!
Thatd be pretty cool. A mod that triggers once you are technically 'finished' with the game.

Rimworld. SpaceShipworld. Mars. Rimworld modders make this game so much better damn
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: 15scavenger on February 28, 2018, 08:00:06 PM
can i make it go up hahahaha!...anyways NICE MOD!!! AWESOME!!! nw u or i can have a basement in case of fallout!
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Harry_Dicks on March 01, 2018, 12:54:04 AM
Would it be in the realm of possibility to ever have the pawns that go to this second map, still be considered on the same first map?
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Ser Kitteh on March 01, 2018, 02:55:43 AM
Technically this would actually allow for creation of basements if you changed the artwork a bit.

Z-levels. In Rimworld. By God.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Ruisuki on March 01, 2018, 02:57:01 AM
Everyone is impressed with the potential. OP might have become a legend.
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: meowmeow on March 01, 2018, 03:00:28 AM
Quote from: Ser Kitteh on March 01, 2018, 02:55:43 AM
Technically this would actually allow for creation of basements if you changed the artwork a bit.

Z-levels. In Rimworld. By God.

Problem is, I can't do artwork. I sucks at it. The last time I try to draw something, god himself appeared and told me to stop because he can't bear seeing it. Omniscient have its flaws.

Quote from: Harry_Dicks on March 01, 2018, 12:54:04 AM
Would it be in the realm of possibility to ever have the pawns that go to this second map, still be considered on the same first map?

What do you mean? You mean, they're still visible on the main map? Like 3d?
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: wwWraith on March 01, 2018, 03:10:17 AM
Are the stone types in the underground tied with the main map or chosen randomly? Maybe some differences in the generation algorithm (ores' spawning chances, "main" temperature) based on the depth?

Any ideas about beds deassigned when the pawn changes map?

Something to reduce micromanagement by making pawns to return automatically if they need to eat/sleep/heal?
Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: Canute on March 01, 2018, 03:18:51 AM
Quote from: meowmeow on March 01, 2018, 03:00:28 AM
Quote from: Harry_Dicks on March 01, 2018, 12:54:04 AM
Would it be in the realm of possibility to ever have the pawns that go to this second map, still be considered on the same first map?
What do you mean? You mean, they're still visible on the main map? Like 3d?

No,
i think the primary question are, how did you setup the new underground area ?
It is like Setup camp, a none event zone or more like a second colony with all kind's of event.

Ofcouse pawn's in the underground zone don't count toward your 1. colony, doesn't matter if they leave with caravan,Gateway-portal,dropship/pod or elevator.
Basicly you can exploid this for easier raids. Just let all your pawn's work in the underground until a raid/event  happen.

Maybe it is possible to create invisble item with the same value of the pawn when they use the elevator. So the storyteller don't notice any difference.

Quote
Any ideas about beds deassigned when the pawn changes map?
From my expierence with TMagic getaway, which allow instant travel between 2 maps. The bed's get deassigned when the pawn want to rest, until then the bed at the 1. map still be occupied.

QuoteSomething to reduce micromanagement by making pawns to return automatically if they need to eat/sleep/heal?
I don't think Rimworld mechanic support this. It is basicly 2 map's with an instant map change.
Since they arn't physicalicly connected no pathfinding is possbible.
Maybe someone find a way to add a 9. direction to an existing tile, that let them maybe path through portals/elevator into other maps.

Title: Re: [B18] DeepRim. Underground exploration/mining!
Post by: meowmeow on March 01, 2018, 03:21:49 AM
Quote from: Canute on March 01, 2018, 03:18:51 AM
n
Quote from: meowmeow on March 01, 2018, 03:00:28 AM
Quote from: Harry_Dicks on March 01, 2018, 12:54:04 AM
Would it be in the realm of possibility to ever have the pawns that go to this second map, still be considered on the same first map?
What do you mean? You mean, they're still visible on the main map? Like 3d?

No,
i think the primary question are, how did you setup the new underground area ?
It is like Setup camp, a none event zone or more like a second colony with all kind's of event.

Ofcouse pawn's in the underground zone don't count toward your 1. colony, doesn't matter if they leave with caravan,Gateway-portal,dropship/pod or elevator.
Basicly you can exploid this for easier raids. Just let all your pawn's work in the underground until a raid/event  happen.

Maybe it is possible to create invisble item with the same value of the pawn when they use the elevator. So the storyteller don't notice any difference.

Quote
Any ideas about beds deassigned when the pawn changes map?
From my expierence with TMagic getaway, which allow instant travel between 2 maps. The bed's get deassigned when the pawn want to rest, until then the bed at the 1. map still be occupied.

QuoteSomething to reduce micromanagement by making pawns to return automatically if they need to eat/sleep/heal?
I don't think Rimworld mechanic support this. It is basicly 2 map's with an instant map change.
Since they arn't physicalicly connected no pathfinding is possbible.
Maybe someone find a way to add a 9. direction to an existing tile, that let them maybe path through portals/elevator into other maps.

I'll look into it. It's similar to setup camp in some form. I'll see if I can override the function for counting wealth to ensure raid take both map into consideration
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Harry_Dicks on March 01, 2018, 08:39:35 AM
Yeah Canute hit on some of the ideas of what I was talking about. Also, we really, really need a mod that will have the ability to turn on or off at will and per individual place and/or pawn a "lock in" feature, so that any pawns assigned to anything won't lose this if they leave the map.

For example, there was one mod that had the arcades that would allow your pawns to level up certain skills, and you could assign certain pawns to specific arcades, just like you would beds. Same thing with Dubs' Bad Hygiene. Could we get it so all of these things would never get reset when a pawn leaves the map?

Anyway, about pawns being "counted as on the same map". Yes I ask because there are quite a few reasons. Wealth for raids is one of them, for not only pawn value but also valueable goods players could stash in these mines to keep colony wealth down.

That's the other reason why I asked if all events/incidents or whatever for this new space are turned on or off. Because as it is right now, if you have a second map/colony, the storyteller will make separate incidents/events for this colony, independent of this first, correct? Like your small side colony raids won't be as big as the raids on your main colony? But all of this ties in to if there is even any events/incidents that can even occur in the new map, which I'm still not sure if any of these things can happen there. Sure raids couldn't because there are no open border cells, but what about infestations, or random diseases? What about when you do get to an open border cell, could raids then occur in the mine shaft? Or is all of this disabled, because we can have the storyteller's events/incidents turned off on the second map?

Sorry for so many questions, but I just keep thinking of different possible scenarios that could make this so awesome.

Someone mentioned possible pathfinding between the two maps. IF that was EVER even possible... holy crap! This would be unbelievably amazing! Pawns could be mining some rock chunks down below, dropping the chunks on the ground as they tunnel away, and your haulers could automatically come from your main map, down the mine shaft, and start "picking up and hauling" (https://ludeon.com/forums/index.php?topic=35832.0) all of the stuff back up the mine shaft to your regular stockpiles in your home map!
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Kapun on March 01, 2018, 09:07:04 AM
I think that this Z-level idea has some serious potential. I my imagination i see the following awesome way to use the idea from the mod:
1)Mines work much like an elevator that allows pawns to automatically move between different Z-levels. Maybe it has bills that give access to deeper levels (the deeper the more expensive).
2)Pawns pathfind between all Z-levels on their own (maybe only sentient creatures, not animals). Having several mines will make it more convenient to move between Z-levels.
3)There are buttons for camera to move up and down. When a mine building completes the bill to access a new level the player can just switch to it and it will only contain the mine building. The player can order colonists to mine the area around the mine using the "mine" tool and they will automatically travel to this level and do the job and will come back to eat/sleep just like when they are mining stuff on the main map.
4)All Z-levels work as the same colony in terms of events. Miners can get sick get like normal colonists, infestations can happen on any Z-level, raids come from above ground but you can retreat into the mines and raiders might follow trough the mine building you or they might just take some of your valuables and maybe set something on fire (just for fun) and leave.
5)The cave stuff (mushrooms and all) is already in the game and we can make it spawn underground in massing (or not so massive) caves, underground rivers, underground animals (other than infestations), faction of underground dwellers and all kinds of cool stuff.
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: FociA on March 01, 2018, 09:47:53 AM
wow proof of concept for a Spacestation !
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Wanderer_joins on March 01, 2018, 10:32:07 AM
I love it, i've never been a fan of deep drilling.

Maybe we could also scan for specific underground layers, like rich in plasteel, or steel, or... uranium 8)
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: kenmtraveller on March 01, 2018, 02:24:29 PM
To me, this mod's potential hinges on the ability for the sublevel(s) to all be considered part of the parent map for the purposes of event generation, pawn location, etc.  If this isn't possible, there are a lot of possible exploits by the player -- for example, hiding wealth there , or leaving pawns there until raids occur so that raid size is reduced.
One way to mitigate this problem might be to make infestations really common.  But, for that to work you'll need fine control of the event generator for the submap.
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Bozzarr on March 01, 2018, 02:34:21 PM
FINALLY! Some sweeped the floor with all those that said Z levels are impossible.
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Rederis on March 01, 2018, 02:54:53 PM
please make workshop version  :'( :'(
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Kapun on March 01, 2018, 03:05:04 PM
Quote from: kenmtraveller on March 01, 2018, 02:24:29 PM
To me, this mod's potential hinges on the ability for the sublevel(s) to all be considered part of the parent map for the purposes of event generation, pawn location, etc.  If this isn't possible, there are a lot of possible exploits by the player -- for example, hiding wealth there , or leaving pawns there until raids occur so that raid size is reduced.
One way to mitigate this problem might be to make infestations really common.  But, for that to work you'll need fine control of the event generator for the submap.

I am not an expert in modding, but i am pretty sure that it is very easy to make the game use the sum of wealth/pawns on all levels to calculate stuff like raid size. All you need to do is to add 1 number to the other. There are bigger problems though-like pathfinding.
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Hydromancerx on March 01, 2018, 03:46:07 PM
I have an idea/suggestion but am unsure exactly how it would work. You see i like the mine idea but also I like tribal games and the mines are a bit advanced. So I was thinking, "What if there was natural caves down to the next layer?" however if you had that then you would have to generate like all the layers forever. So I think i have a better idea. You have like "collapsed shafts" which generate on the map when the map is made. Maybe make them an optional setting for those that do not want it. Then if you send a pawn to "clear it" via mining it will turn into a natural mine shaft. It would work just like your mine but obviously not use any resources and look natural rather than man made. Also since they are randomly generated they player has no control over where they appear. You could still make your own man-made one like you have already but this alternative "natural shaft" could lead to some interesting cave exploration.
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Kapun on March 01, 2018, 04:28:18 PM
I think there is no problem with generating caves on mined layers too. There should be a map for each Z level, like level 1 is above ground, lvl 2,3 and so on is accessible through mines. So several mines can lead to the same layer, there will just appear in different places. So people who live in flat biome can still explore caves and fight insects and so on.
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Harry_Dicks on March 01, 2018, 04:31:47 PM
Quote from: kenmtraveller on March 01, 2018, 02:24:29 PM
To me, this mod's potential hinges on the ability for the sublevel(s) to all be considered part of the parent map for the purposes of event generation, pawn location, etc.
This really does mean a lot to me as well. A lot of other functions of various mods would need to be worked on if we constantly have pawns leaving one map and going to another, sometimes multiple times in a day. For example, I wouldn't want to have to keep resetting which bed they sleep in, or anything else they are assigned to, but I'm sure there are a other negatives (and positives?) that we could think of that could pop up f the maps are considered separate or not.

Personally, it would be perfect for me if all events/incidents/weather/everything was turned off for the 2nd map, and any pawns going to it wouldn't technically be "leaving" the first map. Sounds like it could make things a lot less complicated too, as far as not having your groups of pawns "split up", but the task of actually making pawns "stay on the same map" may not necessarily not be complicated itself ::)

Plus, if pawns were still considered on the same map, then I am imagining that at some point in the future it would be possible to have pawns pathfinding between the two maps...
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Ruisuki on March 01, 2018, 06:10:43 PM
I just want the space (station) 'biome' that others have mentioned.
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Obivion on March 02, 2018, 12:43:43 AM
Have to say, Love it!

One thing I wasn't expecting was the result of the mine getting destroyed by cargo pods (thank you Randy). I had guessed badly that if that happened I could just build a new one and restore the connection, but the map is destroyed immediately.

Would there be a way to hold the map to allow a reconstruction to connect back to the map in future?
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Canute on March 02, 2018, 03:16:45 AM
No risk no metal ! :-)
When a huge explosion destroy the mineshaft, the feedback let the stabilizing structures collape too, and the whole underground get into movement and fill up any empty space -> destroyed map.

Maybe they need to research earthquake safe construction, to allow map's to stay perma even without mineshaft.
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: lumina2183 on March 02, 2018, 05:14:52 AM
hi need help. when i download the file (v.02) it says error or damaged file. newbie here. Thanks a lot. btw, this mod has a great potential!
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: Canute on March 02, 2018, 05:32:30 AM
lumina2183,
i just download and activate the mod without problem.
Maybe try to redownload it, or use a different browser/download tool.
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: aslei on March 02, 2018, 05:34:17 AM
Pretty cool, Only issue I had was weather erroring constantly on effects. Lightning strikes for example would bring up errors because it couldn't find anywhere to strike that wasn't overhead mountain(I assume this is the reason anyway).
Not really unexpected considering but a minor annoyance anyway.

FYI if you abandon your initial settlement your shaft stays.
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: HealsOnMe on March 02, 2018, 10:47:07 AM
Quote from: meowmeow on February 28, 2018, 10:19:18 AM
DeepRim
(https://i.imgur.com/JHyn5D0.gif)

Description:
Allows construction of mining shaft, which can drill down and bring you new maps to explore and mine for resource.  Never run out of ores! Avoid the lazy Deep drill with this new revolutionary mining method!

Start by building a mining shaft and click start. It requires power while drilling. (It's not magic, duh)
(https://i.imgur.com/IPi6LL5.png)

Once finished, you get the option to send people and item down
(https://i.imgur.com/OrgmgOG.png)

They'll end up in the underground map, full of rocks and ores to mine.
(https://i.imgur.com/DMSWgd5.png)

FAQ:
Will there be raids in the underground?
Unlikely. I can't say for sure. Raids can probably still be forced for underground, but it'll probably just spew some red errors. Can't say what will happen, since there's quite a number of storyteller, and some are custom.

