Mining&Co.: Mobile mineral sonar Mark III Surface resources are becoming scarce ? Wandering the plains is too dangerous for you ? Then Mining & Co. has
THE solution for
YOU!
Mining & Co. is proud to present you the
Mobile mineral sonar Mark III, one of the jewel of our mining systems collection. Thanks to our revolutionary MiSoTech
TM, jointly designed and tested by our highly experienced teams of engineers and deep-space miners, the Mobile mineral sonar Mark III is an essential asset for every miner.
Features
- Scans the heart of big mountains for metallic objects.
- Can be dismantled when the scan is finished. You only need to provide charged energy packs.
- Battery-powered: the optional connection with a power net will boost scan speed.
ShowroomMobile mineral sonar Mark III:
(http://i.imgur.com/1Sb7VkN.png)
Electronic workbench with its manufactured resources (energy packs are found in the architect power tab):
(http://i.imgur.com/lG2BLbp.png)
Clients recommendationsThe Mobile mineral sonar Mark III is warmly recommended from our clients:
"Now that I've got the taste of it, I cannot do without my pretty DeepLily. To me, she's more precious than my b*lls! Hey, you! Get your hands off, you're going to scratch her body!", Todd the Tough, deep-space miner.
Technical supportMining & Co. is continuously trying to improving its product to raise its customers satisfaction.
Please leave us our feedback. Balancing cannot be done without you, loyal customer!
Changelog[/list]
V4.0
* Alpha 8 initial release.
* Greatly simplified the techtree to fasten access to the Mobile mineral sonar.
* Previous version and topic: https://ludeon.com/forums/index.php?topic=5930.0
V9.0
* Alpha 9 update (decided to change the version number to reflect the current Alpha).
V10.0
* Alpha 10 update.
* MMS now detect uranium as well.
Compatibility notesFor mods combination purpose, this mod is split in 2 parts.
You need to activate both mods in
this order:- M&Co. Common
- M&Co. MMS
CreditsRawCode for his help with the Alpha 8 dynamic recipe adding (System.Reflection).
JabbaMonkey for his energy pack and mineral sonar module textures.
Modders noteYou may be interrested in the following features:
- Recipes at Electronic workbenches become available according to researches
- Placement restricter
- Draw dynamic textures and over fog
LicenseYou are free to get inspiration from this little work and include it in any other mod/modpack. Just put a link to this thread so people can use it as a standalone version too.
So this is basically licensed under http://creativecommons.org/licenses/by/4.0/ (http://creativecommons.org/licenses/by/4.0/).
Note to modpacker: not that I don't want to help, but I have very little time to mod/play so I may not be very fast to answer integration questions.
DownloadStarting a new world/colony is
not required!
M&Co.: Common V10.0 (https://www.sendspace.com/file/z58lby)
M&Co.: Common V10.0 source (https://www.sendspace.com/file/w4vsuz) => for modders
M&Co.: MMS V10.0 (https://www.sendspace.com/file/jal3l3)
M&Co.: MMS V10.0 source (https://www.sendspace.com/file/w7zui1)
Thank you for this mod! It is a lot of fun, and the graphics of the electronics are so beautiful that I regret they don't have more uses (or I have not researched all of them yet)!
I was wondering if it is possible to make the sonar also locate empty spaces in the rock? It would be a great help in locating steam geysers as with the introduction of the temperature they make for one great heater for the mountain base. It would help a lot with planning rooms and corridors.
This is an interresting idea. :)
I may consider this in the future but not right now. I have other mods to update first. :P
Any chance your laser guns get an upgrade?
is there any reason why the Electronic workbench keeps disapearing.
*Nevermind it seems my virus scanner kept breakin te mob because it tought a part of the mod was unsafe
This certainly seems like an interesting mod, but I do have one minor request.
Maybe I'm the only one here, but Sendspace and myself have never gotten along. Every file I've ever downloaded from there hasn't worked correctly.
This mod might be different but personally I'd rather not take the chance.
Would it be possible for you to upload this mod to another site as well? My personal preference would be the Nexus, but anything besides Sendspace and ModDB would be nice.
It won't even let me get it from SendSpace. ERror 10.
I'm sorry, but how does the scanner give a solution preventing us from "wandering the plains and solving the problem with scarse resources" ?
I suppose that was ment for DeepDrill mod, which you have successfully abondoned.
Is there any chance of adding other download links i cant seem to download the mod from sendspace.
