!Shinzy edit!Quote from: Hatti on November 26, 2017, 10:29:10 AM
B18
https://www.dropbox.com/s/4v8ssflnirnpkwl/VeinMiner.rar
!Shinzy edit!(http://i.imgur.com/Lb7idnU.png)
(http://i.imgur.com/KdJ0fKC.jpg)
(http://i.imgur.com/ZxAjh63.png)
STOP!! Mining Time!!
Hey guys this is my new mod. Its called VeinMiner and it mines veins :D
Click on one visible ore cell and it will designate the whole vein for mining.
Have fun.
UPDATEShould work with any ore now. Works perfectly with Expanded Mining (https://ludeon.com/forums/index.php?topic=10915.0) and therefore should work with all ores that have a proper ThingDef.
<isResourceRock>true</isResourceRock> is the key!
UPDATEAdded Mining Brush which allows one click circle mining designations. Per default when you first click the brush icon it will have the perfect radius of a Trade Beacon but you can change the size with Q and E keys up to a radius of 30 - be aware the bigger radii might cause your PC to smelt.
Actually this should have become a whole new mod but it could have caused issues using VeinMiner and MineBrush together and I didnt feel like making a DesignatorNurse at the moment. If we run into the designator def problems more with other mods using them I might think about making a DesignatorNurse. :D
Tell me what you think
UPDATEDUE TO POPULAR DEMAND I ADDED Gentz (https://ludeon.com/forums/index.php?topic=15886.msg168258#msg168258) UPDATE TO THE ORIGINAL POST!! Thanks for updating it my friend
Have fun!!
DOWNLOAD NOW FOR A15 (https://ludeon.com/forums/index.php?action=dlattach;topic=9616.0;attach=15592)
-link stolen from kaptain_kaverns post 1337 hax
P.S. name totaly not stolen from another mod 8)
JELLIE!
you deliberately come up with these right after I've spent the previous day setting up trade beacon zones or mining veins black by block for hours on end
I wish you wohnt (German skills!) in NZ like itchy so you could release these like a day earlier
Another good example of small things that make a huge difference when running a colony, no more miners slacking off with ore right in front of them and more importantly no more checking that you designated all the ore in a vein.
Quote from: Shinzy on January 25, 2015, 07:24:16 AM
I wish you wohnt (German skills!) in NZ like itchy so you could release these like a day earlier
Ich wünschte du würdest wie Itchy in NZ wohnen, so das deine Mods einen Tag früher veröffentlicht werden.
:P
Nice juliaellie! :D I'll add this to the plethora of mods I'm using! ;D
The way things are going, this'll be another new feature added in alpha 9. :P
Seriously, though, awesome mod! ;D
Quote from: JuliaEllie on January 25, 2015, 07:03:30 AM
P.S. name totaly not stolen from another mod 8)
Totally not taken from DF... Nice Julia.
Oh hey juliaellie, if I decide to make a modpack that I rig to be fully compatible with each other, can I use your mods in it? :3
Quote from: SilverDragon on January 25, 2015, 02:32:37 PM
Oh hey juliaellie, if I decide to make a modpack that I rig to be fully compatible with each other, can I use your mods in it? :3
Are you gna call it 'Alpha 9' =P *tickles*
Quote from: Shinzy on January 25, 2015, 02:39:52 PM
Quote from: SilverDragon on January 25, 2015, 02:32:37 PM
Oh hey juliaellie, if I decide to make a modpack that I rig to be fully compatible with each other, can I use your mods in it? :3
Are you gna call it 'Alpha 9' =P *tickles*
lol i see what you did there! ;D
But seriously, I got a bunch of mods (90+) that modify the same files, so I'm kinda wanting to make a bundle that has all those fixed. :) I mean, mine are working fine since i assimilate the mods into my existing files, but if people just download and slap the files into the mod folder, they wont work since the same file will be loaded multiple times and there can be only one! 8)
Yeesh, you guys. All that fun stuff being created and all those useful additions. Makes me wanna do some modding myself, but then I remember... I got no real ideas of stuff I'd want to add to the game, couldn't even make semi-okay textures if my life depended on it and I basically am stuck to modding with xml files.
Quote from: chaotix14 on January 25, 2015, 03:00:56 PM
Yeesh, you guys. All that fun stuff being created and all those useful additions. Makes me wanna do some modding myself, but then I remember... I got no real ideas of stuff I'd want to add to the game, couldn't even make semi-okay textures if my life depended on it and I basically am stuck to modding with xml files.
I can draw a potato! ;D But don't tell anyone I was just trying to draw a circle.
Messing around with the .xml is a good start, getting familiar with how things work and just extending yourself from there. :) I love modding and the Rimworld community, such good people everywhere. <3
Damn your eyes! I find myself getting sucked into making a new Alpha 8 colony and what do I see? Yet another awesome mod! I take a few weeks off the Rim and all sorts of magical goodies present themselves. Good job yet again!
This is one of those very useful utility mods that almost certainly needs to get in the main game ASAP
Isn't this a little cheaty though?
Quote from: MisterLock on January 25, 2015, 05:28:10 PM
Isn't this a little cheaty though?
It's a mod though, completely 100% optional, if you feel its cheaty then all you need to do is not use it! ;D
Quote from: MisterLock on January 25, 2015, 05:28:10 PM
Isn't this a little cheaty though?
not really =P it's more like telling your people to exhaust a vein they've found
sure you get some bit of information you shouldn't be able to get but
now if Jellie could somehow make the to be mined bits that are in the 'fog of war' not visible it'd be really cool
but it might not be worth the time to make it work? ;D
Quote from: Shinzy on January 25, 2015, 05:38:11 PM
Quote from: MisterLock on January 25, 2015, 05:28:10 PM
Isn't this a little cheaty though?
not really =P it's more like telling your people to exhaust a vein they've found
sure you get some bit of information you shouldn't be able to get but
now if Jellie could somehow make the to be mined bits that are in the 'fog of war' not visible it'd be really cool
but it might not be worth the time to make it work? ;D
The VeinMiner only works on ore blocks you already discovered - so its not really cheating as its only a matter of time until you assigned all the blocks of your vein.
And thank you very much to everyone giving so much support to me. It means a lot and I love that you guyss like what I love doing <3
Brilliant, thank you!
This is one of those mod's i read it and just thought wow why was this not in the game already. Simple and out of the blue and realy a good idea. Nice one.
I was promoting this all day in my evening stream. Must have mod. Well done Julia!
I'm going to go ahead and throw my vote in for this to be included in the vanilla game too. Tynan should really hire JuliaEllie to help him with some of the work load.
Thank you very much guys :) Good to see that you guys like what Im doing. Yes I heard that a few times Igabod but thats not gonna happen :D
Could we get this on a hotkey, aka hold down shift while clicking to do the whole vein?
Quote from: Arctic Wolf on February 03, 2015, 08:47:24 PM
Could we get this on a hotkey, aka hold down shift while clicking to do the whole vein?