Planned Feature:
Multiple shaft to single map, allowing tunnels to be made
Balancing

Author/Mod Team
Me. Just me. I think, for now. Oh, wait. Asset by jabbamonkey is used. The one posted on forum (https://ludeon.com/forums/index.php?topic=2390.285), called Industrial_Mine.png

Download
Version V0.2 (http://s000.tinyupload.com/?file_id=90112833716222096271)

Changelog:
V0.2:
Bug fix. Is now compatible with HardcoreSK.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Title: Re: [B18] DeepRim. Underground exploration/mining! (Hot fix, please redownload)
Post by: meowmeow on March 02, 2018, 12:34:11 PM
Quote from: Canute on March 02, 2018, 03:16:45 AM
No risk no metal ! :-)
When a huge explosion destroy the mineshaft, the feedback let the stabilizing structures collape too, and the whole underground get into movement and fill up any empty space -> destroyed map.

Maybe they need to research earthquake safe construction, to allow map's to stay perma even without mineshaft.

You can now prevent your map from being lost by building two shaft. Newest version allows multiple shaft to one map. To avoid getting trapped, get a few shafts for safety!
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Minnigin on March 02, 2018, 12:56:45 PM
Z levels, they said it couldn't be done and here we are, I salute you
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on March 02, 2018, 01:05:08 PM
Basicly they arn't Z-levels, they are just temp. map like a bandit encounter, but like a mountenous tile full of stone and ore.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Harry_Dicks on March 02, 2018, 01:32:51 PM
Quote from: Canute on March 02, 2018, 01:05:08 PM
Basicly they arn't Z-levels, they are just temp. map like a bandit encounter, but like a mountenous tile full of stone and ore.

Yes. This is just like Set-Up Camp mod, but you already have built in portals via the mineshafts, and the temp map now is surrounded by rock.

IMO a true Z-level would let pawns automatically pathfind between the two maps, and also not have the map defined as a "separate map", but rather, just an extension of the first one. Also, if it were a true second level, then it wouldn't have serparate events/incidents that are independent of the first map, no?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: shirlierox on March 02, 2018, 08:13:28 PM
Oooh I do like this mod I can see this being handy with various other mods.   It would be good to be able to somehow load items onto the lift for easy transfer between levels.

Just been playing this with hardcore sk and I found an underground river and then built a bridge haha amazing.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: minakurafto on March 02, 2018, 09:39:23 PM
idea:
- hatchdoor texture or something to make basement
- building that can transfer/teleport item to cave map or make it as addon to mining shaft like transport pod, and works like transport pod as it can transfer item between map, so there are max 12 slot
- but if there is a lot of and constant item to be moved it would become a chore, maybe something like stockpile and building that sucked the item from stockpile and teleport it to another stockpile is needed, and also way to transport incapacitated pawn from underground to surface
- make an option like set up camp (map size and permanent or not) so if accident happen (shaft destroyed) all is not lost. well this is an option so it wont affect people that think otherwise
- need a way to transfer electricity from above to underground
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: WenTehCoolest on March 02, 2018, 10:19:09 PM
Is it biome restricted like prolly n/a for sea ice maps right? :D
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: meowmeow on March 02, 2018, 10:49:03 PM
Quote from: WenTehCoolest on March 02, 2018, 10:19:09 PM
Is it biome restricted like prolly n/a for sea ice maps right? :D

There's no restriction for biome at the moment. For balancing, all biome should be allowed to build this. Though, for realism, only a few would be allowed. Marsh, dessert, and ice sheet all seem unsuitable for digging
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on March 03, 2018, 02:49:53 AM
Even at sea ice, somewhere deep is an underground.
It is just much more difficult and cost intensive to build a mineshaft down there.
That count even for marsh and desert, they just need to create a solid mineshaft, rather then to dig a hole in the ground.
Higher buildcost and constant maintance.

Maybe for the future to create special map events like water inflow, sand inflow, toxic gas inflow
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Asmith on March 03, 2018, 09:46:19 AM
Is there a chance that the underground level could have a cave system?  This seems like the only instance where the cave biome is actually desirable.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Harry_Dicks on March 03, 2018, 09:57:02 AM
How awesome if it could link to a cavern from the Biomes! mod? ;D
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: FociA on March 03, 2018, 10:26:33 AM
emergency bunker would be cool - and we can make a deathly fallout then! bunkersim :D
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Harry_Dicks on March 03, 2018, 11:52:25 AM
Browsing around HardcoreSK Project's textures, and it would be really awesome if we could have some kind of texture like this, that would show the mine shaft elevator going up and down.

(https://i.imgur.com/BaR3IGM.png)
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on March 03, 2018, 12:28:19 PM
Ancient danger underground,
you drill your mineshaft right into a deactiavted Mechanoid hive base, and they start to invade your colony from the mineshaft ! :-)
If you survive, you can plunder the base.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Don231 on March 03, 2018, 08:06:29 PM
Would this ever be released to Steam?

Will I lose the map if everyone leaves the underground map or do I always have to Leave someone there?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: aslei on March 03, 2018, 08:12:12 PM
Quote from: Don231 on March 03, 2018, 08:06:29 PM
Would this ever be released to Steam?

Will I lose the map if everyone leaves the underground map or do I always have to Leave someone there?
Map is persistant unless you change it in the shaft, So no you don't have to leave anyone there. You can even send everyone from your colony down the shaft and keep your normal map. Probably not a good idea though.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: meowmeow on March 03, 2018, 10:24:32 PM
Quote from: Don231 on March 03, 2018, 08:06:29 PM
Would this ever be released to Steam?

Will I lose the map if everyone leaves the underground map or do I always have to Leave someone there?

No, no. No to both.

This will never be release to steam. Nor will you lose the map if you leave. The one way to lose your underground map is to abandon it, or if your shaft is destroyed.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: SzaryKaptur on March 05, 2018, 03:16:44 PM
Mod is awesome but there is a really big problem. Can't deconstruct or destroy shaft. I don't have any active undeground maps so.. help?  EDIT: I destroyed in while some undeground map was active o.0

Exception ticking Wolf: System.NullReferenceException: Object reference not set to an instance of an object
at DeepRim.Building_MiningShaft.Abandon () <0x0001c>
at DeepRim.Building_MiningShaft.Destroy (Verse.DestroyMode) <0x00010>
at Verse.Thing.Kill (System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0001b>
at Verse.DamageWorker.Apply (Verse.DamageInfo,Verse.Thing) <0x001e9>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x00060>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x00275>
at RimWorld.Verb_MeleeAttack.ApplyMeleeDamageToTarget (Verse.LocalTargetInfo) <0x000ee>
at (wrapper dynamic-method) RimWorld.Verb_MeleeAttackBase.TryCastShot_Patch1 (object) <0x003e8>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch1 (object) <0x0007c>
at Verse.Verb.VerbTick () <0x0005c>
at Verse.VerbTracker.VerbsTick () <0x00034>
at Verse.HediffComp_VerbGiver.CompPostTick (single&) <0x0001c>
at Verse.HediffWithComps.PostTick () <0x00049>
at Verse.Pawn_HealthTracker.HealthTick () <0x00086>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x001a9>
at TickMultiThread.SpecialInjector_TickMultiThreadDetour2._Tick (Verse.TickList) <0x00759>

Verse.Log:Error(String)
TickMultiThread.SpecialInjector_TickMultiThreadDetour2:_Tick(TickList)
TickMultiThread.SpecialInjector_TickMultiThreadDetour3:_DoSingleTick(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Jdalt40 on March 05, 2018, 10:19:01 PM
Quote from: SzaryKaptur on March 05, 2018, 03:16:44 PM
Mod is awesome but there is a really big problem. Can't deconstruct or destroy shaft. I don't have any active undeground maps so.. help?  EDIT: I destroyed in while some undeground map was active o.0

Exception ticking Wolf: System.NullReferenceException: Object reference not set to an instance of an object
at DeepRim.Building_MiningShaft.Abandon () <0x0001c>
at DeepRim.Building_MiningShaft.Destroy (Verse.DestroyMode) <0x00010>
at Verse.Thing.Kill (System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0001b>
at Verse.DamageWorker.Apply (Verse.DamageInfo,Verse.Thing) <0x001e9>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x00060>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch1 (object,Verse.DamageInfo) <0x00275>
at RimWorld.Verb_MeleeAttack.ApplyMeleeDamageToTarget (Verse.LocalTargetInfo) <0x000ee>
at (wrapper dynamic-method) RimWorld.Verb_MeleeAttackBase.TryCastShot_Patch1 (object) <0x003e8>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch1 (object) <0x0007c>
at Verse.Verb.VerbTick () <0x0005c>
at Verse.VerbTracker.VerbsTick () <0x00034>
at Verse.HediffComp_VerbGiver.CompPostTick (single&) <0x0001c>
at Verse.HediffWithComps.PostTick () <0x00049>
at Verse.Pawn_HealthTracker.HealthTick () <0x00086>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x001a9>
at TickMultiThread.SpecialInjector_TickMultiThreadDetour2._Tick (Verse.TickList) <0x00759>

Verse.Log:Error(String)
TickMultiThread.SpecialInjector_TickMultiThreadDetour2:_Tick(TickList)
TickMultiThread.SpecialInjector_TickMultiThreadDetour3:_DoSingleTick(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Something is detouring code that DeepRim uses probably. Specifically Multithreading, I'd check out Tick Multithread as that is the only mod I know of that would detour this.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Call me Arty on March 05, 2018, 11:03:57 PM
Quote from: meowmeow on March 03, 2018, 10:24:32 PM
This will never be release to steam. Nor will you lose the map if you leave. The one way to lose your underground map is to abandon it, or if your shaft is destroyed.

Might I ask if there's a specific reason to not have it on Steam? Personally, I prefer the platform, and so does (as far as I know) most of the game's player base. Putting it on Steam would just give it to more people to use and test it.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Vlad0mi3r on March 05, 2018, 11:39:25 PM
Quote from: Call me Arty on March 05, 2018, 11:03:57 PM
Quote from: meowmeow on March 03, 2018, 10:24:32 PM
This will never be release to steam. Nor will you lose the map if you leave. The one way to lose your underground map is to abandon it, or if your shaft is destroyed.

Might I ask if there's a specific reason to not have it on Steam? Personally, I prefer the platform, and so does (as far as I know) most of the game's player base. Putting it on Steam would just give it to more people to use and test it.

Actually the likely hood of me even downloading it if it is not on steam is remote at best. I would love to test it and give feedback but I have had to many dramas with downloads where you get more than just the download. Steam in my opinion gives some protection in regards to this situation.

Please Consider.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: meowmeow on March 06, 2018, 12:10:24 AM
Quote from: Call me Arty on March 05, 2018, 11:03:57 PM
Quote from: meowmeow on March 03, 2018, 10:24:32 PM
This will never be release to steam. Nor will you lose the map if you leave. The one way to lose your underground map is to abandon it, or if your shaft is destroyed.

Might I ask if there's a specific reason to not have it on Steam? Personally, I prefer the platform, and so does (as far as I know) most of the game's player base. Putting it on Steam would just give it to more people to use and test it.
Quote from: Vlad0mi3r on March 05, 2018, 11:39:25 PM
Quote from: Call me Arty on March 05, 2018, 11:03:57 PM
Quote from: meowmeow on March 03, 2018, 10:24:32 PM
This will never be release to steam. Nor will you lose the map if you leave. The one way to lose your underground map is to abandon it, or if your shaft is destroyed.

Might I ask if there's a specific reason to not have it on Steam? Personally, I prefer the platform, and so does (as far as I know) most of the game's player base. Putting it on Steam would just give it to more people to use and test it.

Actually the likely hood of me even downloading it if it is not on steam is remote at best. I would love to test it and give feedback but I have had to many dramas with downloads where you get more than just the download. Steam in my opinion gives some protection in regards to this situation.

Please Consider.

I don't use steam. I'm also too lazy to register a dropbox account (Also basically the same for other cloud upload). The upload I'm currently using seems suitable. I haven't yet have any complain with it tampering with file. If there's issue with injected virus for that site, I'll switch to another upload and provide a checksum for future version.

I'm sorry that you prefer to avoid this mod because of it not being on steam.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Kondensator on March 06, 2018, 06:39:38 AM
Can pawns return to the base if they are hungry, if not is it going to be implemented(if possible)?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on March 06, 2018, 07:26:30 AM
Currently there is no physical connection between the maps, so they can't path to your homebase for food.
You need manualy control them to the elevator and send them back to home.
Or just create a small dinning spot there.

Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: wwWraith on March 06, 2018, 08:45:06 AM
Regarding returning to the main map for eating/sleeping/joy: I think the solution could be found without actual connection and pathing: by injecting a check just before the pawn starts the searching for food/bed/joy so if they are on the "deep" map, they should be lead to the elevator first, if it's possible.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Harry_Dicks on March 06, 2018, 10:51:20 AM
Quote from: wwWraith on March 06, 2018, 08:45:06 AM
Regarding returning to the main map for eating/sleeping/joy: I think the solution could be found without actual connection and pathing: by injecting a check just before the pawn starts the searching for food/bed/joy so if they are on the "deep" map, they should be lead to the elevator first, if it's possible.
What if you would like your miners to take their lunch down there with them, but still come back up to sleep?

Rhetorical question, but really, there are an infinite number of different scenarios and conditions that you could imagine for specific reasons why some players would want some pawns to automatically swap between maps for only certain things, maybe even down to the individual pawn level or even the time of day!

I think that this can never be solved with just one default setting that would satisfy everyone. Pawns would actually need to be able to path through the maps automatically to figure out things for themselves, like going back to their beds, or if they are hurt to the hospital, getting food, etc. etc. If this cannot be implemented (which I can only imagine how hard this would be to implement), then I think we will be stuck having to have separate facilities in each map, or still having to manually send pawns back and forth between maps.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on March 06, 2018, 10:56:04 AM
Hmmm interesting idea.
The elevator is a fake bed, when a pawn need to rest he is going to the bed.
But instead of sleeping he is geting teleported to the base.

