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Author Topic: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year  (Read 221367 times)

Canute

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Quote
Is 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.

J.BEAR

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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.
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Apposl

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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.
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meowmeow

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #198 on: November 03, 2018, 11:05:57 AM »

Updated to 1.0. No real change is made other than that. (I think)
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SuicidalKid

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #199 on: November 03, 2018, 11:20:12 AM »

Are "deep ores" still generated with this mod? Aka, can you still use deep drills?
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Jernfalk

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #200 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.
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Kbforss

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #201 on: November 03, 2018, 09:43:52 PM »

please a b18 link
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Nekokon

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #202 on: November 04, 2018, 12:44:14 AM »

Nevermind it was just some random server error.
Thank you for the great mod.
« Last Edit: November 04, 2018, 01:21:29 AM by Nekokon »
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893

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #203 on: November 04, 2018, 05:43:43 AM »

Yeahhhh!!!!thank you bro!
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NoCanDo

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #204 on: November 05, 2018, 02:44:41 AM »

Can't decostruct once placed.
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mioid

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #205 on: November 07, 2018, 05:07:30 AM »

You can use the mod MinifyEverything minify it and deconstruct it.
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cerberuss

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #206 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.
« Last Edit: November 08, 2018, 10:58:32 AM by cerberuss »
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NoCanDo

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #207 on: November 07, 2018, 08:03:42 AM »

You can use the mod MinifyEverything minify it and deconstruct it.

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

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #208 on: November 07, 2018, 09:33:09 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.
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captain_shrug

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Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #209 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...
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