RimWorld

RimWorld

1,036 ratings
Deep And Deeper
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Mod, 1.5, 1.6
File Size
Posted
Updated
3.921 MB
26 Jun @ 3:13pm
7 Aug @ 10:24am
14 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)

GitHub[github.com]
Popular Discussions View All (30)
3
14 hours ago
Performance concerns
Max
11
27 Jul @ 11:47pm
Bug; Unable to place cave entrance
Destroyerbot5
4
26 Jul @ 1:50pm
Bug: Cave-in applying to surface map on all saves.
JuancaAT
668 Comments
Doggias 9 hours ago 
well this is straight-up racist and exclusionary towards those who live and die under Armok
FelipeGames2000 14 hours ago 
Found a Stoneborn digging in my cave

Is this what you meant with "integrated with Stoneborn" in the description? It's neat! Would also make sense to see the occasional Dirtmole as well!

Also,
GO ROCK AND STONE SOMEPLACE ELSE, THIS IS MY CAVERN, DWARF!
Шашлычник ;р  [author] 3 Sep @ 7:29pm 
I'll take a glance later
Max 3 Sep @ 5:55am 
It also seems you have a Thing Tick that averages 5ms on DoTick related to compressed gold?
Max 3 Sep @ 5:54am 
Heya, it seems this comp is eating up 2,2ms per tick: Shashlichnik.SpammerComp:CompTick

Even when no cavern entrance is built, and I haven't yet interacted with the mod.
Шашлычник ;р  [author] 1 Sep @ 10:30pm 
@FelipeGames2000 resources only
FelipeGames2000 1 Sep @ 6:06pm 
Question: The resource slider affects only the mineable resources or does it affect the amount of stone as well?
Шашлычник ;р  [author] 1 Sep @ 12:50am 
@Watakaze, maybe Glowstick Belt (I didn't try it yet)
Watakaze 31 Aug @ 2:55am 
Anyone have a any recommended light source mod to use in the cave?
Prester 31 Aug @ 1:20am 
I love this mod. The only 2 things that keep happening is 1. pawns sometimes sleep instead of leaving 2. mechanitor haulers do not leave the cave. they enter it to carry stuff to the exit, so far so good, but then they never leave and wander and go out of energy. so i have to manually check from time to time to send them outside. its not a game breaker but somewhat annoying.

appart from that i love your mod. it always felt kind of cheaty to just place a mine/Quarry and have infinite resources. at least now they have to actually to the mining and hauling <3