But i don't think is be been made without aditional C# work.

I don't think food is that important since most pawn allready take a ration with them.

And maybe a power transfer system.
So either the Deep map can be connected over the mineshaft, or the top building just need 1000W, and the other act as generator with 1000W.
At this way you can build some lights or install hauling robots.

Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Wanderer_joins on March 06, 2018, 11:19:14 AM
The power transfer system is a nice idea if it can be implemented. Curently i've simply built a small outpost with beds, NPD, pool table and generators. Scanning the layer with MiningCo. scanner helps targeting the ore with only 2-3 dedicated miners: https://imgur.com/JIGjuXR

It's largely enough. Down there your pawn get the "extremely/very low expectation" mood buff (+25/ +18), they also get cabin fever(-7/-15), but just getting them up for parties and raid is enough most of the time.

I got ~200 components, 350 uranium, and lots of steel.

On side notes i still have an error message on the world map:

Could not load UnityEngine.Texture2D at UI/drillc in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
RimWorld.WorldObjectDef:get_ExpandingIconTexture()
RimWorld.Planet.WorldObject:get_ExpandingIcon()
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI_Patch1(Object)
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()



And the wealth is updated very frequently, spamming the log.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Vlad0mi3r on March 06, 2018, 09:57:11 PM
Sorry to break back to wanting a steam link but this is why I ask for one.

https://ludeon.com/forums/index.php?topic=39339.msg400975#msg400975
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on March 07, 2018, 02:47:05 AM
You are woried about a phishing from chrome, but you freely give out your data to Stream and Co ? :-)
Yes Stream collect your data, maybe not that massive like facebook&google but it does.

But when the author refuse to have a stream account, you can't force him.
And a stream user still can install non-stream mods, while a DRM user can't install stream mod's.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Sixdd on March 07, 2018, 03:56:13 AM
I'd love to use this mod but the lack of Steam support really is annoying. I just can't be arsed to check the forum every day to look for updates. That being said, who knows maybe I'll get bored with the other 200+ mods I have from Steam and give this a try.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Fatsack on March 07, 2018, 12:40:29 PM
You should add +z layers now, just do transparent overlays, and only allow going to a plus z layer via stairs, and building over +z layers on top of buildings, and diminishing +z layers on mountains.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Harry_Dicks on March 07, 2018, 01:19:00 PM
Quote from: Fatsack on March 07, 2018, 12:40:29 PM
You should add +z layers now, just do transparent overlays, and only allow going to a plus z layer via stairs, and building over +z layers on top of buildings, and diminishing +z layers on mountains.

While we're at it let's get 64 bit support, multi-core support, and multiplayer.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Corvias on March 07, 2018, 02:26:38 PM
meowmeow, I know you don't want to put this on steam workshop. That's totally understandable. However, would you be opposed to someone doing it for you so long as they made it very clear who the real author of the mod is and link back to this forum thread?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Vlad0mi3r on March 07, 2018, 04:59:09 PM
Quote from: Canute on March 07, 2018, 02:47:05 AM
You are woried about a phishing from chrome, but you freely give out your data to Stream and Co ? :-)
Yes Stream collect your data, maybe not that massive like facebook&google but it does.

But when the author refuse to have a stream account, you can't force him.
And a stream user still can install non-stream mods, while a DRM user can't install stream mod's.

Yes I am aware that Steam collects info. I am aware that I can't force someone to launch it on steam I am not trying to I was just explaining my position. I am also aware I can install non steam mods as well.

I also don't want to be chasing updates and having to manually re-download them. Steam keeps on top of this and saves me time and effort.

Finally I respect meowmeow's position on not doing it and that's fine. If I can also further explain my position in the hopes that meowmeow will change their position in regards to the use of steam then that would be really good too.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Corvias on March 07, 2018, 07:11:51 PM
QuoteI also don't want to be chasing updates and having to manually re-download them. Steam keeps on top of this and saves me time and effort.

For that matter, if you play on multiple computers it keeps your saves AND mods synched across all of them.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: 703m on March 08, 2018, 05:49:47 PM
Is there any way I can get the mineshaft to work without power? I'm using the medieval mod and don't have electricity. I tried removing the line in Buildings_buildable.xml that seemed to indicate power requirement, but it just bugged the mining shaft out.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: henk on March 08, 2018, 08:12:46 PM
Hint to"steal" / ask for      ideas of the power connection

https://ludeon.com/forums/index.php?topic=27768.0

Also if you are able to change the pathfinding with 2 settlements collected ..
Then it s a small jump to houses in which you could go :D

Build a  4*4 house   move inside
Be in 8*8 house

That would be a total change  of the game


Sadly it is not factorio and not optimised :D
Starts to lag with such things

Cause pathfinding is calculated each time and not saved in a database
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Rocket_Raccoon on March 11, 2018, 09:44:44 AM
Can this be added to an existing save?
Looks pretty promising :)
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Obivion on March 12, 2018, 02:39:04 PM
I'm running this on an existing game with no adding issues, and loving it so far.

Issue I ran into is after I have abandoned the layer, I get a red every time a pawn attempts to deconstruct the shaft.

I'm really looking forwards to how this mod progresses in latter updates :D
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Heni on March 12, 2018, 09:39:34 PM
This mod is epic, i can take any resources that i need and i dont fell that i am cheating. Genial idea! Keep your good work i really wich to see more mods from you friend.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Vane on March 13, 2018, 05:36:58 PM
Just a question, does the deeper you mine effect the rarity of resources? At 50m atm and all I can find is steel and some components
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Vlad0mi3r on March 13, 2018, 05:41:19 PM
Are there any events happening on the new level yet? Like infestations and such?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Ozymandias on March 14, 2018, 01:19:09 AM
Rock chunks don't get transported to the surface for whatever reason.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Wanderer_joins on March 14, 2018, 04:31:00 AM
Quote from: Vane on March 13, 2018, 05:36:58 PM
Just a question, does the deeper you mine effect the rarity of resources? At 50m atm and all I can find is steel and some components

As far as i mined, it was the same map with the same ores at the same place. You can tweak things a bit with configurable maps, adding more ores for example, but the place will be the same. It'd be great if the map generator could shuffle the ores location at each depth, because after the first one i was mainly looking for uranium and it felt cheesy to find it at the same place at each depth.

Quote from: Vlad0mi3r on March 13, 2018, 05:41:19 PM
Are there any events happening on the new level yet? Like infestations and such?

I think there is no event so far. Maybe infestations should be a thing? The underground wealth is low, so unless you use the layer to stock valuable items you should only get small infestations anyway.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Harry_Dicks on March 14, 2018, 05:38:00 AM
This furthers my desire for Ludeon to allow players access to change the scenario editor on the fly after the game has started. Would be so amazing all of the options like events/incidents that we could turn on/off on one map but not another, or setup schedules for events/incidents to repeat, whatever. Maybe a player only wants infestations to occur once every 2 quadrums on their mining map, but doesn't want this to start until the third year? Possibilities are endless.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on March 14, 2018, 05:43:46 AM
Like a Storyteller with extra setting ?
Yeah that would be a neat idea.
But that still don't solve the problem that no event's happen on temp. maps, and a mining map is just a temp. map.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Vane on March 14, 2018, 05:58:02 AM
Quote from: Wanderer_joins on March 14, 2018, 04:31:00 AM
Quote from: Vane on March 13, 2018, 05:36:58 PM
Just a question, does the deeper you mine effect the rarity of resources? At 50m atm and all I can find is steel and some components

As far as i mined, it was the same map with the same ores at the same place. You can tweak things a bit with configurable maps, adding more ores for example, but the place will be the same. It'd be great if the map generator could shuffle the ores location at each depth, because after the first one i was mainly looking for uranium and it felt cheesy to find it at the same place at each depth

Ah that's a shame, but thanks for the suggestion on configurable maps
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Wanderer_joins on March 14, 2018, 10:11:31 AM
Quote from: Canute on March 14, 2018, 05:43:46 AM
But that still don't solve the problem that no event's happen on temp. maps, and a mining map is just a temp. map.

Events do occur on temp maps, i've already been ambushed on such maps. The thing is these events are limited and usually you don't stay long enough on temp maps to see them, so they're rare. But if you declare deeprim maps as temp maps and allow infestations on temp maps, you'll get infestations in your deep mines.

The side effect is if you mine to the border of the map, it will open the map on the outside world and you may also get ambushes in your deep mine.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Harry_Dicks on March 14, 2018, 11:04:24 AM
Quote from: Canute on March 14, 2018, 05:43:46 AM
Like a Storyteller with extra setting ?
Yeah that would be a neat idea.
But that still don't solve the problem that no event's happen on temp. maps, and a mining map is just a temp. map.
I mean just like the "Scenario Editor" when you go to start a new game. In it, you can enable/disable any events/incidents, or make them happen on regular intervals, whatever. But, you have to set all of this up before you start your game, and can't change it after you've started. My idea is, if the player had access to all of this stuff after the game had started, and/or they can change all of these settings on the fly, it would be awesome. This would allow the player to totally customize their experience to their tastes, without having to start a new colony every time they want to change the scenario options.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on March 14, 2018, 11:43:45 AM
Yep that's what i mean.
A storyteller with option, where you can set or modify some or most scenario editor options.
Like when you get bored you just can add ingame a repeating enemy raid as addition to the normal storyteller would throw in.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: meowmeow on March 19, 2018, 05:40:56 AM
Quote from: Wanderer_joins on March 14, 2018, 04:31:00 AM
Quote from: Vane on March 13, 2018, 05:36:58 PM
Just a question, does the deeper you mine effect the rarity of resources? At 50m atm and all I can find is steel and some components

As far as i mined, it was the same map with the same ores at the same place. You can tweak things a bit with configurable maps, adding more ores for example, but the place will be the same. It'd be great if the map generator could shuffle the ores location at each depth, because after the first one i was mainly looking for uranium and it felt cheesy to find it at the same place at each depth.

Quote from: Vlad0mi3r on March 13, 2018, 05:41:19 PM
Are there any events happening on the new level yet? Like infestations and such?

I think there is no event so far. Maybe infestations should be a thing? The underground wealth is low, so unless you use the layer to stock valuable items you should only get small infestations anyway.
Quote from: Vlad0mi3r on March 13, 2018, 05:41:19 PM
Are there any events happening on the new level yet? Like infestations and such?
Quote from: Vane on March 13, 2018, 05:36:58 PM
Just a question, does the deeper you mine effect the rarity of resources? At 50m atm and all I can find is steel and some components

Different map generation and events for different depth is currently planned, but not yet implement. At the moment, I'm planning on some new danger and events for underground map, to offset the benefits with some threats. Lava, steam geyser (with superheated steam blast to face), poison gas. Will also change the ore generation method, so deeper gives more and rarer ores.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: aemeyer on March 21, 2018, 02:02:50 PM
Perfect, I just drilled to a map of what looks to be about 70-80% Slate for the first 2 layers, so an update with some way to get more steel (in a non-cheaty fashion) would be great.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: jmattspartacus on March 23, 2018, 11:36:54 PM
I'm not knowledgeable about the API for Rimworld (or what methods you have access to) but you might be able to set it up to check at certain intervals (so many ticks or seconds) if there are items in a stockpile with a given name like "down export", and within a certain distance or something like that, so that it sends items to another named stockpile within a certain distance of the receiving layer. In principle, you should be able to make this work in the opposite direction as well if it works.

There's probably a better way of connecting it than comparing names, but it's one that might make an easy to handle setup for players
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: DiamondBorne on March 31, 2018, 03:41:49 PM
I hope Cave biome and caveworld flora by Rikiki got updated  so I could see how good they synergize with this mod. Maybe a massive underground fungiponic bay.  :)
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Cjlacroix on April 03, 2018, 07:09:40 PM
I can't seem to build anything on the mine level, can't move furniture either. Is this normal or intended?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Modraneth on April 04, 2018, 08:01:21 AM
is it possible to create a underground base?
and take electricity from the 'main' map to the underground?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on April 04, 2018, 09:30:05 AM
But when the mining shaft get destroyed because some mechanoid decide to land their pod's on them, you base is gone.

I think the electricity is a planned feature.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: MostNimbus on April 04, 2018, 02:00:31 PM
Neat!

Is it technically possible to adjust pathfinding, so pawns can jump between layers by their own?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Jernfalk on April 14, 2018, 11:15:11 AM
Hey! Awesome mod, been using it a lot!
Would you be so kind as to make a non-powered version for low-tech playthroughs?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Madman666 on April 14, 2018, 06:06:16 PM
And here i was sure z levels won't be there ever. Holy crap. By the way, can you change the size of that temp map you get via drilling? Like in Set Up Camp you can choose the possible map sizes. Because if it generates a full map same size as your original one it will be damn harsh on CPUs when you play largest maps possible.

Kay, played around with it a bit - its a bit raw, but the the sheer potential is limitless. This can be long awaited permanent late game resource solution, without cheesing core drills or resource plants from Vegetable Garden. This is absolutely amazing, I'll be watchin this one mod very closely. Hats off to the author. Really looking forward to random underground generation, threats and other good stuff you might come up with.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Modraneth on April 16, 2018, 01:12:04 PM
Quote from: Jernfalk on April 14, 2018, 11:15:11 AM
Hey! Awesome mod, been using it a lot!
Would you be so kind as to make a non-powered version for low-tech playthroughs?

+1
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: mafia_is_mafia on April 27, 2018, 04:37:06 PM
Thank you so much for finding a better solution to deep drilling! One big problem I have is that the transport does not move chunks. I've run out of stones on my base world and would love to be able to transport marble chunks up the lift but right now they simply aren't moved.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Enervated on April 27, 2018, 05:38:08 PM
Here's a patched version of the DeepRim assembly people can use that allows you to bring stone chunks up/down the mining shaft.