@Vingolf: mmh, I kept it in the sense it allows you to efficiently dig into near mountains for ore pockets. At least until late game, you are not forced to travel half the map to harvest visible ore pockets.
But I might rewrite it... :)
About the Sendspace link... I had no problems of this kind for the past months... ??? It is maybe just due to the servers saturation during the holidays. I will wait for another week and if it still does not work, I will consider hosting my mods elsewhere. :)
@pktongrimworld: work in progress. They will! :D
QuoteUtherix: How do you deploy the sonar? I have an energy pack filled and the sonar in my stockpile, but I can't figure out how to do anything with them.
1) The MMS is under the architect Misc button.
2) Place it where you want (near a mountain? ::))
3) You need 5 energy packs and 1 sonar module to build the MMS.
4) Once the MMS has finished scanning the area, you can deconstruct it to get back the sonar module. Energy packs are consumed based on the overall scan progress.
Quote from: Rikiki on December 29, 2014, 03:37:00 AM
QuoteUtherix: How do you deploy the sonar? I have an energy pack filled and the sonar in my stockpile, but I can't figure out how to do anything with them.
1) The MMS is under the architect Misc button.
2) Place it where you want (near a mountain? ::))
3) You need 5 energy packs and 1 sonar module to build the MMS.
4) Once the MMS has finished scanning the area, you can deconstruct it to get back the sonar module. Energy packs are consumed based on the overall scan progress.
Thanks.
Part of the problem was that I used "Prepare Carefully" mod to start with one, and theres no option to deploy it without the technology even though I had it and energy packs. Whoops.
Ah I see. :) I already thought about a system to spend points for researches available at start-up but this is quite complex.
Anyway, you should be able to get your MMS really fast compared to Alpha 7 (only 550 total points). :)
I've been playing around with this mod lately and have to say it's really well done. I feel guilty for never even trying to build one of these in alpha 7 now, hah. Thanks for updating it. :)
I have to ask, though, why did you choose for energy packs to be produced that way? Just to see if it's possible? I don't mind either way, but it's unique enough to make me curious.
Quote from: Xubrim on December 31, 2014, 07:34:51 PM
I've been playing around with this mod lately and have to say it's really well done. I feel guilty for never even trying to build one of these in alpha 7 now, hah. Thanks for updating it. :)
I have to ask, though, why did you choose for energy packs to be produced that way? Just to see if it's possible? I don't mind either way, but it's unique enough to make me curious.
Thanks for your support! :)
About the energy packs:
1) I wanted to simplify the MMS production to allow the player to get it earlier in the game (in late game, you can afford to dig many parralel tunnels but I find it quite ugly :P).
2) I try to make my mods as much plausible as possible and I think this way to charge up the energy pack is the best (the potatoes way was too much cartoon ;D).
3) You normally don't have to produce too many of it so manually placing them should not be too painful... for now! ;)
Love,, love, love this mod! If you get to the point that you are able to update or expand this mod, maybe besides adding find underground steam geysers, also have it selectable to find steel, silver, plasteel or crypto coffins, open empty spaces or any of those type of hidden goodies in the mountain. Make it so you can only scan for one at a time and need to research each type to be able to scan for them, that will no doubt make more work for you, sorry, but it will help maintain balance in the game.
Updated for Alpha 9.
No major change for now.
@Fergus: Thank you for your support! I will however keep this mod simple. I believe adding to much details would be too annoying (at least for me to maintain it... ;D).
Don't forget that uranium is mineable now :P
Nice mod (and thanks for the source!) :D
I have a problem with the mining helmets. The light they provide seems to need to be calculated every single tick, when when night hits and my miners' lights come on, the game slows to a crawl.
@Haktrum: you're right, I forgot about it. ;) I will add it in the next release.
@deadmeat5150: wrong thread. See answer there (https://ludeon.com/forums/index.php?topic=9568.msg108771#msg108771).
I added some alternative textures on my graphic overhaul (https://ludeon.com/forums/index.php?topic=10895.msg108818#msg108818) post.
Hey I love this mod, it is fantastic. Any chance at bringing back the quarry? The latest version I can find is the Alpha 7 one. I'm running out of stuff to mine thanks to this!
Quote from: canadianz on March 02, 2015, 02:34:33 AM
Any chance at bringing back the quarry?
Nope, the Deepdriller is gone for good!
But I have plans for another mod which involves mining minerals. Don't expect it too soon though... ::)
Can you include showing geotermal gaysers?