Its does the whole vain.
I think arctic wolf means a hotkey that you dont have to click the VeinMiner in the Orders tab. I might do that on he next update for A9.
Aaah i see, yes i admit it seem's like i use Shift Q and Shift E alot thanks for that lol
What a great idea.sick mod I'll be using this definitely :)
This is a great mod. Using this with the Mk.III Mobile Mineral Sonar keeps my colonies in stock of the various ores. It's a pity it doesn't work with my own uranium veins though. Oh, well.
Anyway, I hope you don't mind, but I made a patch for Vein Miner and Haul Priority. You can find it here (https://ludeon.com/forums/index.php?topic=10443.0). I include no resources from either mod, it's just a simple menu patch. :)
Never play without this mod anymore ;) Nice work.
Will you be updating this for Alpha 9? :D
(http://i.imgur.com/aIajqg0.png)
UPDATERINO
I can't use this with Priority Hauler... seems you can only use one or the other... sad...
There is a patch that lets you use both here on the forums.
https://ludeon.com/forums/index.php?topic=10443.0
Quote from: Rathael on February 19, 2015, 05:22:43 PM
There is a patch that lets you use both here on the forums.
https://ludeon.com/forums/index.php?topic=10443.0
Yep, I used it in alpha 8 but no idea if it's compatible with alpha 9. Need to ask to 1000101 (the creator of this compatibility patch).
Quote from: HBKRKO619 on February 19, 2015, 05:37:19 PM
Quote from: Rathael on February 19, 2015, 05:22:43 PM
There is a patch that lets you use both here on the forums.
https://ludeon.com/forums/index.php?topic=10443.0
Yep, I used it in alpha 8 but no idea if it's compatible with alpha 9. Need to ask to 1000101 (the creator of this compatibility patch).
It works fine for me so ... :)
Quote from: Der Failer on February 19, 2015, 07:10:55 PM
Quote from: HBKRKO619 on February 19, 2015, 05:37:19 PM
Quote from: Rathael on February 19, 2015, 05:22:43 PM
There is a patch that lets you use both here on the forums.
https://ludeon.com/forums/index.php?topic=10443.0
Yep, I used it in alpha 8 but no idea if it's compatible with alpha 9. Need to ask to 1000101 (the creator of this compatibility patch).
It works fine for me so ... :)
Thank you for the test bro ^^ I will take this compatibility patch so :)
Loving these mods Julia, must say that I anticipate your next one.
Do you know any mods specifically this does not work with? Here are all my mods. Can you think of what could be causing it not to work?
[attachment deleted due to age]
Quote from: InfinityKage on February 22, 2015, 06:15:47 PM
Do you know any mods specifically this does not work with? Here are all my mods. Can you think of what could be causing it not to work?
Turns out the problem was priority haul.
Quote from: InfinityKage on February 23, 2015, 05:02:40 AM
Quote from: InfinityKage on February 22, 2015, 06:15:47 PM
Do you know any mods specifically this does not work with? Here are all my mods. Can you think of what could be causing it not to work?
Turns out the problem was priority haul.
if you haven't found the solution by now: (from your own alpha 9 modlist thread :p ) https://ludeon.com/forums/index.php?topic=10443.0
I love this mod! Unfortunately, it doesn't work on the new ores provided by Expanded Mining (coal, aluminum, copper, etc.). Think you could get it to play nice with that mod too? :)
Quote from: Xiupan on February 28, 2015, 02:56:13 AM
I love this mod! Unfortunately, it doesn't work on the new ores provided by Expanded Mining (coal, aluminum, copper, etc.). Think you could get it to play nice with that mod too? :)
i came here to ask for this too.
Great job, JuliaEllie! Just came across this now and will most definitely use this in the future!
Do you have a website that allows donations?
Quote from: EthnicGoat on March 02, 2015, 05:17:53 PM
Great job, JuliaEllie! Just came across this now and will most definitely use this in the future!
Do you have a website that allows donations?
Thank you
Well I do not have a website but on my twitch profile there is a donation link ;)
Hey Jellie, nice to see you up and about :p
Drop me a line on Skype sometime, I need to show you some stuff. I think you're gonna be pretty chuffed.
QuoteI love this mod! Unfortunately, it doesn't work on the new ores provided by Expanded Mining (coal, aluminum, copper, etc.). Think you could get it to play nice with that mod too?
I figured out how to add the new ones to the dll but I don't want to step on Julia's toes so I won't upload without her permission.
Alright then, this seems to good to be true. Gonna try it anyways ;D. I stepped away from the game for about 6 mos and now this...My wife is going to hate you. :o
Is it ok if I make a compatibility patch for it to work with my mod (Expanded Mining) that adds more veins to mine?
Excellent mod! Thank you!
Ok, well this works perfect. Thank you so much, the amount of time I can save by not babysitting my diggers.
(http://i.imgur.com/FNKHc2s.jpg)
Not sure if your aware. MechDef2 - update6. breaks compatibility as after installing and booting up, in the orders tab, mine vein is gone. but there's a new button to collect sand.
I'm assuming that MechDef2 alters the same files as this mod.
Quote from: silentlord on March 16, 2015, 05:42:45 PM
Not sure if your aware. MechDef2 - update6. breaks compatibility as after installing and booting up, in the orders tab, mine vein is gone. but there's a new button to collect sand.
I'm assuming that MechDef2 alters the same files as this mod.
This may help you... EdB Mod Order (https://ludeon.com/forums/index.php?topic=7454.0)
thanks friend. i already have that mod.
Love this mod, such a timesaver! Any possibility to update it for the new ores with new Industrialization update? Wont take copper or aluminium veins.
Is there anywhere to download the A8 version?
Quote from: silentlord on March 18, 2015, 12:07:26 PM
thanks friend. i already have that mod.
Use this mod and place it after both mech def 2 and vein miner, im not 100% sure it will work but let me know if it does. This mod makes it so that both vein miner and priority haul will work together because of the same issue with one button replacing the other depending on what load order you use. This mod doesn't add anything to the game it is only a "fix" for compatibility issues with mods that use the same designator buttons. https://ludeon.com/forums/index.php?action=dlattach;topic=10443.0;attach=6601
remember to make sure to load both mech def and vein miner first then more designators.
-Mehc Def 2
-vein miner
-more designators
hey Julie, I love this mod, but as mentioned before it doesn't work on modded ores. Any chance there would be a way to easily add them without editing the dll file?
This should be added to core.
Quote from: TrashMan on April 15, 2015, 06:16:23 AM
This should be added to core.
+1 There is no reason to not use this mod. What little information you gain from using it is no more than what you would have gotten by constantly going back and clicking mine as the miners dig out the edge. Simply a time saver.
Someone tested it in alpah10? It works?