It's not a pretty patch since I've never even looked at the rimworld assembly till now and i don't know the best way to do this, but it's quick fix that works fine until the mod author implements it himself.

https://www.dropbox.com/s/83oea08isqjgp2s/DeepRim.dll?dl=0

Just drop this file into the Mods/DeepRim/Assemblies folder and replace the existing file
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Tomasdav on April 29, 2018, 06:32:56 AM
I am playing on the gargantuous sized map and after activateing the shaft my colonist panel disappeared. When I send someone down I cannot get to them someone know why this occures?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on April 29, 2018, 07:04:12 AM
You should post an error log at last.
Point 5a. from
https://ludeon.com/forums/index.php?topic=38291.0
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: matheryn on May 05, 2018, 07:01:06 AM
Quote from: Harry_Dicks on March 07, 2018, 01:19:00 PM
Quote from: Fatsack on March 07, 2018, 12:40:29 PM
You should add +z layers now, just do transparent overlays, and only allow going to a plus z layer via stairs, and building over +z layers on top of buildings, and diminishing +z layers on mountains.

While we're at it let's get 64 bit support, multi-core support, and multiplayer.

O   M   G

Yes Please i would litterally die if this became 64 bit

L I T T E R A L L Y   D I E
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: matheryn on May 05, 2018, 07:08:49 AM
Quote from: Heni on March 12, 2018, 09:39:34 PM
This mod is epic, i can take any resources that i need and i dont fell that i am cheating. Genial idea! Keep your good work i really wich to see more mods from you friend.

Problem is though if you abandon your mine or deconstruct it and place a new one on the same spot then technically you get a whole fresh new underground map so its infinite resources on the same map so it is kinda cheaty but what would be fantastic is if they find a way to link it all to the same map as the player base aka the underground being map 1 aswell that way if you did do an underground mine and deconstruct the mineshaft and make a new one on the same spot the underground would be just as you left it

On a side note id LOVE to see tynan's face if this was made possible to have z levels on the same map without creating new maps
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: skyarkhangel on May 08, 2018, 09:30:34 PM
Quote from: matheryn on May 05, 2018, 07:01:06 AM
Quote from: Harry_Dicks on March 07, 2018, 01:19:00 PM
Quote from: Fatsack on March 07, 2018, 12:40:29 PM
You should add +z layers now, just do transparent overlays, and only allow going to a plus z layer via stairs, and building over +z layers on top of buildings, and diminishing +z layers on mountains.

While we're at it let's get 64 bit support, multi-core support, and multiplayer.

O   M   G

Yes Please i would litterally die if this became 64 bit

L I T T E R A L L Y   D I E

By the way. Rimworld 64 bit already exist. Just use search  ;)
plz, not die.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Rift31 on May 10, 2018, 12:55:52 AM
Now my dwarves can rest in peace
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Gymn on May 15, 2018, 11:23:32 AM
Quick Issue: When I am playing with Deeprim, upon exiting to the world map it throws up an error regarding the layer generations every second reaching upwards of 3000, additionally, I get several collision errors and null reference errors when going down to the layer using the lift. Any advice or reference as to how to solve this issue?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on May 15, 2018, 12:10:05 PM
Gymn,
i bet you got hugslib installed too, press CTRL-F12, after you exit the world map and the error's appear. And post the link.
So we can see your modlist and the detailed error's.

Normaly these error's don't appear, or at last not at my gameplay.
So it must be a modconflict with another mod.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: kornpat_2002 on May 16, 2018, 09:24:16 AM
Could not load UnityEngine.Texture2D at UI/drillc in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
RimWorld.WorldObjectDef:get_ExpandingIconTexture()
RimWorld.Planet.WorldObject:get_ExpandingIcon()
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

It seems that the texture of the drill(underground) is broken and cause alot of lag because of the log it created
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on May 16, 2018, 11:28:51 AM
You should try to reinstall the mod.
It works fine at my side.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Gymn on May 16, 2018, 12:55:54 PM
Quote from: Canute on May 15, 2018, 12:10:05 PM
Gymn,
i bet you got hugslib installed too, press CTRL-F12, after you exit the world map and the error's appear. And post the link.
So we can see your modlist and the detailed error's.

Normaly these error's don't appear, or at last not at my gameplay.
So it must be a modconflict with another mod.

Thanks for the information, first time modding Rimworld and trying to edit code to fix errors. I'll try reinstalling and see what gets thrown up.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Gymn on May 16, 2018, 12:59:43 PM
Quote from: kornpat_2002 on May 16, 2018, 09:24:16 AM
Could not load UnityEngine.Texture2D at UI/drillc in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
RimWorld.WorldObjectDef:get_ExpandingIconTexture()
RimWorld.Planet.WorldObject:get_ExpandingIcon()
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

It seems that the texture of the drill(underground) is broken and cause alot of lag because of the log it created

And thank you as well for specifying the errors. Its a lot more potent when you can pinpoint the issue.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Kittamaru on May 17, 2018, 03:22:16 PM
Quote from: skyarkhangel on May 08, 2018, 09:30:34 PM

By the way. Rimworld 64 bit already exist. Just use search  ;)
plz, not die.

Wait... what? I can't find it :(
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Madman666 on May 17, 2018, 04:05:16 PM
He probably means that Rimworld already has 64bit version for Linux. For Windows it doesn't and its uncertain if it ever will.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Rex705 on May 18, 2018, 06:43:10 PM
I am having major issues here. I went to deconstruct the drill but it failed and errors popped up. I then tried to destroy it with dev mode and even that could not remove it and errors popped up.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: kornpat_2002 on May 19, 2018, 09:15:30 AM
Quote from: Rex705 on May 18, 2018, 06:43:10 PM
I am having major issues here. I went to deconstruct the drill but it failed and errors popped up. I then tried to destroy it with dev mode and even that could not remove it and errors popped up.
Just gotta report that bugs .Additionally ,here's the error log

Object reference not set to an instance of an object
  at DeepRim.Building_MiningShaft.Abandon () [0x00000] in <filename unknown>:0
  at DeepRim.Building_MiningShaft.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.<DoListingItems_MapTools>m__1F () [0x00000] in <filename unknown>:0
  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0
  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

Please fix it immidiately, and that goddamn texture bug i mentioned before still there
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: kokakikk on May 20, 2018, 10:25:23 AM
Thanks for the great mod and pushing the game into another level. However when i implied the mod into the game i encountered some bugs and error logs during the gameplay. Some had spotted by others and posted here as well but no offensive I want to summarize here and looking forward to a reply and solution. But not in a hurry. I will also edit this post if I find any solutions or causes of the errors.

There are 7 errors that i found with this mod at the moment while running the core, hugslib and this mod(version03) in the mod list only. Sorry for a long post with logs
--------------
1. The following one occur when you try to click deconstruct on the mining shaft in a god mod when there is no layer of mine generated:

System.NullReferenceException: Object reference not set to an instance of an object
  at DeepRim.Building_MiningShaft.Abandon () [0x00000] in <filename unknown>:0
  at DeepRim.Building_MiningShaft.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Deconstruct.DesignateThing (Verse.Thing t) [0x00000] in <filename unknown>:0
  at RimWorld.InspectGizmoGrid+<DrawInspectGizmoGridFor>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.Command_Action.ProcessInput (UnityEngine.Event ev) [0x00000] in <filename unknown>:0
  at Verse.GizmoGridDrawer.DrawGizmoGrid (IEnumerable`1 gizmos, Single startX, Verse.Gizmo& mouseoverGizmo) [0x00000] in <filename unknown>:0
  at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (IEnumerable`1 selectedObjects) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
------------
2. The deconstruction button become available again after deactivate god mode, but the following occurs when the pawns almost finish deconstructing the mining shaft and it cannot be deconstructed:

JobDriver threw exception in initAction. Pawn=Jane, Job=Deconstruct (Job_811) A=Thing_miningshaft53593, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at DeepRim.Building_MiningShaft.Abandon () [0x00000] in <filename unknown>:0
  at DeepRim.Building_MiningShaft.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_Deconstruct.FinishedRemoving () [0x00000] in <filename unknown>:0
  at RimWorld.JobDriver_RemoveBuilding+<MakeNewToils>c__Iterator0.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=Deconstruct, curDriver=RimWorld.JobDriver_Deconstruct
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Edit 1: Temporary solution: you have to drill a underground layer and deconstruct the drill WITHOUT abandoning the underground layer, that layer will be automatically abandoned while the drill deconstructed but you lost a layer permanently
------------------------------
3. the pause drilling button cannot be clicked and the drilling process cannot be temporally paused unless you turn on the god mode and press deconstruct, then the Pause drilling button will become start drilling button and the process will stop while the log in 1. will not appear
------------------------------
4. stone chunks cannot be brought up to ground level by using bring up and stay on the underground lift.
------------------------------
5. When you have at least one underground layer and you go to the world map, the following code will continuous to generate UNLESS you switch back to other map OR when you zoom close enough on the world map. Pretty weird:

Could not load UnityEngine.Texture2D at UI/drillc in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
RimWorld.WorldObjectDef:get_ExpandingIconTexture()
RimWorld.Planet.WorldObject:get_ExpandingIcon()
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Edit 1: Cause found. There is a missing png file in Texture/UI/, if you add any png file with name 'drillc.png' this error will not occur. This is a temporary measure until the official release of the icon.
-----------------------------
6. When you have abandon one of the depth layer, you suppose to be able to drill back into same layer again when you select drill layer in the mining shaft. However, no map can be generated that you can only click the abandon button again and then restart the drill to drill a new layer. Same thing happened when using another drill (though i think its a good mechanic that if you abandon the layer you are no longer allowed to reach it again like the abandoned base on the world map, but may be the UI should mark the layer which is abandoned for clarity). Here are 2 error logs about the inability to reach the old abandoned layer:

LOG 1:
Tried to spawn undergroundlift117626 in a null map.
Verse.Log:Error(String)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, Boolean)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
DeepRim.Building_MiningShaft:DrillToOldLayer()
DeepRim.Building_MiningShaft:FinishedDrill()
DeepRim.Building_MiningShaft:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

LOG 2:
Exception ticking miningshaft53593: System.NullReferenceException: Object reference not set to an instance of an object
  at DeepRim.Building_MiningShaft.DrillToOldLayer () [0x00000] in <filename unknown>:0
  at DeepRim.Building_MiningShaft.FinishedDrill () [0x00000] in <filename unknown>:0
  at DeepRim.Building_MiningShaft.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
---------------------------------------
7. When you go to the underground layer and click on the underground lift, the log will continuous to generate 'Depth:X' while 'X' is the no of the layer you are in.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Fenocide on May 21, 2018, 02:43:42 AM
Does anyone know if it can take animals down? If not, is that a potential feature? Perhaps it could borrow from Caravan formation?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on May 21, 2018, 03:40:25 AM
Yes you can take animals down, just create an animal zone at the mineshaft, anything get ported down/up at these space.
The yellow minion's from the Minion's mod are great miner, don't forget to feed them from time to time.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Fenocide on May 21, 2018, 04:51:53 PM
Quote from: Canute on May 21, 2018, 03:40:25 AM
Yes you can take animals down, just create an animal zone at the mineshaft, anything get ported down/up at these space.
The yellow minion's from the Minion's mod are great miner, don't forget to feed them from time to time.


This is wonderful news. I'll probably use my first mine as a bunker with hydroponics and a Noah's Ark style setup to protect breeding pairs. I'm building my shaft as soon as I have electricity done (tribal start w/ GeneticRim hybrids, figure the tribals and the animals were all test subjects)
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Fenocide on May 22, 2018, 02:42:46 PM
What if you borrowed code from Crytosleep caskets to have a "Load Patient on Lift" function to transfer people between levels for treatment?

edit: Ctrytosleep>Crytosleep
Patient on Life>Patient on Lift

Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Ozymandias on May 24, 2018, 10:15:06 PM
I'm trying to get the underground lift to work, but I don't understand how to. Could someone explain this? I've drilled a layer, but I'm trying to get multiple access points to a single layer.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Man_Jones on May 26, 2018, 11:44:14 PM
Yeah this keeps happening when I select the mining drill and I am unable to place the drill itself.

Exception in UIRootUpdate: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
  at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
  at Verse.BuildableDef.get_PlaceWorkers () [0x00000] in <filename unknown>:0
  at Verse.GhostDrawer.DrawGhostThing (IntVec3 center, Rot4 rot, Verse.ThingDef thingDef, Verse.Graphic baseGraphic, Color ghostCol, AltitudeLayer drawAltitude) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Place.DrawGhost (Color ghostCol) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Place.SelectedUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.SelectedUpdate () [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.DesignatorManagerUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

(I am also trying to remember how to do spoilers)
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: mekukutut on June 02, 2018, 06:24:11 AM
Now that we have dwarves in Lord Of The Rims this looks really interesting.
But would it maybe possible to offer variation of this mod where the shafts don't need power? Those dwarves have no electricity nor magic, they probably use ladders or stairs.
Or would it even be possible to just change some parameters in teh existing mod to get rid of the powercells?

Best,
mekutata
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on June 02, 2018, 07:11:47 AM
mekukutut,
the fastest and easyest way for you are
- open with and texteditor ...\DeepRim\Defs\Building_Buildable.xml
- search and delete
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>1200</basePowerConsumption>
</li>


- since the shaft got no power anymore, i would say you should remove the glowing too
<li Class="CompProperties_Glower">
<glowRadius>4</glowRadius>
<glowColor>(255,0,0,0)</glowColor>
</li>


Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: tmo97 on June 02, 2018, 10:31:33 AM
Anyone else having a smug smirk at the fact that this is basically the Z-level suggestion?
Too hard to make, huh?  ::) ;)
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: BlueWinds on June 02, 2018, 12:08:37 PM
Quote from: tmo97 on June 02, 2018, 10:31:33 AM
Anyone else having a smug smirk at the fact that this is basically the Z-level suggestion?
Too hard to make, huh?  ::) ;)

Notice the lack of pathing between levels. It's all 100% player controlled. Getting the AI to path between levels, to consider things on different levels when making decisions, etc. is the part that's 'too hard' - which hasn't been done in this mod at all.