Quote from: Tesak on March 07, 2015, 05:49:41 AM
Can you include showing geotermal gaysers?
It is definitely possible but this is not the purpose of this mod. ;) I designed the MMS to detect metallic stuff (ore and cryptosleep sarcophagi). To stay realistic, detecting geyser would require some underground sismic devices. :)
Any dll modder could easily modify the MMS code to detect steam geyser. I am currently working on other stuffs and... I prefer to keep some surprises when building an underground base. :D
I've done everything i can imagine, but i'm not able to craft a mobile mineral sensor.
Research - done
Crafting integrated circuits board(s) - done
Charging energy pack(s) - done
Can't place the order at the electronic workbench (just offers me to craft more integrated circuit boards).
Can someone help me?
Could you please detail what researches you performed?
What is your mod list and mod order?
I deactivated every Mod, activated M&Co. Common first and after that M&Co. Mobile Mineral Sonar.
After researching Energy Pack, Integrated Circuits and the Mobile Mineral Sonar i still have the same problem.
Mmh, quite strange. I just tested it and I don't see what can be wrong for you. ???
Do you have any error in the output_log.txt file? Could you attach it please?
Have you tested deconstructing electronic workbench and rebuilding another one?
Have you performed a save/load?
I hope we can solve this for you! :)
Will there be a beta 10 update? I do greatly miss this mod, as reduces the hairpulling of mining out EVERY SQUARE INCH to find some plasteel.
Updated for Alpha 10!
The M&Co.: Common V10.0 link sends me to an about;blank page
Yep, the common link is dead.
Anyway, I speak for the update of all of your mods, thank you a lot Rikiki :)
Get commons from his other project. That link works. :) https://ludeon.com/forums/index.php?topic=10201.0
(https://ludeon.com/forums/index.php?topic=10201.0)
Link has been fixed. :)
Doesn't make Mobile Mineral Module after all research, just circuit. May be receipt not inserting after research to the elect. workbench?
Quote from: Levantado on May 01, 2015, 04:07:13 AM
Doesn't make Mobile Mineral Module after all research, just circuit. May be receipt not inserting after research to the elect. workbench?
This is quite strange. I just tested it and it works perfectly. ???
It seems you have the same problem than Testificator (page 2 of this thread).
Is your game up-to-date (Rimworld785)?
What is your mod list? Are you sure M&Co. Common is activated first?
Yep, 785. Mac version. Special start new world and new colony with only two mods. Common first, mms run second. Assemble and disassemble workbench, not build electro.workbench before do all research. Same result can do only circuits, set battery, set MobileMineralScaner but without mobile module.
https://dl.dropboxusercontent.com/u/81743768/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0%202015-05-03%20%D0%B2%2021.23.01.png (https://dl.dropboxusercontent.com/u/81743768/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0%202015-05-03%20%D0%B2%2021.23.01.png) screenshot mods order
https://dl.dropboxusercontent.com/u/81743768/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0%202015-05-03%20%D0%B2%2021.25.18.png (https://dl.dropboxusercontent.com/u/81743768/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0%202015-05-03%20%D0%B2%2021.25.18.png) screenshot research complet
https://dl.dropboxusercontent.com/u/81743768/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0%202015-05-03%20%D0%B2%2021.25.34.png (https://dl.dropboxusercontent.com/u/81743768/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0%202015-05-03%20%D0%B2%2021.25.34.png) screenshot what can order on electr.workbench
https://dl.dropboxusercontent.com/u/81743768/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0%202015-05-03%20%D0%B2%2021.25.45.png (https://dl.dropboxusercontent.com/u/81743768/%D0%A1%D0%BD%D0%B8%D0%BC%D0%BE%D0%BA%20%D1%8D%D0%BA%D1%80%D0%B0%D0%BD%D0%B0%202015-05-03%20%D0%B2%2021.25.45.png) screenshot debug log
OK, I found your bug! :D
The MMS mod must be named exactly M&Co. MMS.
Your mod appears to be renamed M&Co-3. MMS.
It is maybe due to the EdB mod order mod? ???
Yes, u right after update mode when download new version mods archivator add number archive in folder name. I rename it and it's fine now. Thanks a lot.
trying this out.. ty.
Cool mod but i was thinking this thing was going to be mobile lol, cool effects too.
Quote from: Ninefinger on May 21, 2015, 09:32:59 AM
Cool mod but i was thinking this thing was going to be mobile lol, cool effects too.
