RimWorld

RimWorld

1,100 ratings
Deep And Deeper
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Mod, 1.5, 1.6
File Size
Posted
Updated
3.607 MB
26 Jun @ 3:13pm
13 Sep @ 12:00pm
16 Change Notes ( view )

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Deep And Deeper

Description
Out of steel? Neighbours not selling components? Your last plasteel chunk insect occupied? Empire take your last piece of Gold you needed to build a Multi-Analyzer?

No problems! Go low and dig deeper! Join the Deep Divers!

Don't let the promise of riches cloud your vision, and who knows what will be right behind that rock wall...
There are Riches to be found, underground! (Just don't try to build a base down there, just trust me, okay?)

Rock and Stone!



This mod allows you to dig a hole to the underground (no researches and resources required, can be found on Misc), so you will be able to dig some resources down there. Caves are unstable and can collapse one day.

The QOL and Content update!
- Caverns now are multi-leveled! Go deeper, get more resources and rewards, be ready for dangerous encounters;
- Your colonists now able to go in if there are work for them (mine and haul only) or go out if there's no work left or it's time to rest. Don't forget to activate these options on entrance and exit, if needed;
- More content with Anomaly DLC - the deeper you go, the more dangerous they are;
- Did I hear a Rock And Stone? New references to the DRG (also integrated with Stoneborn and DRG guns (Both are optional));
- Now you can't build caverns next to each other;
- Various bugfixes, balance changes and optimization.

Languages
- English (tell me if there's anything wrong, because I'm dumb)
- Russian
- Spanish (thanks Aurus)
- German (thanks Marco)

Frequently Asked Questions
Q: Can be safely added\removed mid-save?
A: Yes (if you want to remove the mod, remove the undeground maps)

Q: How the stability works?
A: It goes down over the time and with mined rock walls. Stability can be slightly improved with columns (place far away from each other for the best effect). There is a limit for a columns impact, so don't try to build a ton of them.
Stability will reach zero in approximately 12 days if you don't mine down there at all. When it reaches zero cave will start collapsing.
The lower stability the often landslides occur.

Q: How can I know about the cave's stability?
A: There are an alert that shows up when the cave's stability is lower than ~70% (it will be red, when the stability is critical).
There will be a letter about collapsing cave, so don't forget to extract your colonists

Q: Can I disable the stability / the landslides?
A: Yes, check mod settings. These systems were designed to balance the mod.

Q: Can I build a base down there?
A: Yes, but note that raiders will attack an entrance, that will cause the cave to collapse, even if the stability \ landslides are disabled.

Q: Anomaly required?
A: No.
There are special interests with this DLC and additional optional visual and sound effects, such as lightshifts, collapsing sounds and etc. (they can be disabled with mod settings)

Q: How to use it?
A: Find and place a cave entrance at Misc, build it and let your colonists dig it (they must be assigned to "Mine" work type). Join Deep Divers.

Q: How can I transfer things in/out?
A: Select entrance/exit, click "Enter cave"/"Exit cave", click "Items" tab and select items you want to transfer.

Q: We're rich!
A: We're rich!

Q: CE
A: Yes.

Planned
- Biomes! Caverns integration (maybe)

Credits
- Thanks to TomTheFurry[github.com] for code contributing

GitHub[github.com]
Popular Discussions View All (30)
11
27 Jul @ 11:47pm
Bug; Unable to place cave entrance
Destroyerbot5
4
26 Sep @ 2:14am
Performance concerns
Max
4
26 Jul @ 1:50pm
Bug: Cave-in applying to surface map on all saves.
JuancaAT
706 Comments
Alright.
Шашлычник ;р  [author] 18 Oct @ 9:51am 
The problem with this idea is balance, becuase by default raiders don't go down and I don't want to significantly change how raids work (because I don't want have any compatibility issues, bugs or performance issues).

If you want, you can try MultiFloors
I'd like to suggest adding a reinforced entrance (indestructible, but can only place one on the colony map,) so that players who want to build their base completely underground don't have to worry about raiders nuking their entire society with a hand grenade.
Remembermekid 17 Oct @ 10:01am 
Ahhh it's right there, thank you!
Шашлычник ;р  [author] 17 Oct @ 9:59am 
@Remembermekid, check mod's FAQ
Шашлычник ;р  [author] 17 Oct @ 9:57am 
I had no chance to play with it yet tbh, but I really want to. Tha
Default settings is something close to small hills. By the way there are more resources in deep, at next levels.

I think it's reasonable count for early game resources source. But you may say it's not, that's why there's that setting.
Remembermekid 17 Oct @ 9:51am 
Loving the mod, tho this might be a silly question: how do I actually get my pawns to bring things from the cave layers to the surface?
Poney-Demoniaque 17 Oct @ 4:16am 
Thanks for the answer bro

I did check and there were in fact 4 veins of steel and 2 of compacted machinery

Is that a normal spawn?

Anyway, as you said, I can tweak the spawnrate but is this amount normal as you balanced the mod?

Good day !
Шашлычник ;р  [author] 17 Oct @ 2:21am 
Hey. Can't reproduce your problem. You can increase count of ores via mod settings.
Also you can use "Clear All Fog" from debug actions to check if there's really no ores.
Poney-Demoniaque 17 Oct @ 2:02am 
Hey , in my cave there is simply no ores ?

i dug the entire first cave that i did and their was not a single ore beside stone

is that a known issue ? i got no error logs about it so i dunno what to provides

great mod still but i need more than chunks xD !