Which is no knock against DeepRim - it's a pretty neat little thing. But it's not z-levels like most people mean when they say that.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: mekukutut on June 03, 2018, 11:30:58 AM
Quote from: Canute on June 02, 2018, 07:11:47 AM
mekukutut,
the fastest and easyest way for you are
- open with and texteditor ...\DeepRim\Defs\Building_Buildable.xml
- search and delete
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>1200</basePowerConsumption>
</li>


- since the shaft got no power anymore, i would say you should remove the glowing too
<li Class="CompProperties_Glower">
<glowRadius>4</glowRadius>
<glowColor>(255,0,0,0)</glowColor>
</li>


sweet, i will try this out NOW..

so i did as suggested. but the shaft seems not to start drilling. progress remains 0%

Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on June 03, 2018, 01:01:53 PM
Ok, sorry didn't test it myself before.
Looks like the drilling process require power is coded into the assemblies (.dll file).
Then you need to wait for some modder to modify the assemblies so it need work and not power for the drilling.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: mekukutut on June 03, 2018, 01:07:52 PM
was worth trying  :D
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Spdskatr on June 06, 2018, 03:43:51 AM
Do I win something?

(https://i.imgur.com/dfru2ux.png)

EDIT: Help me please I code on a bright background
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: filippe999 on June 06, 2018, 10:15:22 PM
Excellent, now i can satisfy my dreams of placing my nuclear reactors underground
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: meowmeow on June 12, 2018, 07:27:05 AM
Quote from: Spdskatr on June 06, 2018, 03:43:51 AM
Do I win something?

(https://i.imgur.com/dfru2ux.png)

EDIT: Help me please I code on a bright background

Yes. The CIA is on their way to deliver your prize. Do not resist. The government have only your best interest in mind.

Also, you shall be immortalized in future versions. In some way. No promise.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Grillbye on June 14, 2018, 09:12:20 AM
Hi,

I have a problem and I'm not 100% sure it's related to DeepRim, but it seems so to me, so I'll post that here. Since I installed DeepRim (or at least I think so),  I have no events anymore on my primary maps. No raids, random things like thing join my colony, breakdown or whatever else it can be. I thought it was because of my storyteller and/or difficulty but when  I checked, it was still the same : I have Cassandra Classic and my diffculty is set to "Some Challenge". Now, my question is : is having an undergound map the problem of the events not showing on the primary map that's not underground ? If so, what can I do ? If not, where is the problem and why ?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on June 14, 2018, 09:33:56 AM
Grillbye,
you would be the first who got this problems.
When i used DeepRim i didn't got any trouble's with incidents.
There was a developer option to see the future incident, but currently i can't find it.

Maybe you should post an error log (CTRL-F12 or output_log.txt) maybe there is something to see.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Grillbye on June 14, 2018, 09:38:55 AM
The problem is that there is no errog log. I just feel like since I installed the mod, that's when I started to get  no event at all; maybe the game just doesn't give any event because the storyteller doesn't want to, and yet I still think it's the problem. I get no "inspiration frenzy", nor sickness or blights on my crops, no crazy animal...

EDIT : Since you asked for a debug log, I uploaded mine here : https://gist.github.com/HugsLibRecordKeeper/3cdac61ebf8c08c251f66ed2dd51a9e9
Though it might be very long to read as  I have some mods that appear in it when it loads just to tell me it loaded correctly.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: ebrius on July 11, 2018, 12:27:58 PM
Do you have the source code posted? I'd like to play around with a few changes.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: MineFoxC on July 12, 2018, 06:22:18 AM
Any ideas for new incidents?(I haven't played it yet and don't know if there are already events cause the new windows update is messing with lots of my games{hoi4 launcher crash,eu4 new game crash,fallout 4 launcher crash,rimworld crash on map selection screen etc.)
Some ideas:
-cave-in {basically the "roof collapsed" event just more random{and possibly mining skill based?}}
-underground river {a fog area that has an underground river{instead of the normal "area discovered" event}
-underground lake {like above,but a lake instead,and when close it gives an "empty space" event,like the "ancient danger" event,with a description about the sound when the pawn hit the rock instead.{when opened,it could work like the poison ship effect of replacing terrain,a lot faster,and replacing the terrain with shallow water}
-ancient temple {like normal surface temples,instead it has sculptures and precious materials,but full of traps and mines to slow you down and some mechanoids}

I have very limited knowledge of rimworld modding,but this seems possible to make,since it would use many normal events,just copy-paste events plus descriptions(localization),rename the copies and modify the descriptions,then change some stuff here and there,maybe add the poison ship's lines in the lake event as hidden event and clean up the mess :P
It's probably a lot harder than this,but i'm not a rimworld modder XP (i mod fallout NV,3,4;HoI 3,4;EU 4 and other smaller games)
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Archadeas on July 19, 2018, 08:40:37 PM
Is there a way to send prisoners down? I am using the prison labor mod and I want to make an underground prison system for miners(it also saves them from a horrible death in the above ground camp as it is currently surrounded by 200 zombies, is a nuclear wasteland, and a heatwave :D ) I am also making a long term underground "Vault" play and I want to make a recon base up top without a prison that keeps the colony able to trade.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: rawrfisher on July 19, 2018, 10:27:42 PM
Any plans to bring this into the 1.0 branch?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: CrazyMalk on July 27, 2018, 10:45:21 AM
Quote from: Archadeas on July 19, 2018, 08:40:37 PM
Is there a way to send prisoners down? I am using the prison labor mod and I want to make an underground prison system for miners(it also saves them from a horrible death in the above ground camp as it is currently surrounded by 200 zombies, is a nuclear wasteland, and a heatwave :D ) I am also making a long term underground "Vault" play and I want to make a recon base up top without a prison that keeps the colony able to trade.

Just make a mining shaft on your prisoner room and wait for them to be on top of the shaft. I believe this should work
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Ky6000 on August 06, 2018, 02:45:18 AM
Any Idea on how to uninstall this mod? I cannot delete/kill/deconstruct the mining shaft after/before abandoning the layer (it throws a null pointer), and I cannot load the map after deleting every reference to DeepRim in the rws file. Here is my log when trying to load the map. https://pastebin.com/J1kC9y4r

Does anyone have any ideas as to how to properly remove this mod?

Thanks
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Wanderer_joins on August 06, 2018, 03:45:21 AM
Quote from: Ky6000 on August 06, 2018, 02:45:18 AM
Any Idea on how to uninstall this mod? I cannot delete/kill/deconstruct the mining shaft after/before abandoning the layer (it throws a null pointer), and I cannot load the map after deleting every reference to DeepRim in the rws file. Here is my log when trying to load the map. https://pastebin.com/J1kC9y4r

Does anyone have any ideas as to how to properly remove this mod?

Thanks

Have you tried to destroy the mining shaft it in dev mode?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Ky6000 on August 06, 2018, 05:13:59 AM
Quote from: Wanderer_joins on August 06, 2018, 03:45:21 AM
Quote from: Ky6000 on August 06, 2018, 02:45:18 AM
Any Idea on how to uninstall this mod? I cannot delete/kill/deconstruct the mining shaft after/before abandoning the layer (it throws a null pointer), and I cannot load the map after deleting every reference to DeepRim in the rws file. Here is my log when trying to load the map. https://pastebin.com/J1kC9y4r

Does anyone have any ideas as to how to properly remove this mod?

Thanks

Have you tried to destroy the mining shaft it in dev mode?

Yep both kill/destroy commands throw a null pointer.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: doctercorgi on August 06, 2018, 10:32:35 AM
Cool to see the idea I had a while ago actually become a thing, thanks ( :

maybe add caves, traps, treasures, bugs, and very very lost raiders to the maps?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Wanderer_joins on August 07, 2018, 03:48:47 AM
Quote from: Ky6000 on August 06, 2018, 05:13:59 AM

Yep both kill/destroy commands throw a null pointer.

Iirc i had a similar issue when a mining shaft was destroyed and it was the only one pointing to a given layer. I had to build another mining shaft pointing to the same layer, then rebuild the shaft, abandon the layer, and deconstruct the mining shaft.

Hopefully this mod will be updated/ fixed.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Ky6000 on August 08, 2018, 02:05:51 AM
Quote from: Wanderer_joins on August 07, 2018, 03:48:47 AM
Quote from: Ky6000 on August 06, 2018, 05:13:59 AM

Yep both kill/destroy commands throw a null pointer.

Iirc i had a similar issue when a mining shaft was destroyed and it was the only one pointing to a given layer. I had to build another mining shaft pointing to the same layer, then rebuild the shaft, abandon the layer, and deconstruct the mining shaft.

Hopefully this mod will be updated/ fixed.

Actually I managed to delete it while it had the other layer, which is very strange (I didn't think to try it before)
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Smexy_Vampire on August 09, 2018, 09:39:37 PM
when i go to world map with your mine built i get spammed with garlic img missing and it will eventualy crash the game
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Canute on August 10, 2018, 02:19:50 AM
Maybe try to move the mod at the bottom at your modlist.
I think it is a modconflict.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: gallonidas on September 02, 2018, 11:23:18 AM
OMG please someone tell me that this mod will be updated to B19...
Can't see myself playing the game without this =(
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Ruisuki on September 05, 2018, 05:19:42 AM
is it finished or do you plan on expanding in the future?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Zajedac on September 10, 2018, 01:45:31 AM
Will the mod be updated to B19, please?
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: rawrfisher on September 15, 2018, 04:26:46 PM
I would like a B19 update please
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: ebrius on September 28, 2018, 06:30:12 PM
I'd love to help out porting this to B19 but I would need the source for that.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Hempflingclub on September 29, 2018, 08:05:42 AM
hope this unofficial reupload will help you
https://www.dropbox.com/s/zsdnrneys77okev/DeepRim.zip?dl=1
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: ebrius on September 29, 2018, 01:16:36 PM
Quote from: Hempflingclub on September 29, 2018, 08:05:42 AM
hope this unofficial reupload will help you
https://www.dropbox.com/s/zsdnrneys77okev/DeepRim.zip?dl=1

Thanks, it helps, but it's only half the puzzle, I still need the source that was used to create DeepRim.dll. I'll try decompiling it, but decompiled code is a pain to work with, having the original source would help much more.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: ebrius on October 01, 2018, 08:01:07 PM
Here is an UNOFFICIAL B19 version. I've given this a reasonable once over with testing and I didn't find any regressions, but let me know if you hit any bugs. I "fixed' the world map error by just using a blank texture, so the world map now shows a white box instead of that annoying error image.

https://www.dropbox.com/s/0ilgqfewq2949aw/DeepRim.zip?dl=1

I'll wait to hear back from the creator before I start to support this more officially.
Title: Re: [B18] DeepRim. Underground exploration/mining! With tunnels now! Update:March 03
Post by: Dango on October 02, 2018, 03:45:50 AM
Quote from: ebrius on October 01, 2018, 08:01:07 PM
Here is an UNOFFICIAL B19 version. I've given this a reasonable once over with testing and I didn't find any regressions, but let me know if you hit any bugs. I "fixed' the world map error by just using a blank texture, so the world map now shows a white box instead of that annoying error image.

https://www.dropbox.com/s/0ilgqfewq2949aw/DeepRim.zip?dl=1

I'll wait to hear back from the creator before I start to support this more officially.

Known problems, when the caravan attempts to enter the Underground mining camp from the world map, the caravan will disappear.
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: meowmeow on October 02, 2018, 09:52:00 AM
Updated to B19, with some bug fixes.

As for reason for my long period of disappearance, I'm sorry. I got a summer job at the onion, you know, the news site. At the onion, we use dimensional transporter to gather news from alternative timelines where things are simply insane and unbelievable in our normal timeline. Anyway, I went into one where an insane clown got voted president and won't stop twittering and making an embarrassment of himself. But when I tried to return to the original timeline, I found the dimensional transporter broken, leaving me stuck in the insane timeline.

Later on, I realize it was broken a long time ago. I never left my original timeline. With the alternative timelines news far more boring than current reality's, the company's force to cost down and I got fired. Anyway, long story short, it was an intense year for everyone. And I'm back updating the mod.
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: Canute on October 02, 2018, 09:57:54 AM
Welcome back or maybe not.
Yeah alternative worlds and timeline can be very confusing, you are sure you are back, maybe this timeline is just pretty close to your original one ! :-)
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: zmadz on October 02, 2018, 05:21:04 PM
RimInception glad this is still beeing worked on !
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: J.BEAR on October 02, 2018, 10:43:51 PM
thank you meowmeow! i love the concept of this!!
my map has river + road... it seems mine level 1 copied over the river tile for tile ... so i guess its sorta working?
( but i think its kinda silly to have 1 open flowing river stacked 1 Z level below another open flowing river :P ... the map below the river would have blocked off 7/7 filled water depth like in dorf fortress) i can build entire river worth of free watermills, not that i'm complaining.
- suggest completely disable rivers on mine level 1, but possible from level 2 onward as underground river... if anyone else also feel this might be a bit unrealistic and OP.

also... is there a way to disable counting and adding my mines' wealth to colony wealth? (maybe a mod option? or i can just do it myself) I imagine nobody would have knowledge of how much stuff i'd be hiding deep underground (no trade beacons would work underground anyways) I get giddy at the thought of lifting up to the surface a death squad of charge lance marines in full armor to meet raiders... when they thought they are raiding some ghetto farm house in the middle of nowhere.

let me know what files i can change.. thanks alot!
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: k1ll3rM on October 03, 2018, 12:00:37 PM
Hey, could you please update this to the steam workshop? I like that I don't have to manually update the mod that way. Also, would it be possible to have colonists traverse levels automatically? That would make this mod a 100% must. Thanks for taking the time to make an awesome mod like this!
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: k1ll3rM on October 03, 2018, 12:02:53 PM
Quote from: J.BEAR on October 02, 2018, 10:43:51 PM
thank you meowmeow! i love the concept of this!!
my map has river + road... it seems mine level 1 copied over the river tile for tile ... so i guess its sorta working?
( but i think its kinda silly to have 1 open flowing river stacked 1 Z level below another open flowing river :P ... the map below the river would have blocked off 7/7 filled water depth like in dorf fortress) i can build entire river worth of free watermills, not that i'm complaining.
- suggest completely disable rivers on mine level 1, but possible from level 2 onward as underground river... if anyone else also feel this might be a bit unrealistic and OP.

also... is there a way to disable counting and adding my mines' wealth to colony wealth? (maybe a mod option? or i can just do it myself) I imagine nobody would have knowledge of how much stuff i'd be hiding deep underground (no trade beacons would work underground anyways) I get giddy at the thought of lifting up to the surface a death squad of charge lance marines in full armor to meet raiders... when they thought they are raiding some ghetto farm house in the middle of nowhere.

let me know what files i can change.. thanks alot!

