Ludeon Forums

Ludeon Forums

  • November 17, 2019, 02:05:04 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 13 14 [15] 16 17 ... 20

Author Topic: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year  (Read 138761 times)

Canute

  • Transcendent
  • *****
  • Posts: 7795
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #210 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.
Logged

Xentor

  • Drifter
  • **
  • Posts: 23
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #211 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)
Logged

Bodog999

  • Colonist
  • ***
  • Posts: 324
  • Calm Player
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #212 on: November 15, 2018, 07:46:02 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.
Logged

garfu

  • Muffalo
  • *
  • Posts: 6
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #213 on: November 15, 2018, 10:11:01 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.
Logged

Canute

  • Transcendent
  • *****
  • Posts: 7795
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #214 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.
Logged

Xentor

  • Drifter
  • **
  • Posts: 23
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #215 on: November 15, 2018, 05:44:14 PM »

Hmmm the drafting them worked. I thought it was a menuoption. :-) Thanks for the info.
Logged

garfu

  • Muffalo
  • *
  • Posts: 6
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #216 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.
« Last Edit: November 17, 2018, 01:18:05 AM by garfu »
Logged

Canute

  • Transcendent
  • *****
  • Posts: 7795
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #217 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 ?
Logged

garfu

  • Muffalo
  • *
  • Posts: 6
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #218 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.
Logged

Exende

  • Colonist
  • ***
  • Posts: 104
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #219 on: November 17, 2018, 01:29:52 PM »

do they automatically bring resources up levels or would you have to do it manually?
Logged

Canute

  • Transcendent
  • *****
  • Posts: 7795
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #220 on: November 17, 2018, 02:36:33 PM »

Manually, it is a total different map.
Logged

ultra4

  • Drifter
  • **
  • Posts: 97
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #221 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?
Logged

Canute

  • Transcendent
  • *****
  • Posts: 7795
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #222 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.
Logged

vacaman

  • Muffalo
  • *
  • Posts: 1
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #223 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
Logged

Hollah

  • Muffalo
  • *
  • Posts: 3
  • Refugee
    • View Profile
Re: [1.0] DeepRim. Underground exploration/mining! Update:Spooky day
« Reply #224 on: November 23, 2018, 01:43:38 PM »

I'm not able to download the zipped file from the site.
thank you.
Logged
Pages: 1 ... 13 14 [15] 16 17 ... 20