No, sadly it does not. Can't wait for the update :D
Looking forward to the A10 update too. I've still got it installed and turned on even though it doesn't work with A10 but for some reason I still keep trying it every time that I see a vein of ore in my world.
lol same always try to use it^^
Hey guys,
Im sorry but you will have to wait a little longer for the updates. Id love to push them out right now but unfortunately Im pretty busy at the moment doing things and stuff and what not. I didnt forget you guys. If Tynan keeps up with his practice it will be in the game sooner or later anyways (http://fc03.deviantart.net/fs70/f/2014/215/7/c/twitchkappa_by_jrzu_767-d7ti2in.gif)
(http://i.imgur.com/D3kTe3P.png)
Hooray, thanks 8)
Thanks this is awesome! :D
Thank you again!
Yassss! Awesomesauce :D
Works great. I tried mine aluminum, but it wouldn't work. Weird.
Glad this got updated, wish it was compatible with added minerals like copper and aluminum. none-the-less, happy it's been updated.
Thank god it's updated~~
Sorry guys but it only works on vanilla ores because there wasnt a proper way for me to distinguish them from normal rocks other than the DefName. I will have a good look at the ThingDefs again and see if I can find something new.
Quote from: JuliaEllie on April 24, 2015, 06:16:51 PM
Sorry guys but it only works on vanilla ores because there wasnt a proper way for me to distinguish them from normal rocks other than the DefName. I will have a good look at the ThingDefs again and see if I can find something new.
Hi JuliaEllie and everyone!
I have found a *.dll way that works so far for alpha 10f to add extra mod compatibility support with VeinMiner,
by adding a small addition to your 'isOre' call to check for active mods and add appropriate ores accordingly.
Are you interested in a helping hand? ???
Quote from: Neocryptorian on April 26, 2015, 05:22:18 PM
Quote from: JuliaEllie on April 24, 2015, 06:16:51 PM
Sorry guys but it only works on vanilla ores because there wasnt a proper way for me to distinguish them from normal rocks other than the DefName. I will have a good look at the ThingDefs again and see if I can find something new.
Hi JuliaEllie and everyone!
I have found a *.dll way that works so far for alpha 10f to add extra mod compatibility support with VeinMiner,
by adding a small addition to your 'isOre' call to check for active mods and add appropriate ores accordingly.
Are you interested in a helping hand? ???
Thank you but I think I have found a solution I just dont have the time to implement it right now. I might during the next week.
Ok, I have one solution up and running with expanded mining. But will keep that one private in respect to you of course, and curiously wait and see if we managed to solve the issue in the same way. ;D
If you get any issues thou I am still lending a helping hand,
dear regards a Code Enthusiast ;)
UPDATE!!
Should now work with ANY ore that has a proper ThingDef.
@Necrocryptorian Id love to see your solution :)
#ShamelessBump
Quote from: JuliaEllie on April 27, 2015, 11:38:17 AM
UPDATE!!
Should now work with ANY ore that has a proper ThingDef.
@Necrocryptorian Id love to see your solution :)
#ShamelessBump
Shameless? I'm still learning and personally I was wondering how to make my "patch" more dynamic/smarter to detect ores.
I am really impressed by your for me perfect solution.
You are a Genius! ;D
(I looked at your new code and very effective solution :) )
My method was way dumber and purely based on if the "Mod" in question exist and is activated.
public bool isOre(ThingDef def)
{
System.Collections.Generic.List<ThingDef> list = new System.Collections.Generic.List<ThingDef>
{
DefDatabase<ThingDef>.GetNamed("MineablePlasteel", true),
DefDatabase<ThingDef>.GetNamed("MineableUranium", true),
DefDatabase<ThingDef>.GetNamed("MineableGold", true),
DefDatabase<ThingDef>.GetNamed("MineableSilver", true),
DefDatabase<ThingDef>.GetNamed("MineableSteel", true)
};
//My addition for the mod below just for a first try.
if (ModsConfig.IsActive("Expanded Mining"))
{
System.Collections.Generic.List<ThingDef> collection = new System.Collections.Generic.List<ThingDef>
{
DefDatabase<ThingDef>.GetNamed("MineableIron", true),
DefDatabase<ThingDef>.GetNamed("MineableCopper", true),
DefDatabase<ThingDef>.GetNamed("MineableAluminium", true),
DefDatabase<ThingDef>.GetNamed("MineableTitanium", true),
DefDatabase<ThingDef>.GetNamed("MineableRiminium", true),
DefDatabase<ThingDef>.GetNamed("MineableCoal", true),
DefDatabase<ThingDef>.GetNamed("MineableDiamond", true),
DefDatabase<ThingDef>.GetNamed("MineableTin", true)
};
//Append to current list
list.AddRange(collection);
}
return list.Contains(def);
}
Woot! Thank you for making this update! Been wanting that for some time!
SURPRISE MOTHERFUCKERS FRIENDS! New Update for the VeinMiner - NOW WITH MINING BRUSHES!! YAY!! I might make more shaped brushes if we want or need them.
Brilliant, that is super useful. Not that you can't do everything with just dragging boxes but a brush is really cool for painting irregular tunnels and stuff, nice addition.
Ooooohhh yes
Quote from: JuliaEllie on May 02, 2015, 10:18:39 AM
SURPRISE MOTHERFUCKERS FRIENDS! New Update for the VeinMiner - NOW WITH MINING BRUSHES!! YAY!! I might make more shaped brushes if we want or need them.
the shaped brushes are a great idea :)
but for the trade beacon i normally just mine a square 17x17 with a column next to the center for roof support
i would find it more useful in the search of geysers and ores to apply the following annexed patterns, for example ;) (mine every third line which allows to see the composition of the two lines in the middle with minimum mining i think. the perpendicular line in the middle is for easy passage in that direction)
[attachment deleted due to age]
Quote from: JuliaEllie on January 25, 2015, 07:03:30 AM
JuliaEllie, i love you, but please make for all your mods ability to translate into another language. Thank you ;)
This mod is a huge quality-of-life upgrade. It helps get rid of the tedium of selecting individual blocks as they appear and makes RimWorld that much better. Many thanks, Julia, for this mod.
(http://i.imgur.com/ZxAjh63.png)
strip miner update!!
Unfortunately the max width and height are limited by the Designator
thanks L.Max for the suggestion
Quote from: JuliaEllie on May 09, 2015, 11:18:38 AM
(http://i.imgur.com/ZxAjh63.png)
strip miner update!!
Unfortunately the max width and height are limited by the Designator
thanks L.Max for the suggestion
Does the strip miner automatically vein mine any ores it comes across? That would be very useful :)
Quote from: cuproPanda on May 09, 2015, 12:57:25 PM
Does the strip miner automatically vein mine any ores it comes across? That would be very useful :)
It would be pretty useful but also cheaty - so nope it doesnt do that :D
Just started playing with mods today, and I love this one! The strip miner is great, but I have one minor issue with it.
I found that I can't seem to resize the horizontal strips. The helptext says to use 8, 4 5 and 6 on the numpad to resize. 4 and 5 work great for moving the vertical lines about, and 8 correctly widens the horizontal lines, but 5 doesn't seem to do anything. (I tried the 2 key as well, since it might be logical. Alas, no such luck.) Any chance this could be fixed? Thanks!