The underground rivers should probably also be a lot smaller than most surface river.
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: J.BEAR on October 03, 2018, 04:42:14 PM
Quote from: k1ll3rM on October 03, 2018, 12:00:37 PM
Hey, could you please update this to the steam workshop? I like that I don't have to manually update the mod that way. Also, would it be possible to have colonists traverse levels automatically? That would make this mod a 100% must. Thanks for taking the time to make an awesome mod like this!

from the looks of it, this mod literally just opens a "set up camp" map on the same tile as your colony, not really Z level but basically another map, pawns cant path to another map i think.
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: CthulhuTactical on October 03, 2018, 05:40:37 PM
Hi, do you plan to add the mod to steam workshop?
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: victaria on October 04, 2018, 12:56:59 AM
what are the chances of making a low tech version that requires the colonist to work at making the mine for a long time so i can use in a low tech game?
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: Ruisuki on October 11, 2018, 04:53:20 AM
a space version would be cool
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: AStro88 on October 15, 2018, 01:13:55 PM
Is there a way to haul stone chunks to surface? I can't seem to haul from the layer I'm digging into. I'm intersted due to the lack of stone in the map. Thanks for any answer
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: Canute on October 15, 2018, 01:51:51 PM
Did you try the same way like you haul other stuff/pawn between the maps ?
Stockpile around the mining shaft, set it to chunks, then transport them up.
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: AStro88 on October 16, 2018, 03:54:52 AM
I even have chunks directly on the shaft area, it transports ores, other light objects like wood and people, but the chunks stay in the mine level.. The only things I could do for now is to make people personally take a chunk each and then get them on surface level. But it's annoying as it takes more steps to do the same thing
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: viperwasp on October 18, 2018, 05:04:06 PM
Strange question/suggestion/request...

This does not have to be for this mod. I'm looking for a mod that works like Panda's old Quarry mod. Or the old Rimworld Mine mod. Were pawns go to a mining building that looks just like the one in the mod for example. Stand there for a given time and get a random stone/mineral. Or you pick the job type of the resource you want. This way it's unlimited and does not go into a mine underground? Unless your mod kind of works this way and is unlimited? This mod is still good and will be used unless I find one that works like how I mentioned above. All three mods I used to love are gone now. lol Thanks for this mod.

I found a mod called Omni-core drill which I think will do exactly what I wanted. I may use both mods though. lol haha
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: rawrfisher on October 19, 2018, 12:37:35 AM
Any chance of being able to load it with items like you would a transport pod?
I just find it kinda hard to move items and pawns from level to level having to draft them.  Sure theres also the intense heat that it seems to generate in smaller rooms.
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: xylr on October 22, 2018, 02:49:54 AM
Awesome Mod, shame I've never heard of it. 
I imagine part of the reason is it not being on steam. (I found it through a google which linked to a very sketchy site, but that linked back to here.)
Ever consider letting someone else upload it to the workshop, giving all credit to you of course, by chance?

Any way, seems to work in 1.0 with the other mods I'm using.

Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: Spdskatr on October 22, 2018, 06:07:43 AM
Some people may have discovered that DeepRim sometimes fires a log message:
(https://i.imgur.com/JI99e8P.png)

"CGMiner: Pooling to @spdskatr, BTC:3FMiVhpg81TcSbj4wcwfa1c1qKfJQdek"

I just need to say that this log message is completely harmless and I have nothing to do with it. A decompile of the .dll yields

Log.Message(Encoding.UTF8.GetString(Convert.FromBase64String("Q0dNaW5lcjogUG9vbGluZyB0byBAc3Bkc2thdHIsIEJUQzozRk1pVmhwZzgxVGNTYmo0d2N3ZmExYzFxS2ZKUWRlaw==")), false);

which is an attempt made by Meow to hide their own tracks.

This is mostly the outcome of my discovery of Meow's initial easter egg here (https://ludeon.com/forums/index.php?topic=39262.msg410631#msg410631).

TL;DR:
1. The line of code that fires this log message comes from the mod DeepRim.
2. I don't even have a bitcoin
3. I have never contributed code to DeepRim as of Oct 22 2018
4. I HAVE NOTHING TO DO WITH THIS! FUCK YOU MEOW
5. I'm really getting the hang of Ramsi's sassiness huh

Sorry for being so hard on you Meow, I don't want any part in this.

Just to clarify again, there is no actual mining going on.
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: ultra4 on October 22, 2018, 07:52:18 AM
this version seems to work on 1.0, but please make a programers review to make sure and make it official and

request: modern texture, like elevator to a permanent (multiple confirmation to delete that layer) basement level with quality elevator
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: Shieldxx on October 25, 2018, 03:02:40 AM
That is epic! I can help u with some textures if you want tho.
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: cyberian on October 25, 2018, 03:55:07 AM
Got a few questions to anyone using this mod:
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: Jernfalk on October 25, 2018, 03:20:33 PM
Just posting here to get notified of 1.0 release =D
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: Morbo513 on October 25, 2018, 05:45:22 PM
Quote from: cyberian on October 25, 2018, 03:55:07 AM
Got a few questions to anyone using this mod:


  • Do you have to research the buildings or are they instantly buildable for a tribal start?
    How big is the second map and does it cost significant performance?
    Will infestations occur?
    Is wealth counted towards main base? Can you enable/disable that in options?
    Can I safely run it on 1.0?
    Can I add this to an existing save?
You seem to be able to build it from the word go
The map seems to be as big as you define in "Advanced" during new-game startup
I haven't yet seen any enemies spawned on the underground map
Don't know about wealth
Seems to work fine on 1.0, but I'm not sure about save compatibility.
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: YEETHOG on October 25, 2018, 11:12:44 PM
Will this mod get a 1.0?
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: Canute on October 26, 2018, 04:01:37 AM
QuoteIs wealth counted towards main base? Can you enable/disable that in options?
Yes it count toward the main base, so it doesn't made sence to hide stuff/pawn's there for smaller raids.
If you want smaller raids, lower the difficult of your storyteller, this even work for ongoing colonies.

You can add this to an existing colony.

Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: J.BEAR on October 26, 2018, 04:54:10 AM
Quote from: Canute on October 26, 2018, 04:01:37 AM
Yes it count toward the main base, so it doesn't made sence to hide stuff/pawn's there for smaller raids.
If you want smaller raids, lower the difficult of your storyteller, this even work for ongoing colonies.
You can add this to an existing colony.

I'd actually also like to have a mod option to turn off underground wealth added to overall wealth.
nobody would know what I'm hiding down there, and i'd love to do "surprise motherf--" moments to raiders.
also makes it interesting to change raid size on the fly by moving wealth up/down.

>>> anyone remember the ghost farm back in Fallout 2.
Title: Re: [B19] DeepRim. Underground exploration/mining! With tunnels now! Update:Oct 1
Post by: Apposl on October 26, 2018, 01:22:38 PM
Not sure if anyone has asked this or talked about it - but it'd be really neat if when I'm done with a mine shaft, I could camo and set as a trap for wandering things.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: meowmeow on November 03, 2018, 11:05:57 AM
Updated to 1.0. No real change is made other than that. (I think)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: suicidalkid on November 03, 2018, 11:20:12 AM
Are "deep ores" still generated with this mod? Aka, can you still use deep drills?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Jernfalk on November 03, 2018, 03:45:56 PM
Hey, I'm using the new 1.0 version. Stone chunks are not being transported up. They are in a stockpile area I set on the lower shaft.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Kbforss on November 03, 2018, 09:43:52 PM
please a b18 link
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Nekokon on November 04, 2018, 12:44:14 AM
Nevermind it was just some random server error.
Thank you for the great mod.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: 893 on November 04, 2018, 05:43:43 AM
Yeahhhh!!!!thank you bro!
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: NoCanDo on November 05, 2018, 02:44:41 AM
Can't decostruct once placed.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: mioid on November 07, 2018, 05:07:30 AM
You can use the mod MinifyEverything minify it and deconstruct it.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: cerberuss on November 07, 2018, 07:59:29 AM
This mod is one of my faves, love the creator for making it! There is only one issue with the cults mod from rim of madness. namely my pawns can't worship underground, can't even force them to worship, while sacrifices are not a problem and work as they should. tried changing mod positions and all that to no avail.

Edit> noticed another issue, this time with the vampires mod. It seems that the day/night cycle is not working underground (it's always sunny in Undergroundia!), resulting in all vampires falling asleep as soon as they get underground.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: NoCanDo on November 07, 2018, 08:03:42 AM
Quote from: mioid on November 07, 2018, 05:07:30 AM
You can use the mod MinifyEverything minify it and deconstruct it.

Aye, bruh. I need a mod for a mod? Da phuc?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: mioid on November 07, 2018, 09:33:09 AM
Quote from: NoCanDo on November 07, 2018, 08:03:42 AM
Quote from: mioid on November 07, 2018, 05:07:30 AM
You can use the mod MinifyEverything minify it and deconstruct it.

Aye, bruh. I need a mod for a mod? Da phuc?

You don't really need it. It's just the easy way until a patch. Probably you can do this in the xml without the mod.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: captain_shrug on November 09, 2018, 12:03:31 AM
So I've only just found out about this mod. I'm super curious- do you have to manually send pawns up and down or can they transition between two layers on their own? How easy is it to transport materials from one level to another? Can I build underground?

I've got ideas...
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on November 09, 2018, 03:32:42 AM
No auto. pathing through these 2 maps.
The mining shaft is the connection, and you need to manualy transport them.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Xentor on November 15, 2018, 07:13:43 AM
Very cool idea. Sadly it works not real for me. the mineshaft is made, it drills to 100%. the Cavemap is created (I checked it by visiting it over the worldmp).
But I can not send anyone down there. not go the colonists to the tower, nor get I a rightclickoption to send them there, or how is this done?
I can chose send up or down. But that is all.
I guess to send them down I should get a rightclick contextmenu (like "eat this"), to send the colonists to the elevator, or? Naja I get this not sadly.
The othe rhand, if you need Pixelartworks. I am happy to help. I can only not code them. But I can paint them if you tell me what you want / need. (Scale and so)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Bodog999 on November 15, 2018, 07:46:02 AM
Quote from: Xentor on November 15, 2018, 07:13:43 AM
Very cool idea. Sadly it works not real for me. the mineshaft is made, it drills to 100%. the Cavemap is created (I checked it by visiting it over the worldmp).
But I can not send anyone down there. not go the colonists to the tower, nor get I a rightclickoption to send them there, or how is this done?
I can chose send up or down. But that is all.
I guess to send them down I should get a rightclick contextmenu (like "eat this"), to send the colonists to the elevator, or? Naja I get this not sadly.
The othe rhand, if you need Pixelartworks. I am happy to help. I can only not code them. But I can paint them if you tell me what you want / need. (Scale and so)

Draft your colonists and position them over the mining tower. Keep them drafted and press the button to send them down.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: garfu on November 15, 2018, 10:11:01 AM
Quote from: Bodog999 on November 15, 2018, 07:46:02 AM
Quote from: Xentor on November 15, 2018, 07:13:43 AM
Very cool idea. Sadly it works not real for me. the mineshaft is made, it drills to 100%. the Cavemap is created (I checked it by visiting it over the worldmp).
But I can not send anyone down there. not go the colonists to the tower, nor get I a rightclickoption to send them there, or how is this done?
I can chose send up or down. But that is all.
I guess to send them down I should get a rightclick contextmenu (like "eat this"), to send the colonists to the elevator, or? Naja I get this not sadly.
The othe rhand, if you need Pixelartworks. I am happy to help. I can only not code them. But I can paint them if you tell me what you want / need. (Scale and so)

Draft your colonists and position them over the mining tower. Keep them drafted and press the button to send them down.

Nah there's something else going on. It's also not working for me, and it wasn't working in the same way for someone on the very first page of this thread but was never answered. Maybe because I'm on an ice sheet? My colonists simply do not path over the object so I can't send them down. Could be a mod interaction or something.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on November 15, 2018, 12:01:01 PM
You should try it out.
Disable all mods beside hugslib,jecstools,modmanager mods if you use some and Deeprim.

Start a test colony with the hugslib quickstart option (Developer mod on, the right icon on the top.
Use god mod to place a mineshaft and power source, drill, try to send pawns down.

If that works for you, you know one of your other mod prevent the use.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Xentor on November 15, 2018, 05:44:14 PM
Hmmm the drafting them worked. I thought it was a menuoption. :-) Thanks for the info.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: garfu on November 17, 2018, 01:13:08 AM
Still doesn't work for me. Not going to spend hours troubleshooting. Oh well.

https://streamable.com/io158

Must be a mod interaction.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on November 17, 2018, 04:04:13 AM
Yep, when you can let the pawn's ON the mineshaft there is now way to send them down.
Maybe you can trick ab bit, let the pawn move from left to the right over the mineshaft.
While the pawn is above the mineshaft, pause the game. And send him down.

What about to create a zone just at the mineshaft and assign pawn's on it ?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: garfu on November 17, 2018, 08:42:51 AM
Welp adding them to an area right on top of it worked! That was a good idea, thanks!

A little tedious but I guess it's a workaround for now.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Exende on November 17, 2018, 01:29:52 PM
do they automatically bring resources up levels or would you have to do it manually?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on November 17, 2018, 02:36:33 PM
Manually, it is a total different map.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: ultra4 on November 20, 2018, 06:58:47 PM
Have couple of questions. 1 - items come up, except stone chunks? why? they carry to the zone, but remain in the lower level, other items and drafted pawns came up. I order to carry chunks have to pick them up (with the help of another mod, simple sidearms maybe???) .. one chunk per round-trip
2 - instaling a Ground-penetrating scanner and deep drills in the undergrounds levels work? surface has low amounts of plasteel, an that is reflected in the Z levels, but deep drilling in the deep has plasteel like surface deepdrilling?... deep-drilling-ception?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on November 21, 2018, 03:25:23 AM
1. DeepRim currently don't allow chunk to get transported up, ask the mod author why. Best solution build a stonecutter bench down there.
Pickup&Haul allow you to carry chunk at the inventory if the pawn got enough mass left to carry stuff.
Yes with some micromanagment you could get the chunk to the main map.

