RimWorld

RimWorld

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Mines 2.0
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
22.444 MB
31 May, 2021 @ 1:42pm
23 Jul @ 1:41am
34 Change Notes ( view )

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Mines 2.0

Description
Description
This version of Mines mod makes it possible to mine resources added with mods

The Mines, a place for your pawns to excavate the treasures of the earth.
This is a remake of the mod from AngleWyrm to version 1.3.

Adds a new building to the game - a mine in which you can mine all the available ores and rocks from the main game and mods. This mine is essentially a resource generator, which greatly simplifies the game, it can disrupt the game balance and be too OP.

You need "Minecraft" research to build Mine.

You don't need to download WexMan's version of Mines for this to work.

Big NEWS
There is a mod now called Choose Your Recipe. Which lets you disable some recipes from your workstations. I didn't tested it but it should work with Mines!

Planned
-Adding options to disable some ores and rocks. Can be DONE with above mod ^
-Patch for material mods to make them mineable after researches. The way mod operates makes it harder. DONE but you have to create your own xml files
-Maaybe fix rocks breaking game balance by filtering them out from general multipliers. DONE

About No Bills Issue
This mod generates bills from other mods by patching them after they load. If there is a mod in your modlist that changes the mod load order (like BetterLoading) it can most likely cause no bills to show up on your mines.
Also "Alpha Implants" can be breaking it too. Try to place it after this mod, if its breaking your game when its on top... or the other way around...

Original mod is at: https://ludeon.com/forums/index.php?topic=34231.0
and at: https://github.com/AngleWyrm/Mines/releases/tag/17-8-17

Savegame compatible. Just make sure to backup your save and remove Mine building before removing the mod.

Adding your own resource recipe
<li Class="MinesAutomatedExtension.MineableSettings"> <researchPrerequisites> <li>MinesAutomated_ResearchProjectDef_minecraft</li> </researchPrerequisites> <workOffset>200</workOffset> <mineableYield>1</mineableYield> </li>
Adding this codeblock in <modExtensions> block of the ThingDef of resource you want to add as recipe will allow the item to be mined. You can edit;
-Research prerequisites. If you want item to be mineable after a certain research.
-Amount of work for resource to be produced.
-Amount of resource that will be produced.
(Note that these settings will not be affected by general mod settins nor will have options to be changed in game.)

Updates
1.6 Update

20.04.2024 - 1.5 Update
-Done by Scorpio. Thanks.

07.11.2022 - 1.4 Update
-Done by Scorpio. Thanks.

05.06.2022 - Big Update ig.
-You are now able to disable the stone chunks. I have big hopes for it to solve wealth problem. If it doesn't please comment.
-You are now able to add your own resources that doesn't have mineable sources. Mines 2.0 Extension mod is integrated in main mod.

21.05.2022 -
-Mines are now rotatable. I am not an artists but I hope you like other textures.

24.09.2021 -
-Fixed wealth tab. But unfortunately this only fixes new games, not the games that already have this bug.
-Updated 1.2 version too.

20.09.2021 - a.a.a.smol Update (I should clean this)
-Added option to disable logging. ( The thing appears in debug log at the launch of game)
-Fixed the issue with special characters in resource names. (ex. "(")

19.09.2021 - smol Update
-Fixed missing resources.
-Betterloading makes some bills disappear for some reason. Statist is looking in to it.

14.09.2021 - another smol Update
-Recipes not appearing should be fixed now.
-Name change, so that people don't confuse "automated" part of the mod.
-1.2 support added

14.09.2021 - smol Update
-Same name resources from different mods are showing up now.
-Harmony need removed from About.xml. It won't ask for it.

13.09.2021 - BIG Update
-Code rewritten from zero by StatistNo1
-New mod settings
-No more Harmony needed

[github.com]

[discord.gg]

Credits
AngleWyrm - For this awesome mod.
WexMan - For updating it to 1.2.
StatistNo1 - For rewriting the mod from 0.
Jacque Pott - For this awesome extension.
Scorpio - For updating this mod to 1.4 and 1.5.

Special Thanks
SirLalaPyon for this awesome texture.
Rebel_Rabbit for letting me use it and making it possible to update mod.
StatistNo1 for rewriting the mod from 0.
Popular Discussions View All (4)
1
26 Jul @ 5:11pm
Using <ModExtensions> Throws Red Error on Load if youve added it to another ThingDef.
Leutian Kane
44
6 Aug @ 10:18am
Bugs
StatistNo1
0
18 Aug @ 5:21am
Steam keeps downloading 1.5 version of the mod
Leutian Kane
571 Comments
Pasaway 13 Aug @ 1:42pm 
@Ravist and @DreamState: This has been an ongoing problem with Steam lately, and isn't due to any particular mod. Here is the fix:

Settings>Properties>Installed Files>Verify File Integrity.
Azure 10 Aug @ 1:00am 
Could you please explain why stone chunks break wealth?
ravist 7 Aug @ 9:10pm 
On version 1.5, there are no recipes after exploring and building the mine
Mabbl 6 Aug @ 5:26am 
I would like to use the mod options to modify the amount of yield i get, but unfortunatly, the UI won´t let me adjust the values freely, but constantly autocorrects them so i can´t type in the number i want.
For example: The value is 200, and i want to put it lets say at 120. If i delete a zero, it autocorrects to 50. I can then add a 1 and turn it to 150, but thats literally the only option, because anything else would autocorrect it either to 200 or to 50.

Please remove those hard restrictions entirely, (except if they are really necessary for some reason) or at least let the game only check and autocorrect once i have clicked out of the box, or if i press enter.
DreamState 3 Aug @ 7:11pm 
1.6 tag seems broken out of nowhere. just letting you know
Cain  [author] 3 Aug @ 2:51am 
It should be if its a mineable thing. I don't recommend mining stones tho, it breaks the wealth of the colony. If you are gonna mine stones anyway, don't make in big quantities.
Cain  [author] 3 Aug @ 2:49am 
Any pawn or robot that have "mining" work available should be able to mine using mines. If they don't have the "mining" ability, it might be caused by another mods that changes work types or it is not available for that robot, mechanitor bot. Personally my mechanitors miner drones do mine using mines.
Yakamashii 2 Aug @ 12:46pm 
is vacstone enabled?
革命军-轻风 2 Aug @ 12:03pm 
great mod.maybe excavation robots can use it?
Hambre Andy 31 Jul @ 1:10pm 
I added this to my already running game and it is not allowing me to use it. I can place the mines and put orders for components but it is not mining. Do you have any advice? I am also playing with other mods as well.