Quote from: PurePandemonium on May 09, 2015, 10:45:49 PM
Just started playing with mods today, and I love this one! The strip miner is great, but I have one minor issue with it.
I found that I can't seem to resize the horizontal strips. The helptext says to use 8, 4 5 and 6 on the numpad to resize. 4 and 5 work great for moving the vertical lines about, and 8 correctly widens the horizontal lines, but 5 doesn't seem to do anything. (I tried the 2 key as well, since it might be logical. Alas, no such luck.) Any chance this could be fixed? Thanks!
Hmm it worked well when I tried it and there doesnt seem to be an error in the code. I will investigate this.
Alpha 11?
I just tried the a10 veinminer in my a11, and got the following error (copied from the log)
DesignationCategoryDefOrders could not instantiate special designator from class MineBrush.DesognatorMineBrush.
Exception:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeLoadException: Could not load type 'Verse.EntityDef' from assembly 'MineBrush'.
at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [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.DesignationCategoryDef.ResolveReferences () [0x00000] in <filename unknown>:0
Quote from: kremlinkev on June 13, 2015, 05:25:37 PM
Quote from: civilwargeeky on June 12, 2015, 03:32:51 PM
Alpha 11?
Looks like it still works in A11 for me.
It also works in alpha 11 for me. No errors. Full functionality.
Mine is throwing the same error as harpo99999. It seems to only be the mine brush that broke in this update. I even tried re-downloading the mod again but still same. If you want to get rid of your error harpo, until a fix comes out, I just removed mine brush from the designation categories and added the new ones from A11 so they should work.
I hope Julia comes out with a patch soon because my "fix" isn't really a fix... it just stops the error message by removing the mine brush...
[attachment deleted due to age]
thank you loki, I really miss the veinminer mod since a11
The core Vein Miner still worked. It was just the mine brush and all I did was stop the message from popping up. Like I said, this is just temporary for those of us who can't live w/o Vein Miner :p
UPDATERINO!!
(http://i.imgur.com/fpjAsEr.png)
Works fine now! The update was very helpful :)
Getting this error message..
I haven't run only the core mod + VeinMiner yet.. Will do that, unless you know what I'm doing wrong :p
Fallback handler could not load library E:/RWA11Core/RimWorld/RimWorld834Win_Data/Mono/data-0CC78080.dll
DesignationCategoryDefOrders could not instantiate special designator from class MineBrush.DesognatorMineBrush.
Exception:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeLoadException: Could not load type 'Verse.EntityDef' from assembly 'MineBrush'.
at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.MonoCMethod.Invoke (BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
at System.Reflection.ConstructorInfo.Invoke (System.Object[] parameters) [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.DesignationCategoryDef.ResolveReferences () [0x00000] in <filename unknown>:0
I seem to have found one issue. There was a strip clothes button added in last update of the game which I can't find anymore after installing this mod. I assume that your new buttons somehow overrides that one.
Quote from: Zhadum on June 18, 2015, 09:52:24 AM
I seem to have found one issue. There was a strip clothes button added in last update of the game which I can't find anymore after installing this mod. I assume that your new buttons somehow overrides that one.
Oh damn you are right I forgot to update the DesignatorDefs. I shall fix this soon™
Sorry but I dont think I am doing this right or something, but I cant get the strip mine button to work? How do I do it? :c
Quote from: LustrousWolf on June 18, 2015, 01:27:14 PM
Sorry but I dont think I am doing this right or something, but I cant get the strip mine button to work? How do I do it? :c
You need to push and drag the whole thing like the vanilla mining designator.
And in other news:
UPDATE!!! Fixed my stupid bug...
Hi! Can I get somewhere version for a10?..
The latest stable, so to speak ))
This works OK in A11b, fyi.
can I *please* have the A10 download link????
Has anyone tried this on A12?
Quote from: Kruisboog on August 24, 2015, 12:35:05 PM
Has anyone tried this on A12?
it works, but with many debug informations that i didnt read :) but it works :)
Seems to work just fine!
VeinMiner A12
From UOP
-Enjoy
[attachment deleted due to age]
Hi, I have one little thought for you Jull. The veinminer tool could make a big trouble despite of its usefullness. Im talking bout the moment when ore vein lays between two non-mountain areas. In this situation I see a single node of ore, dig it with vm and ''hello, new passage to my base!"" It is not so critical, since Tynan implemented sapers, but still could add some troubles. So my sugesstion is to add 'check for non-mountain tiles next to ore, and if it fails, then don't designate that tile for mining.
Hope my idea was clear enough, though I don't think so ;)
Quote from: Enjoyment on November 07, 2015, 06:10:59 AM
Hi, I have one little thought for you Jull. The veinminer tool could make a big trouble despite of its usefullness. Im talking bout the moment when ore vein lays between two non-mountain areas. In this situation I see a single node of ore, dig it with vm and ''hello, new passage to my base!"" It is not so critical, since Tynan implemented sapers, but still could add some troubles. So my sugesstion is to add 'check for non-mountain tiles next to ore, and if it fails, then don't designate that tile for mining.
Hope my idea was clear enough, though I don't think so ;)
I don't understand. What with new passages?
You should know where your mnining before you mine.
Oh, but there is a fog of war in the game, you know? ) And sometimes 'a big mountain' is not really a mountiaqn' but a narrow cliff between two areas, and if that second covered with fog area is not enclosed cavern but leads to map's edge, then - 'hello new passage'.
Don't sure, did I makde it more clearly or more stupid - should really just post apicture. Will do so when I get to my pc.
Quote from: Enjoyment on November 08, 2015, 03:52:15 AM
Oh, but there is a fog of war in the game, you know? ) And sometimes 'a big mountain' is not really a mountiaqn' but a narrow cliff between two areas, and if that second covered with fog area is not enclosed cavern but leads to map's edge, then - 'hello new passage'.
Don't sure, did I makde it more clearly or more stupid - should really just post apicture. Will do so when I get to my pc.
Raids can still spawn their, ya know. It might be beneficial. Anyways, you and your colonists don't know if its a mountain back thier, or an empty area. I like it as is... its very beneficial to know you have an undefended flank which they could spawn in and kill you fom.
When there is an open tile covered with fog next to ore/mountain tile, you can see it... and may decide, dig it or not..
Quote from: Enjoyment on November 09, 2015, 07:10:09 AM
When there is an open tile covered with fog next to ore/mountain tile, you can see it... and may decide, dig it or not..
The fact you can see their is an open space too it means that their is already a path too it. End of story is that you should pay more attention where ya minning.