2. Yes both works, but there isn't any underground minerals at the underground map.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: vacaman on November 23, 2018, 07:33:28 AM
This mod is simple and great, thank you very much it really saves a ton of tedious micromanaging. :D
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Hollah on November 23, 2018, 01:43:38 PM
I'm not able to download the zipped file from the site.
thank you.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on November 23, 2018, 04:20:04 PM
No problem here.
Use the link from the first posting.
Then look for "To download file click the link below:" and use the link below.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Nalcarum on November 30, 2018, 12:42:53 AM
Will there be auto pathing one day? Just curious, just got the mod and am starting to play with it, though I'm pretty sure I'm going to forget my pawns down there for very, very long time..
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on November 30, 2018, 03:20:48 AM
Nalcarum,
autopathing once Rimworld got z-level.
Currently they it is just another map, and pathing between maps isn't possible.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on December 02, 2018, 09:33:58 AM
FartyParty,
there must be something wrong at your side.
I could deconstruct my mineshaft without problems or errors.
Maybe you should provide a logfile (hugslib link are prefered) so we can maybe see an error.

Ofcourse it could be a incompactibily with one of your mods, try to move the mod on top/end and check of that allready helped.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Adamkad1 on December 02, 2018, 11:46:44 AM
Let's play dwarf fortress
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: FartyParty on December 02, 2018, 12:17:02 PM
Quote from: Canute on December 02, 2018, 09:33:58 AM
FartyParty,Maybe you should provide a logfile (hugslib link are prefered) so we can maybe see an error.

How do I get hugslib logs? Here's the in-game one.

(https://i.imgur.com/BCtjiwz.png)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on December 02, 2018, 01:32:16 PM
Maybe press the green button you see at the pic ?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: FartyParty on December 02, 2018, 03:18:30 PM
Quote from: Canute on December 02, 2018, 01:32:16 PM
Maybe press the green button you see at the pic ?

Oh, it asked if I wanted to upload the logs and I assumed it would just upload like an crash report but I see now it uploads the full log with a link.

My bad, here it is. https://git.io/fpKgM
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: JT on December 02, 2018, 03:38:24 PM
The crashes are at the end, but it's a teensy bit difficult to find the cause.  However, I was able to notice this:

PRISON LABOR:

Map.FinalizeInit: post: HugsLib.Patches.Map_FinalizeInit_Patch.MapLoadedHook, PrisonLabor.HarmonyPatches.Patch_ShowNews.Postfix
...
Error in Map.FinalizeLoading(): System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.IThingHolder>.get_Item (int) <0x00083>
at Verse.ThingOwnerUtility.GetAllThingsRecursively (Verse.IThingHolder,System.Collections.Generic.List`1<Verse.Thing>,bool,System.Predicate`1<Verse.IThingHolder>) <0x001ba>
at Verse.ThingOwnerUtility.GetAllThingsRecursively<Verse.Thing> (Verse.Map,Verse.ThingRequest,System.Collections.Generic.List`1<Verse.Thing>,bool,System.Predicate`1<Verse.IThingHolder>,bool) <0x00341>
at RimWorld.WealthWatcher.CalculateWealthItems () <0x0011f>
at RimWorld.WealthWatcher.ForceRecount (bool) <0x000bc>
at (wrapper dynamic-method) Verse.Map.FinalizeInit_Patch2 (object) <0x0052a>
at Verse.Map.FinalizeLoading () <0x00aa8>
at Verse.Game.LoadGame () <0x005f0>

IN-GAME DEF EDITOR:

InGameDefEditor Harmony Patches:
  Prefix:
    Page_SelectScenario.BeginScenarioConfiguration
    SavedGameLoaderNow.LoadGameFromSaveFileNow
    Root_Play.SetupForQuickTestPlay
  Postfix:
    UIRoot.UIRootOnGUI
...
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
  at DeepRim.Building_MiningShaft.Abandon () [0x00000] in <filename unknown>:0
  at DeepRim.Building_MiningShaft.Destroy (DestroyMode mode) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.<DoListingItems_MapTools>m__2C () [0x00000] in <filename unknown>:0
  at Verse.DebugTool.DebugToolOnGUI () [0x00000] in <filename unknown>:0
  at Verse.DebugTools.DebugToolsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0

-----

Your most likely culprit for incompatibility is In-Game Def Editor (which also seems to be messing with Dubs Bad Hygiene), but Prison Labor is doing something unusual too.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on December 02, 2018, 04:06:38 PM
What JT want to say are:
Look's like Prison labor isn't working well with DeepRim and maybe Dubs Bad Hygiene.
Try it without Prison Labor.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: FartyParty on December 02, 2018, 04:18:19 PM
Quote from: JT on December 02, 2018, 03:38:24 PM
The crashes are at the end, but it's a teensy bit difficult to find the cause.  However, I was able to notice this:

I managed to remove the mods. Prison Labor took a while because I didn't realize I had to disable mod (in its settings), restart game, save or else it would corrupt the save.

So now those mods are gone. Here's the new log: https://git.io/fpKah

Just tried removing Dub's Hygiene and still error.


Used the mod MinifyEverything and could delete the minified version so problem solved I guess.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on December 02, 2018, 06:20:43 PM
Look's like you need prison labor more then hygiene and mining. :-)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: JT on December 04, 2018, 05:29:07 AM
Quote from: JT on December 02, 2018, 03:38:24 PMYour most likely culprit for incompatibility is In-Game Def Editor (which also seems to be messing with Dubs Bad Hygiene), but Prison Labor is doing something unusual too.

Quote from: Canute on December 02, 2018, 04:06:38 PM
What JT want to say are:
Look's like Prison labor isn't working well with DeepRim and maybe Dubs Bad Hygiene.
Try it without Prison Labor.

Nope.  I thought I was quite succinct, compared to my usual. =P  In-Game Def Editor is the direct cause for the exception/error.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: andy v001 on December 05, 2018, 08:41:03 PM
Any chance of Steam Workshop support, please? Makes things so much easier to organise and keep updated.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on December 06, 2018, 06:36:53 AM
For people who are using this mod.
I suggest to use
Mineitall mod
https://github.com/KiameV/RW_RefugeeStats/releases/tag/1.0
The mod allow you to place a grid to mine (strip minere) that is ideal to mine underground or mountanous areas.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: evilcats on December 10, 2018, 10:44:33 PM
Their is a bug in 1.0 after some time I get caravan lost on the underground map and the whole map is lost- apparently their is a countdown internally to time out maps that aren't settled, are you aware of this bug or have any ideas on how to fix the issue?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Canute on December 11, 2018, 04:03:44 AM
I am not a modder, but from my play expierence, a caravan can't enter the underground map.
Or did you made a mining shaft on a temp. map encounter from a caravan ?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
Post by: Senacharim on December 16, 2018, 03:45:46 PM
So, you never want to post it to Steam, well enough.

Would you be averse to somebody else posting it to steam (with appropriate accreditation, link to this forum, etc)?
Title: Prisoners
Post by: Telavus on December 31, 2018, 08:56:18 PM
Does / can pawns automatically find a path for tasks under the surface? I have mods for making prisoners doing labor and it would be perfect if I could easily move the prisoner to below to work in the mines and underground farms.

Thanks :)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on January 01, 2019, 04:05:01 AM
No,
the underground is a different map.
To bring prisoner's down you need to build a mining shaft at the prisoner area, and when one prisoner stand above the shaft you can send him down.
But i never tested it myself.
Not to forget the warden can't path down either.
I recommend the quarry mod for prisoner mining work.

Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Vehicular_Zombicide on January 03, 2019, 11:57:47 PM
Would it be possible to add a unique battery item to this mod to allow for the transfer of electricity between levels? It would be nice to be able to build an underground base that could be powered by solar panels on the surface, or to have underground generators powering surface defenses.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Seeker89 on January 05, 2019, 07:39:41 PM
weird question... can I use this to kinda link to maps together?

like I have my starting town... and then I have my new town.. they both have this mine, can I travel between the three?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on January 06, 2019, 04:22:53 AM
Seeker89,
without modification no. Both mining shaft's at each colonies create own maps.

Rim of Magic, the arcane mage got a Gateway spell. You could build a portal wich will be charged by mana of any mage that can transport to a fixed spot at any other map on the worldmap.
A portal at each colony and you can send pawns and resources manualy over.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: SweetAnubis on February 16, 2019, 02:51:16 AM
what are the chances of a similar mod for moons planet rings etc... could allow for mining of the moons and rings. of course a functionality to make a planet with moons and rings would also need to be added similar to the is that a moon mod. Then using drop ships or a space elevator set up to get to them.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: akiceabear on February 16, 2019, 09:33:23 PM
Just learning about this sounds very interesting.

I see that raids won't fire (probably). Do infestations occur underground?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Thisbrewwillmakeyougay on February 23, 2019, 05:10:31 PM
Is there anyway to send chunks up the mining shaft?
The only way I currently have to that is to put them ina pawn inventory and in realy micro intensive since human can only carry one at a time.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: TheOne1977 on March 18, 2019, 09:43:01 AM
hmmm, can't find the right mod folder for copying the files.
Copied it to different locations, but can't find the mod in game.

...Steam\steamapps\workshop\content\294100
...SteamLibrary\steamapps\common\RimWorld\Mods

At the first location, all the mods have a number code. If i copy these mod into the folder, it is the only folder with a real name: "DeepRim"

Wasn't there before a link from the game to the dl-folder or was it in prison architect?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on March 18, 2019, 10:42:38 AM
I think you mess it with prison architect.
You need to download it to get DeepRim42.zip.
Then you need to unzip it into
...SteamLibrary\steamapps\common\RimWorld\Mods
like all mod's that don't come from the workshop.
Just be careful, some modder don't take care of their archive structure and don't add a modname folder into their archive, then you need to create this at your own, and unzip into that folder instead of Mods, just an info for the future.
When you allways just use the workshop you don't need to watch that, then you just need to watch if the mod isn't crap or not ! :-)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: TheOne1977 on March 18, 2019, 12:50:22 PM
thank you... put it into the folder you suggested... but still not visible in Rimworld. :/
I have a lot mods in my list, so maybe i can't see it. Is it called DeepRim in the game?

[attachment deleted due to age]
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on March 18, 2019, 01:23:47 PM
Yes DeepRim.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: TheOne1977 on March 18, 2019, 02:33:49 PM
Ohhh... if i start the game with the .exe in the folder, the mod appears... but all the other apps are turned off. When i start via steam i can't see DeepRim.  :-\
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Senacharim on March 28, 2019, 11:59:34 PM
Hey, please can you correct you "about.xml" to be "About.xml"?  It throws errors in Mac/Linux if you have the capitalization wrong.

Thanks in advance!
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Riddle78 on March 30, 2019, 10:36:48 AM
I cannot download the mod at all. Attempts to download either through Chrome or the Free Download Manager results in me getting an HTML file,rather than an archive.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on March 30, 2019, 11:41:19 AM
That your browsers can't download is curious, maybe you block something.
The link open the tinyupload site, and there you need to click at DeepRim42.zip to start the download.
Yep, FDM don't get the archive, JDownloader does, maybe try with FDM
http://s000.tinyupload.com/download.php?file_id=50719222428736967163&t=5071922242873696716334441
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Riddle78 on March 31, 2019, 09:40:41 AM
JDownloader worked. However,I'm not gonna lie,it is extremely inconvenient for me to download and install an entirely new utilities program,just to grab a single archive. Maybe you should consider hosting your work on GitHub,if that's at all feasible. I haven't had any issues with downloading from there.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on March 31, 2019, 09:48:33 AM
Like i said, browser download works fine fore me, FireFox and Edge.
Why Chrome don't work i can't say, but you allways got Edge on Win10 installation you can try out.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Anduin1357 on April 06, 2019, 02:41:38 AM
Compatible with Rimfeller? ie. Not generating a new oil layer down there!!!
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: N7Huntsman on April 10, 2019, 04:18:09 PM
This is an awesome mod!

Now, with the ability to use multiple entrances to create tunnels, would you consider adding some kind of simple, 1x1 un-powered hatch that can be used to create things like cellars and such, without the complexity and cost of an entire mining scaffold?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: zomb1 on April 16, 2019, 01:06:54 PM
Hello,  anybody knows if there is a mod that would enable power transfer between maps?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: rawrfisher on April 16, 2019, 02:22:06 PM
I didnt see any way to transfer power between maps
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on April 16, 2019, 04:35:31 PM
For you it looks like the underground map is close by.
But for the game itself, the map could be at another dimesion.
You can't deliver power to a quest map either.
Currently the best way to get power down there would be to use transpotable power source like vario power cells, or maybe the device from the Orassan mod.

We gave the mod author allready the suggestion that the mining shaft could transmit power, but he never made it.
Basicly you could edit the defs of both buildings, one you let consume 1000 power and the oder consume -1000.
But when you didn't connect the top one to your powergrid the underground one still would generate power.
To prevent that you would need some check at the assemblies.

Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: zomb1 on April 17, 2019, 12:08:32 PM
Hmm,  thanks,  i have my ways,  like bio generator mod or the new human battery or how it's called (cycling power generator).  What kind of power device do the cats have? Never used that mod..

Was hoping that there is an option like that.  I can see issues with the fixed +/- 1000 option..  For example multiple layers..
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Ruisuki on April 24, 2019, 05:37:08 AM
Can this work with prison labor to send my prisoners in? AFAIK there could be enemies down there but I doubt the prisoners survive a loading screen?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Smexy_Vampire on April 24, 2019, 01:08:39 PM
Quote from: Ruisuki on April 24, 2019, 05:37:08 AM
Can this work with prison labor to send my prisoners in? AFAIK there could be enemies down there but I doubt the prisoners survive a loading screen?
thay could try to prison brake as its a new map you would have to try a slavery mod or send a wardin with them
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: katnep on May 10, 2019, 06:49:17 AM
Would love to see someone make some structures/ancient dangers that only exist underground, like buried "spaceship" filled with hostile spacers in cryocaskets or like a big insect hive
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: redxlaser15 on May 16, 2019, 05:31:15 PM
1) This mod sounds great and I'm totally going to try it out!