This mod was designed before minified introduction (Alpha 8?) and, to be honest, I never took time to modify this. :P
It should be possible in a future update.
Does this mod work with expanded mining? :O
Quote from: LustrousWolf on June 02, 2015, 11:21:42 AM
Does this mod work with expanded mining? :O
Nope but I just gave all the instructions to CRPOV.
Let him some time to figure dll modding and he may release a compatible version. :)
Quote from: Rikiki on June 02, 2015, 03:50:24 PM
Quote from: LustrousWolf on June 02, 2015, 11:21:42 AM
Does this mod work with expanded mining? :O
Nope but I just gave all the instructions to CRPOV.
Let him some time to figure dll modding and he may release a compatible version. :)
[
Ok :D
Well. Atm I have found out that it does not pick up where the ores are from expanded mining, it will only pick up stuff like steel and plasteel, but not things like iron and riminium. Hope the patch is released soon :D
PS. Isn't the the sonar thing a bit cheap for what it does?
EDIT: Ok no its not. when you deconstruct it you lose all the energy packs >_<
I plan to modify the MMS to make it minifiable.
It would be easier to move it then. The battery need may be removed. I don't know yet.
How do I build one? I was looking where to find the mobile part to build it. I have no clue where it is at. Can I get some help please? :P
Quote from: kpc1914 on June 08, 2015, 12:31:30 PM
How do I build one? I was looking where to find the mobile part to build it. I have no clue where it is at. Can I get some help please? :P
The MMS blueprint is under Misc buildings (with Comms console, sunlamp, ...).
The mineral sonar module can be built in the electronic workbench.
Check this message (http://ludeon.com/forums/index.php?topic=8375.msg129635#msg129635). This is potentially the same problem. ;)
When do you think the guy that made Expanded Mining will be done? Thought it would only take a days work :c
I don't know. Just ask him. ;)
Given that A11 will be out in a few days, I doubt he will ever release his adaptation though. :P
Quote from: Rikiki on June 10, 2015, 04:10:25 PM
I don't know. Just ask him. ;)
Given that A11 will be out in a few days, I doubt he will ever release his adaptation though. :P
Oh ok :c Maybe he could for A11? :3 Idk I will ask him though :P
does this mod work with a11? i haven't played in a while, and i can't really play the game and enjoy it without this mod.
Quote from: robsypes on June 27, 2015, 07:15:15 PM
does this mod work with a11? i haven't played in a while, and i can't really play the game and enjoy it without this mod.
I haven't tried it... missing my sonar and helmets. :'(
Would you be able to make this detect empty spaces and caskets? Like empty space (such as random cave) as red, and caskets as yellow/orange. :P This would help a lot in base building so you don't open up a random pocket of no roof area, making your base vulnerable to hot drops.
This would probably not work for A11.
I will update it soon but I have unfortunately no spare time for now.
This does already detect cryptosleep caskets! ;)
However, detecting empty pockets would remove the fun part of digging in my opinion.
Quote from: Rikiki on June 30, 2015, 02:51:09 PM
This would probably not work for A11.
I will update it soon but I have unfortunately no spare time for now.
This does already detect cryptosleep caskets! ;)
However, detecting empty pockets would remove the fun part of digging in my opinion.
I like how it never FULLY detects minerals and pockets. :P It does add to some of the fun.
Well I would like a version that detects all of these things and uses different colors. :P I've never gotten to use this before so I don't know how it works, but being 3000 years in the future, I think we are advanced enough to use ore detectors the right way. :P
Quote from: Vas on July 09, 2015, 04:30:56 PM
Well I would like a version that detects all of these things and uses different colors. :P I've never gotten to use this before so I don't know how it works, but being 3000 years in the future, I think we are advanced enough to use ore detectors the right way. :P
It DOES use different colours and textures for different things found. :-\ Take a look again. Just like modern day systems to detect minerals and metals, there are patterns and colors used.
What about the update to alpha 11?
Quote from: MechanoidHater on August 02, 2015, 08:49:04 AM
What about the update to alpha 11?
Thread moved to this one (https://ludeon.com/forums/index.php?topic=14711.0).
Enjoy! :)
Little bit of a problem, this does not work with the real fog of war mod. I don't know if you could maybe make a patch (I think because the fog of war mod does not let you discover things the same way, maybe not even the radar can discover the minerals) that would be amazing!