Don't know if it has been asked for yet but could this mod also change the mechanics for ceiling collapse? its bit annoying to have collapses when designating a beacon room. just need to edit it by 1 or two more tiles i think
the beacon does NOT need to have all the space mined out, I use in a12 a 10x6 matrix for wall sections ie every 10 squares in one direction,i place 1 wall per every six squares, and place the beacons so that they cover the entire HUGE storeroom(I have one beacon outside, and at last count in the general stock room over thirty beacons without issue in my underground base and the store room is over 10% of the map
A12 Updaterino (https://cdn0.gamesports.net/storage/68000/68171.png)
Awesome sauce *hugs*
Yay... You're back :D ......
Just wanted to inform everyone that this mod still mostly works in A13.
Vein Miner and Strip Miner still work. The mining brush no longer displays what area it will mine when you click, and starts at a default of radius 1, but otherwise it works.
Quote from: civilwargeeky on April 08, 2016, 05:12:56 PM
Just wanted to inform everyone that this mod still mostly works in A13.
Vein Miner and Strip Miner still work. The mining brush no longer displays what area it will mine when you click, and starts at a default of radius 1, but otherwise it works.
thanks! i love this mod. do you know if it works for the new "vein" type for components?
Quote from: bewby on April 09, 2016, 05:13:05 PM
thanks! i love this mod. do you know if it works for the new "vein" type for components?
It was specifically written to include any rock which has the mineral rock tag to work with any other modded ore so it should work.
I had to sort of merge this and HaulPriority because they cancelled each other out. Only the last loaded showed it's buttons. I think I just merged the differences in this file "Defs\DesignationCategoryDefs\DesignationCategories.xml" in the last loaded mod. But, for the life of me, I couldn't get the VeinMiner mod textures to work, which really bothered me. It just shown the vanilla mining image for all VeinMiner buttons.
Surely there is a way to add a button instead of rewriting the specialDesignatorClasses?
Rename the mod to [A13] since it works with it
Quote from: Rock5 on April 16, 2016, 10:31:25 AM
I had to sort of merge this and HaulPriority because they cancelled each other out. Only the last loaded showed it's buttons. I think I just merged the differences in this file "Defs\DesignationCategoryDefs\DesignationCategories.xml" in the last loaded mod. But, for the life of me, I couldn't get the VeinMiner mod textures to work, which really bothered me. It just shown the vanilla mining image for all VeinMiner buttons. Surely there is a way to add a button instead of rewriting the specialDesignatorClasses?
Can you post the mod you did if allowed? That would be helpful.
Thanks! :)
I'm a little lost as to where the download link is for A13? The thread says its for A13, but the download is for A12. Is the download that says A12 work with A13 then, and thats what you download?
Edit:
Alright, the download that says A12 at the bottom of the OP post does work. =P
Quote from: nuschler22 on April 17, 2016, 03:10:05 PM
Quote from: Rock5 on April 16, 2016, 10:31:25 AM
I had to sort of merge this and HaulPriority because they cancelled each other out. Only the last loaded showed it's buttons. I think I just merged the differences in this file "Defs\DesignationCategoryDefs\DesignationCategories.xml" in the last loaded mod. But, for the life of me, I couldn't get the VeinMiner mod textures to work, which really bothered me. It just shown the vanilla mining image for all VeinMiner buttons. Surely there is a way to add a button instead of rewriting the specialDesignatorClasses?
Can you post the mod you did if allowed? That would be helpful.
Thanks! :)
What I did was open Defs\DesignationCategoryDefs\DesignationCategories.xml of the mod I'm going to load last, in my case it was VeinMiner, then add the missing lines from the other mod. It should look like this.
<?xml version="1.0" encoding="utf-8" ?>
<Defs>
<DesignationCategoryDef>
<defName>Orders</defName>
<label>orders</label>
<description>Designate specific interactions with specific things.</description>
<order>900</order>
<specialDesignatorClasses>
<li>Designator_Cancel</li>
<li>Designator_Deconstruct</li>
<li>Designator_Mine</li>
<li>Designator_Haul</li>
<li>Designator_PlantsCut</li>
<li>Designator_PlantsHarvest</li>
<li>Designator_PlantsHarvestWood</li>
<li>Designator_Hunt</li>
<li>Designator_Slaughter</li>
<li>Designator_Tame</li>
<li>Designator_Uninstall</li>
<li>Designator_Claim</li>
<li>Designator_Strip</li>
<li>Designator_RearmTrap</li>
<li>Designator_Open</li>
<li>Designator_PlanAdd</li>
<li>Designator_PlanRemove</li>
<li>HaulPriority.Designator_HaulPriority</li>
<li>HaulPriority.Designator_HaulPriorityHighPriorityOverride</li>
<li>HaulPriority.Designator_Unforbid</li>
<li>VeinMiner.Designator_VeinMiner</li>
<li>MineBrush.DesognatorMineBrush</li>
<li>MineBrush.StripMiner</li>
</specialDesignatorClasses>
</DesignationCategoryDef>
</Defs>
That way VeinMiner loads the designators for HaulPriority too.
Quote from: oronnoro2 on April 17, 2016, 04:54:34 PM
I'm a little lost as to where the download link is for A13? The thread says its for A13, but the download is for A12. Is the download that says A12 work with A13 then, and thats what you download?
Edit:
Alright, the download that says A12 at the bottom of the OP post does work. =P
Changed the link description to read A13 in OP.
Any ETA on when the mine brush not showing area will be fixed?
Thanks for this mod. I consider it essential. :-)
There are still some graphical glitches, though. I'm sure you are already aware, but just in case I thought I should report it.
Could not load UnityEngine.Texture2D at Minepick in any active mod or in base resources.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not load UnityEngine.Texture2D at CircleTex in any active mod or in base resources.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
MatFrom with null sourceTex.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not load UnityEngine.Texture2D at MineBrush in any active mod or in base resources.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Could not load UnityEngine.Texture2D at StripMine in any active mod or in base resources.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
VeinMiner Fix (https://dl.orangedox.com/aaEyiZNiHgC7otuXpi) (not a patch, a replacement)
No more missing texture warnings, and fixed the veinminer brush.
Override the old file or load after?
EDIT: Override.
Thanks for that fix!
Always delete the old completely first. True of every mod and every game.
The fix only removes the errors, but doesn't actually fix the graphics, did I understand this correctly? At least on my system.
Quote from: hwfanatic on June 01, 2016, 09:53:34 AM
The fix only removes the errors, but doesn't actually fix the graphics, did I understand this correctly? At least on my system.
It doesn't replace the mine icons with the veinminer icons, because somehow the fundamental nature of the way graphics are called by every other mod fails in this instance. It wasn't some lazy error on the mod author's part. There are still mining icons, they just don't have, say, a red V background behind the picture of the mine pick.
I wasted an hour trying to figure out what the hell was wrong and asked a few other people on Slack for a sanity check (they claimed I was not insane; not sure myself), but ultimately I gave it up. I can call base rimworld graphics, which is what I did to fix the mine brush (that and it had a weird altitude layer that caused it to not render when zoomed in, which I addressed), but third-party resources wouldn't pull. Tried every way to form the string, images in every folder, different images in the normal folder, images from other mods, etc.