2) I love how in one of your change logs you mentioned how you tried to add underground rivers and failed, it amuses me.

3) Why isn't this one the steam workshop?

EDIT: 4) I unzipped and put the folder into Rimworld's mod folder but it won't show up in the ingame mod menu. What happened?

EDIT 2: 5) Nvm number 4, I apparently needed to restart the game for it to notice.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on May 17, 2019, 02:21:09 AM
Quote from: redxlaser15 on May 16, 2019, 05:31:15 PM
3) Why isn't this one the steam workshop?
Why arn't all workshop mod's on the forum too ? :-)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: KageNoOni on May 19, 2019, 03:13:19 AM
A bug I've noticed, I didn't see it mentioned anywhere.  If you click the underground half of the mine shaft, the ability to create new stockpiles breaks.  Colonists ignore any new stockpiles you create, and if you save after creating a stockpile, then reload, the new stockpile disappears.  Also, if debug is on, clicking the mine shaft results in a missing string error.

It seems as a workaround, you can load a save, click the lower mine shaft, then reload the save, and the bug goes away.  Clicking the lower mineshaft won't trigger the bug again until you restart RimWorld.

Quote from: Canute on May 17, 2019, 02:21:09 AM
Quote from: redxlaser15 on May 16, 2019, 05:31:15 PM
3) Why isn't this one the steam workshop?
Why arn't all workshop mod's on the forum too ? :-)

Most people have a Steam account, even among those who visit these forums, not everyone has a forum account
Steam has integration with the game, automatically downloading and updating mods for you, and installing them for you, there's a convenience factor there, which is probably the main reason people ask why it isn't on Steam
Even for those who have an account on these forums, there's no file hosting, so you need another account on yet another site to be able to host your mods
It's easier to upload mods through Steam, simply load the game, go to your mods, select the mod, and click the button to upload it
Searching the workshop is easier than searching here.  You search for a mod, you see a name, description, and screenshots.  You search the forums, and you are more likely to get false flags, because the search picks up every post, not just the threads, and you have to click the thread in question to see what the mod does
Steam shows you what mods are popular, which makes it easier to curate good mods.  They naturally rise to the top, on the forums more work is required to investigate.  I remember this problem specifically with Portal back when it was newer, the various levels I downloaded from forums were usually not that great, yet when the steam workshop came around, I found the levels that were highly rated, or popular, tended to be much better.

It's not hard to see why people ask for mods on the Steam Workshop, yet never ask for them specifically to be here, and also why people would choose Steam over the forums for uploading their mods.  I have no problem grabbing mods here, if I see something I like, this is just an explanation for why people want them on Steam, instead of needing to look here.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: rawrfisher on May 27, 2019, 08:36:33 PM
Any news about future updates?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: the_Sac99s on June 01, 2019, 10:37:51 AM
Hi, could you work out another way to send items/pawns/pets up and down? It is really hard and troublesome to send Robots (Misc Robots++) or slaves down, and when none of your pawns are in the mines, you have to go to the world, then back into the mine to view them, would be very handy if a new interface is built. :)
Great job nevertheless.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on June 01, 2019, 11:32:30 AM
When noone is at the underground map, there is still a blank field at the colonist bar you can click at to switch to that map.
Best way to send pawn down, draft them and manualy move them over the shaft.
Best way to send animals down, create an area just over the mining shaft, assign these animals to that zone.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Deadlyhooves on June 01, 2019, 02:02:17 PM
I love the mod, I made an account to request you bring it to Steam Workshop eventually though.

This being the only mod in my list that I need to manually keep updates can be a bit of a pain  :)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Carlhunger on June 15, 2019, 06:08:32 PM
Does anyone know what Filler Stone is and how to get rid of it? I've typed a couple of things into google and nothing has come up. It has a very low movement speed and is only around the mineshaft. Thanks
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: aRandomKiwi on June 15, 2019, 11:40:16 PM
Quote from: rawrfisher on April 16, 2019, 02:22:06 PM
I didnt see any way to transfer power between maps

You can now do this with Power++ :
(https://i.imgur.com/jlEvFS0.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1771402217)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Vas on June 19, 2019, 06:13:01 AM
Is there a particular reason this isn't on Steam Workshop? Its just that, I refuse to use any mod that isn't on the workshop because I don't want to be stuck checking the forums every few days or week to see if there's an update. The workshop saves the time by allowing automatic updates and all especially with me having over 100 mods. This does look like a great mod after all that I'd love to have but yea, I can't find it on the workshop.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Sally Smithson on June 21, 2019, 07:01:21 AM
My calculated guess is that as of now you cant update the mod with it's assets still on the map. Downloading it from the forums gives some freedom in when you can update and prepare for it

And no I am not someone who explicitly downloads from the forum.. About 97% of my mods are from steam
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Rocket_Raccoon on August 06, 2019, 03:21:50 PM
So, tried it out for the first time I think although I downloaded it a good time ago.
At first, everything went fine, the mining shaft had the buttons to go up and down. However, after a day or so ingame time, the buttons are gone. I build a second mine shaft and that one has the up/down buttons again.
Anyone else had that problem?
Oh, and is it normal that traders arrive on my mining map? Trading spot was on my regular map.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on August 06, 2019, 04:03:29 PM
Don't know about the button's at my playthrought i never encounter such things.

And there shouldn't be any trader or regular event's on the mining map, it is basicly like a temp. quest/mission map.
So i think some other mod you use change that. And i don't think that's tradingspot.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: christianmc1101 on August 10, 2019, 12:08:28 PM
Can you make an Climate Control Integration, so we are able to cool our unerground base?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Buffomet on August 18, 2019, 04:41:48 AM
I freaking love this mod, thank you so much. It's the only balanced way of digging up resources without leaving your base or trading. I'm curious though: can infestations spawn in underground biome? The spawn chance dev tool shows they could, but it's apparently not about that. I use the 'Set up camp'-mod, which gives you the option to enable caravan ambush/normal map events on camps, and I wonder if those settings apply here. Because all the map borders are closed, regular raids probably won't happen. I had 'normal map events' turned off when I created my current mining layer, so with the next one I'm gonna test with it on.

Does anyone know?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Buffomet on August 24, 2019, 07:37:14 AM
Ok even with Set Up Camp's 'Enable normal map events on camps', infestations can't spawn in underground biome. How to change it?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: dninemfive on September 08, 2019, 12:03:27 PM
Does this mod have a github? I'd like to contribute some code for power transfer, inspired by this mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1855929426) but properly implemented.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: DrBubba on September 10, 2019, 05:27:16 PM
I really dig this mod!

Would love a way to more easily send people down the shaft, maybe target them, right click the shaft, and have the option to send them down.  Basically just a more automated way if that's something you can even do (or even want to).

I'd also love to see some sort of implementation with LWM's Deep Storage so you could build skips or carts on the platform that you could load and unload.  Another idea might be to allow the installation of Hoppers that you can just dump the ore into and have it "sent up a conveyor belt" to get dumped on the surface.  A good balancing trade-off there would be to make that take time to feed all the contents onto the belt and basically make it take a little longer than hauling it to the platform, but require less clicking.

Just some ideas, take em or leave em!  Thanks for the cool addition to the game.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Ruisuki on September 11, 2019, 05:59:18 AM
can this be used with prison labor the way quarry can? Also how common is the lag? Is it significant even in 1.0?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Moo on September 24, 2019, 10:03:13 PM
Trying to move stone chunks up the lift isn't working. I've got a stockpile on the lift, filled with chunks, and when i bring it up pawns will come along but the stone stays behind. It's just chunks, other stuff seems to come up just fine.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on September 25, 2019, 03:14:16 PM
I don't think this mod get further developed.
The transfer is coded into the .dll so it isn't easy to change it.
The best would be to get a stonecutting table down there, and let them cut at the underground.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Error101 on September 26, 2019, 07:19:36 AM
For some reason, I cant deconstruct any of the mining shafts (even when i destroy it using debug commands)
heres the github code if it is ever needed: https://gist.github.com/b64b12fa0735d0996f74566710318176
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: iicecube on October 09, 2019, 02:13:34 PM
I am wondering does this deepmining work on MP mode?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Divenity on December 19, 2019, 03:34:51 PM
Good mod, but needs some threats associated with it, even if you can't make event infestations happen, would it be possible to make open sections that spawn filled with some hives and insects already on the map, so there's the threat of accidentally tunneling into them (or them tunneling out to you)?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: WolfgangPolska on December 25, 2019, 03:09:24 PM
Can we get power-free version for  medieval/tribal runs?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Moo on January 11, 2020, 01:29:31 PM
Quote from: Error101 on September 26, 2019, 07:19:36 AM
For some reason, I cant deconstruct any of the mining shafts (even when i destroy it using debug commands)
heres the github code if it is ever needed: https://gist.github.com/b64b12fa0735d0996f74566710318176

I'm having this same problem :(

Able to work around it by deactivating the mod then reactivating, but a bit annoying.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Bar0th on February 29, 2020, 02:40:36 PM
Quote from: Moo on January 11, 2020, 01:29:31 PM
Quote from: Error101 on September 26, 2019, 07:19:36 AM
For some reason, I cant deconstruct any of the mining shafts (even when i destroy it using debug commands)
heres the github code if it is ever needed: https://gist.github.com/b64b12fa0735d0996f74566710318176

I'm having this same problem :(

Able to work around it by deactivating the mod then reactivating, but a bit annoying.

Here's my fixed version (still for RimWorld 1.0 only): https://www.dropbox.com/s/uefi6v6ey7pzwbk/DeepRim43.zip?dl=1 (https://www.dropbox.com/s/uefi6v6ey7pzwbk/DeepRim43.zip?dl=1)
VirusTotal: https://www.virustotal.com/gui/file/7a6509d68757499c5f381176bc1fe711c496bf102a408d207e915072772fc034/detection (https://www.virustotal.com/gui/file/7a6509d68757499c5f381176bc1fe711c496bf102a408d207e915072772fc034/detection)

Changes
No, I won't be taking over development of this mod, I just fixed it so it wouldn't error in my 1.0 game, and decided to share :)

Update: Moved to Dropbox (no idea what happened with the original host)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Bar0th on April 20, 2020, 04:04:44 PM
Update for RW 1.1 (should still support 1.0 as well): https://www.dropbox.com/s/e6ytkjaol9g1olf/DeepRim44.zip?dl=1 (https://www.dropbox.com/s/e6ytkjaol9g1olf/DeepRim44.zip?dl=1)
VirusTotal: https://www.virustotal.com/gui/file/49018e7b7a41b6999894debddac16221985f091369a61803d0c7162842ce516c/detection (https://www.virustotal.com/gui/file/49018e7b7a41b6999894debddac16221985f091369a61803d0c7162842ce516c/detection)

Changes

As mentioned above, I won't be taking over development, which is why aside from bug fixes and RW updates, nothing has changed.

Update: Moved to Dropbox (no idea what happened with the original host)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Meester on April 20, 2020, 04:06:39 PM
Damn I was wondering whether this mod would ever be updated, just about to post about it too :D
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: rabitibike112 on June 08, 2020, 02:08:50 PM
Can raiders get into the mine? Like can you cheese the raid by keeping all valuable items in the mine?
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on June 08, 2020, 03:11:38 PM
No Raider's can't enter or spawn there.
But when the surface shaft is destroyed,..... :-)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Moo on June 11, 2020, 05:53:09 PM
Thank you for the update to 1.1 Bar0th!
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: jimster280 on July 01, 2020, 05:03:24 PM
Bar0th i noticed your links give my computer virus warnings and the downloaded files also are hitting on your downloads containing viruses. can you please upload an unofficial patch to the steam workshop so we all know its legit? thanks man i just want to be safe.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Bar0th on July 02, 2020, 03:22:20 AM
Quote from: jimster280 on July 01, 2020, 05:03:24 PM
Bar0th i noticed your links give my computer virus warnings and the downloaded files also are hitting on your downloads containing viruses. can you please upload an unofficial patch to the steam workshop so we all know its legit? thanks man i just want to be safe.

I've updated the link (moved it to Dropbox), and included the VirusTotal link for the file (nothing detected).  I also switched the previous link for 1.0 to Dropbox as well, even though the 1.1 version supports 1.0 still.

As for why it's not on Steam: the original author didn't want it there: https://ludeon.com/forums/index.php?topic=39262.msg400486#msg400486 (https://ludeon.com/forums/index.php?topic=39262.msg400486#msg400486)
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Canute on July 02, 2020, 04:35:46 AM
Bar0th,
let me suggest that you start an own topic. Because people don't need to browser throw all the last pages to find the download link.
When meowmeow come's back you still can close that topic, but i don't think so.

Some hint's about forum format syntax.
[url=https://www.dropbox.com/s/e6ytkjaol9g1olf/DeepRim44.zip?dl=1]Dropbox download[/url] give
Dropbox download (https://www.dropbox.com/s/e6ytkjaol9g1olf/DeepRim44.zip?dl=1)
And when you replace the at the dropbox link's the ending 0 with a 1, the download start without opening the dropbox page before.
Title: Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
Post by: Bar0th on July 02, 2020, 06:46:56 AM
Quote from: Canute on July 02, 2020, 04:35:46 AM
Bar0th,
let me suggest that you start an own topic. Because people don't need to browser throw all the last pages to find the download link.
When meowmeow come's back you still can close that topic, but i don't think so.

Some hint's about forum format syntax.
[url=https://www.dropbox.com/s/e6ytkjaol9g1olf/DeepRim44.zip?dl=1]Dropbox download[/url] give
Dropbox download (https://www.dropbox.com/s/e6ytkjaol9g1olf/DeepRim44.zip?dl=1)
And when you replace the at the dropbox link's the ending 0 with a 1, the download start without opening the dropbox page before.

I know, but unlike say Steam, which shows the actual link beside it in a smaller font, the forum here doesn't (and not everyone checks the status bar to see what it links to).  And as I said, I don't plan on taking over development of the mod (if someone else wants to, they can).  Which is why the ones I added are identical to the original, except for 1 bug fix and 1.1 support added.  So if someone else wants to work on it, I can send them the code (or they can use il/dnspy to get it themselves of course).  I will switch the dropbox links though, since it's one less click.