Maybe some issue with trying to use two assemblies?
Anyway, my main goal was just not to get the damn warnings every time I started since I'm testing other things and I had to scroll the box just to be sure each time, and I figured I'd share the "fix."
Good to know. Thanks.
Hello, I've been using this mod as part of Crusader's mod mega pack and there's an error everytime I click on a vein with veinminer. The error doesn't seem to affect any functionality.
NullReferenceException: Object reference not set to an instance of an object
at VeinMiner.Designator_VeinMiner.isOre (Verse.ThingDef def) [0x00000] in <filename unknown>:0
at VeinMiner.Designator_VeinMiner.DesignateSingleCell (IntVec3 loc) [0x00000] in <filename unknown>:0
at Verse.DesignatorManager.ProcessInputEvents () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Map.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.RootOnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
I'm here to report that I've also seen this error. Same modpack, downloaded from that link, which links to the VeinMiner Fix page of this post. I'm going to do some testing to see if the problem is with the original VeinMiner in the first post, or if the problem is within the fix. I'm also going to check and see why that error comes up under the error:
30 Oject.reference not set to an instance of an object
1 PawnPathPool leak: more paths than spawned pawns. Force-recovering.
In my game, it leads to pawns standing around attempting to pick things up for one tick every million or so and, for whatever reason, failing that. They then stand there - seemingly stunned - only to do so again shortly after.
I'm able to draft them and move them, or prioritize a specific thing only to have them complete one action toward it before going back to doing whatever it is they're trying to do.
I'll look into it and get back.
I was wondering if you could possibly change so the mine brush and that-a-like is optional?
Will this be updated for A14? Can it be?
just loaded the a13 version up in a14. the vein miner tool seems to work and doesn't insta crash (which was what i was expecting) so it might be compatible, or at least close enough for now
Same, I had to add a <targetVersion>0.14.1230</targetVersion> to the About.xml to get it to load at all, but once it did, I didn't have any problems.
The only component I've used was the Vein Miner, but I've used it a lot and it hasn't crashed yet.
An update to A14 would be greatly appreciated
Quote from: Huntakilla on July 18, 2016, 01:13:34 PM
An update to A14 would be greatly appreciated
it seems too work with A14 already.
This one, there (https://ludeon.com/forums/index.php?topic=16098.0), is up to date and specifically for A14
please update the 14A version of vein miner~It's such a simple idea but so useful in the game~I wonder why the studio won't just put this idea into the game~
There is a A14 mod that do the same things here (https://ludeon.com/forums/index.php?topic=16098.0)
A15 version of this mod here (https://www.dropbox.com/s/7j38pn8ufnz5djg/VeinMiner%20A15.rar)
thanks
ty
Edit:
I've defined custom categories for myself, so when I went to update them, I noticed we've switched from esm.Designator_MineVein to VeinMiner.Designator_VeinMiner. Different cooks? Also noticed you added the Strip miner and Bush miner ("VeinMiner.DesognatorMineBrush" but it's consistent so whatever) which is really neat.
Not sure where I'm going with this, but one suggestion is maybe move the MineVein/StripMine designators up next to the Mine designator and put the MineBush designator next to the Harvest/Cutplant designators so everything is grouped logically.
I got this mainly for the vein miner, so I'm happy, but the brush and strip mining tool don't seem to work for me. I press the keys and nothing happens.
Quote from: Deimos Rast on August 30, 2016, 03:40:15 PM
ty
Edit:
I've defined custom categories for myself, so when I went to update them, I noticed we've switched from esm.Designator_MineVein to VeinMiner.Designator_VeinMiner. Different cooks? Also noticed you added the Strip miner and Bush miner ("VeinMiner.DesognatorMineBrush" but it's consistent so whatever) which is really neat.
Not sure where I'm going with this, but one suggestion is maybe move the MineVein/StripMine designators up next to the Mine designator and put the MineBush designator next to the Harvest/Cutplant designators so everything is grouped logically.
ESM VeinMiner is a different mod, which needs CCL. This one here dont and also provide additional designators
Quote from: Serenity on September 02, 2016, 05:14:55 PM
I got this mainly for the vein miner, so I'm happy, but the brush and strip mining tool don't seem to work for me. I press the keys and nothing happens.
cant reproduce. Strip mining and brush mining works fine for me:/ Fully zoomed out, the Cursor gets red crosses with brush miner designator. With Q and E you define the size of the brush
Quote from: Hatti on September 02, 2016, 06:25:13 PM
Fully zoomed out, the Cursor gets red crosses with brush miner designator.
Ah, zooming was the key. Seems you need to zoom out a bit :)
And the strip mining tool was user error. Didn't use it correctly :s
Quote from: Hatti on August 21, 2016, 07:38:18 PM
A15 version of this mod here (https://www.dropbox.com/s/7j38pn8ufnz5djg/VeinMiner%20A15.rar)
for some reason, I'm not able to download this from dropbox. I'm troubleshooting, but meanwhile, is there anywhere else I can get this mod, or if it's okay and not inconvenient to do so, can this be put in additional place so I can download it? Thanks for any help; I understand if it's not possible.
Quote from: timeandtherani on September 04, 2016, 01:14:04 PMcan this be put in additional place so I can download it?
like steam workshop =D
+1 to the steam workshop idea. Would be nice to not have to get mods from two different sources.
Quote from: timeandtherani on September 04, 2016, 01:14:04 PM
Quote from: Hatti on August 21, 2016, 07:38:18 PM
A15 version of this mod here (https://www.dropbox.com/s/7j38pn8ufnz5djg/VeinMiner%20A15.rar)
for some reason, I'm not able to download this from dropbox. I'm troubleshooting, but meanwhile, is there anywhere else I can get this mod, or if it's okay and not inconvenient to do so, can this be put in additional place so I can download it? Thanks for any help; I understand if it's not possible.
Attached here in my post[attachment deleted by admin - too old]
Thank you!
a gentle bump *boop* Looks like we have an A15 version now ^^
Would it be possible to do something similar to this, but for growing zones?
For instance click on regular soil, and it creates a growing zone the size of all linked regular soil tiles. Similarly (and more importantly!) for Rich Soil. Perhaps with a max size so it doesn't go overboard trying to set the whole map as a growing zone. If that is a problem, maybe just for rich soil and don't worry about the others.
Hmmm, well, done rambling now!
Thanks for the great mod either way!
Thankyou I love you
This is fantastic! Thanks so much :)
I don't have a numeric keypad. Is there any way to remap the keys?
As a workaround I used the Windows virtual keyboard (https://www.youtube.com/watch?v=IT84QSfpRuw), which is a bit clunky.
Hi there,
Here I tried to explain how to manually (by writing in the files directly) change keybindings on Reddit (https://www.reddit.com/r/RimWorld/comments/565noh/difficulty_and_qol/d8hicae).
Tell me if you need more help, no problems
Is there any chance that the veinminer disignator could appear when you click a vein? It's a pain having to open the Orders tab to look for the VeinMiner designator amongst all the other designators.
Update by Rock5I've been tinkering with dlls and managed to make some fixes for VeinMiner that I thought others might appreciate. Do with it what you will.
- 1. Fixed the Mine Brush to start with the Trade Beacon diameter. (The method used to get the trade beacon size wasn't working so I just hard coded the size).
- 2. We also need to dig out SunLamp areas. So now if you click the Mine Brush twice it changes to the SunLamp size.
- 3. It always annoyed me that if a vein is found and the only visible mineable blocks were already designated then you couldn't use the VeinMiner on it unless you first clear it. Now it will mark the whole vein even when it's already marked.
- 4. It frustrated me that when using the strip miner, that the different spacing didn't line up. Now they do. You can, for instance, start with 12 spaces then later slice that into 6 spaces then down to 3. Although now it starts with 3 spaces instead of 4 and doesn't reduce below the minimum spacing (to avoid a divide by zero error).
I only made changes to the dll but I'm uploading the whole thing for convenience.
[attachment deleted by admin due to age]
good job.
Love this mod!
Hey, I saw your mod on the Steam Workshop, presumably uploaded without your consent. While you are credited, and this topic is linked in the description, the user also used your avatar for "main" picture.
You might want to check out :
http://steamcommunity.com/sharedfiles/filedetails/?id=761234217
i can't use this mod because its converting to a VLC it makes my wanna cry
Quote from: ZackIsTheDevil on November 22, 2016, 12:11:37 AM
i can't use this mod because its converting to a VLC it makes my wanna cry
VLC is a media player right? What does that have to do with a rimworld mod?
Why the strip miner is 3 tile wide and not 2? Wont the small veins in the middle left undiscovered?
It just turned out as 3. Somewhere in the code it jumps 3 for every 1 step. I couldn't find the source of that. But anyway, 3 is fine considering the smallest vein is probably 2x2. You wont miss a vein if it's 3 tile stripes.
A16 update based on code from Rock5, cause i cant play without it:)
Dropbox (https://www.dropbox.com/s/rj56bb96xin1crd/VeinMiner.rar)
This is the 3rd A16 release I've seen today. What gives?
Ok. Figured it out. Did a search for A16 news in the last 24 hours. Looks like A16 unstable has been released. What excitement!
https://ludeon.com/blog/2016/12/alpha-16-on-public-unstable-branch/
Quote from: Rock5 on December 13, 2016, 01:14:11 AM
Ok. Figured it out. Did a search for A16 news in the last 24 hours. Looks like A16 unstable has been released. What excitement!
https://ludeon.com/blog/2016/12/alpha-16-on-public-unstable-branch/
I was confused aswell
I used this mod as a base and updated for A16 under the name MineItAll, full credit given for original mod.
Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=821866381
Non-Steam
https://www.dropbox.com/s/gde9ymeblw9w64i/MineItAll.zip?dl=0
Quote from: rshingleton on December 19, 2016, 11:49:17 PM
I used this mod as a base and updated for A16 under the name MineItAll, full credit given for original mod.
Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=821866381
Non-Steam
https://www.dropbox.com/s/gde9ymeblw9w64i/MineItAll.zip?dl=0
Just a warning, MineItAll will show it's compatible with the A16 update, but causes a crash and prevents restarting the game.
It was already updated to A16 by Hatti.
https://ludeon.com/forums/index.php?topic=9616.msg283437#msg283437. (https://ludeon.com/forums/index.php?topic=9616.msg283437#msg283437)
And it was based on my fixed version with a few extra features. Which version was yours based on?
Here is my original post if you want to know what I changed.
https://ludeon.com/forums/index.php?topic=9616.msg275999#msg275999
Quote from: Rock5 on December 20, 2016, 07:38:42 PM
It was already updated to A16 by Hatti.
https://ludeon.com/forums/index.php?topic=9616.msg283437#msg283437. (https://ludeon.com/forums/index.php?topic=9616.msg283437#msg283437)
And it was based on my fixed version with a few extra features. Which version was yours based on?
Here is my original post if you want to know what I changed.
https://ludeon.com/forums/index.php?topic=9616.msg275999#msg275999
I used the Steam version that shows it's compatible with A16.
I downloaded and redownloaded it about an hour ago and it causes a crash each time, with not being able to restart.
Edit: I downloaded the one from your link, and it shows as red in the Steam mods. Don't know if you're on Steam, but that means it's not compatible (or the game doesn't think it's compatible).
The steam version I'm talking about is called MineItAll which is a clone of this. That shows as white, or compatible, but crashes the game. The steam author is aware of the conflict according to the Workshop page.
I originally updated Veinminer to A15 with extra features. That's the second link and I never updated it to A16.
The top link was updated to A16 based on my version. I've tested it. It works perfectly. Did you download the second link by mistake?
Quote from: Rock5 on December 20, 2016, 08:25:05 PM
I originally updated Veinminer to A15 with extra features. That's the second link and I never updated it to A16.
The top link was updated to A16 based on my version. I've tested it. It works perfectly. Did you download the second link by mistake?
Just to confirm, the first is the one from a link that just says Dropbox?
I'll give that a try.
I think I did use the second link. Are you on Steam or able to upload there so others can use it? I don't know how it works with sharing/cloning mods.
I'll start a new thread on this as well. There was a problem with the first release I did where a remant pdb file was causing crashes for some people.
Here's the lates dropbox link for the mod: https://www.dropbox.com/s/gde9ymeblw9w64i/MineItAll.zip?dl=0 (https://www.dropbox.com/s/gde9ymeblw9w64i/MineItAll.zip?dl=0)
Quote from: rshingleton on December 20, 2016, 11:33:54 PM
I'll start a new thread on this as well. There was a problem with the first release I did where a remant pdb file was causing crashes for some people.
Here's the lates dropbox link for the mod: https://www.dropbox.com/s/gde9ymeblw9w64i/MineItAll.zip?dl=0 (https://www.dropbox.com/s/gde9ymeblw9w64i/MineItAll.zip?dl=0)
I checked this one out because you didn't say. Yes, it looks like it is based on my version.
The differences I can see are;
- New designator textures - I could take it or leave it.
- Dark brush texture - I don't like this as it's too hard to see. The bright red original is much better.
- Tidied up code - I like tidy code but I don't think that alone justifies a new name.
- Reverted one of my additions - I originally changed it so that you can mark a vein whether the visible ore is already marked or not. You've reverted it to be like the original where you need to clear the mark first before you can use the vein marker on it. I find that really annoying so I still prefer my version.
All in all I don't see enough justification for a new named mod. It is same mod but with a few cosmetic changes and a new name. And some of those changes made it worse. I'm just going to keep using Hattis A16 conversion of my version
https://ludeon.com/forums/index.php?topic=9616.msg283437#msg283437
As to steam, I don't like it. Personally I would want to share my mod where everyone can download it but I think steam only allows you to download it via steam (I could be wrong. It's very confusing to navigate). Here, everyone can download it. Steam and non steam users alike.
Quote from: Rock5 on December 21, 2016, 04:53:01 PM
I checked this one out because you didn't say. Yes, it looks like it is based on my version.
The differences I can see are;
- New designator textures - I could take it or leave it.
- Dark brush texture - I don't like this as it's too hard to see. The bright red original is much better.
- Tidied up code - I like tidy code but I don't think that alone justifies a new name.
- Reverted one of my additions - I originally changed it so that you can mark a vein whether the visible ore is already marked or not. You've reverted it to be like the original where you need to clear the mark first before you can use the vein marker on it. I find that really annoying so I still prefer my version.
All in all I don't see enough justification for a new named mod. It is same mod but with a few cosmetic changes and a new name. And some of those changes made it worse. I'm just going to keep using Hattis A16 conversion of my version
https://ludeon.com/forums/index.php?topic=9616.msg283437#msg283437
As to steam, I don't like it. Personally I would want to share my mod where everyone can download it but I think steam only allows you to download it via steam (I could be wrong. It's very confusing to navigate). Here, everyone can download it. Steam and non steam users alike.
I see where you're coming from. I think it's more than just a vein miner with the other tools, but regardless, I made some additional tweaks this evening.
- Added your last point. This was not actually a reversion, I had some original source code without your addition and missed it since it was a Boolean value change at then end of the AcceptanceReport method, it took me a while to notice it.
- Bootstrapping: No more def file. I felt like this could possibly conflict with other mods. I pulled some code from CCL and a few other forum posts for detours and designator injection and added these in.
- Texture changes: these are last on my list. I didn't like the red, personal oppinion, but I don't necessarily like the dark either. I may tool with these more soon, working on another mod for prison extensions as well.
- Steam: Like it or don't, all personal opinion. I treat it like a build automation system. I can subscribe to mods, when they get updated, it installs the new version automatically. I see benefits in both sides, steam and non-steam, that's why I posted both links.
If you don't mind checking it out again, the old link should work, but here it is again: https://www.dropbox.com/s/gde9ymeblw9w64i/MineItAll.zip?dl=0 (https://www.dropbox.com/s/gde9ymeblw9w64i/MineItAll.zip?dl=0)
You're welcome to contribute as well, I consider it completely open.
That's more like it! :)
The bootstrapping is awesome. Kudos to you. I would have done the bootstrapping myself, when I did my update, but I couldn't wrap my head around how to do it. Maybe looking at how you did it with a mod I'm familiar with with help me use it in the future.
So I'd use your version now, although I might change the brush texture until you come up with a better color.
Playing with it I noticed an exploit that I never noticed before, maybe because the bright red of the brush made it harder to see. The exploit is you can use the brush to look into mountains. I don't know if you can do anything about it but it would be great if you could.
You can also "look" into mountains with the vein mine designator. If you click the middle of a mountain you usually get a sound plus a message saying to have to click mineable ore. But if you hit a hidden clear area it makes a different sound with no message. This should be easy to fix. Just make it behave the same in both cases.
Here is a short video showing both cases.
https://vid.me/aNiN (https://vid.me/aNiN)
Quote from: Rock5 on December 22, 2016, 09:06:02 AM
That's more like it! :)
The bootstrapping is awesome. Kudos to you. I would have done the bootstrapping myself, when I did my update, but I couldn't wrap my head around how to do it. Maybe looking at how you did it with a mod I'm familiar with with help me use it in the future.
So I'd use your version now, although I might change the brush texture until you come up with a better color.
Playing with it I noticed an exploit that I never noticed before, maybe because the bright red of the brush made it harder to see. The exploit is you can use the brush to look into mountains. I don't know if you can do anything about it but it would be great if you could.
You can also "look" into mountains with the vein mine designator. If you click the middle of a mountain you usually get a sound plus a message saying to have to click mineable ore. But if you hit a hidden clear area it makes a different sound with no message. This should be easy to fix. Just make it behave the same in both cases.
Here is a short video showing both cases.
https://vid.me/aNiN (https://vid.me/aNiN)
Interesting, I didn't notice the x-ray vision ability either. It might have something to do with the altitude setting? I don't know enough about the API yet, I'll tool with it tonight.
Let me know if you need help with the bootstrapping. I took it from some other mod(s) code base(s) that I found and modified it a bit.
Quote from: rshingleton on December 22, 2016, 02:16:31 PM
Let me know if you need help with the bootstrapping. I took it from some other mod(s) code base(s) that I found and modified it a bit.
From what I can see there is the injectors class was added and the bootstrapper was added to the main MineItAll class.
Could you possible give a brief description of what each part does? I'm not too experienced with c# yet.
Is it still compatible with alpha 16?
Quote from: filippe999 on January 23, 2017, 08:56:48 AM
Is it still compatible with alpha 16?
No really if i recall correctly, but rshingleton has updated it in a new threat (https://ludeon.com/forums/index.php?topic=28330.msg286180#msg286180) and i think there a also updates by Rock5 and Hatti somewhere in this threat.
Yeah, rshingleton did a great job updating it. I use his version now. It's way better than mine and still has the features I added.
One of the most simple yet effective mods out there, thanks man.
I just did an update to rshingletons MineItAll version. If anyone is interested you can find it at this link.
https://ludeon.com/forums/index.php?topic=28330.msg312739#msg312739
A17 Version for everyone who needs:)
https://www.dropbox.com/s/c1mjzr05k793vb7/VeinMiner.rar (https://www.dropbox.com/s/c1mjzr05k793vb7/VeinMiner.rar)
Quote from: Hatti on May 03, 2017, 07:59:02 PM
A17 Version for everyone who needs:)
https://www.dropbox.com/s/c1mjzr05k793vb7/VeinMiner.rar (https://www.dropbox.com/s/c1mjzr05k793vb7/VeinMiner.rar)
Appreciate it
Thank you so much! You should retitle it to mark it A17 because I bet a lot of people are looking for it.
I agree with @timeandtherani. In fact, you should add it to the workshop. I know there are a couple there already but they are not A17 and yours is. Anyway, thank you for updating this to work with A17.
Quote from: timeandtherani on June 03, 2017, 02:31:00 PM
Thank you so much! You should retitle it to mark it A17 because I bet a lot of people are looking for it.
Thanks!
Quote from: Hatti on May 03, 2017, 07:59:02 PM
A17 Version for everyone who needs:)
https://www.dropbox.com/s/c1mjzr05k793vb7/VeinMiner.rar (https://www.dropbox.com/s/c1mjzr05k793vb7/VeinMiner.rar)
TY!
Any chance for a B18 update?
B18
https://www.dropbox.com/s/4v8ssflnirnpkwl/VeinMiner.rar
Thanks!
What a sweet looking mod!
Will anyone update this to B19?
Allow tool has this built in
BTW. if you are someone like me, who looked a long time how to select a vein with Allow tool.
Select one one, then right click at the Mine icon not at the Select similar one.