RimWorld

RimWorld

Asteroid Mineral Scanner
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Update: 18 Aug @ 9:44am

08/18/25 Update:
Fixed generation of Asteroids only using the most recently selected resource, they will now get their resource type from the quest that triggered them, which is the same method that vanilla uses. Thanks for the reports.

Update: 16 Aug @ 11:28am

08/16/2025 Update:
Added [FSF] Complex Jobs support for the Scan job, and made some fields private that I believe would cause unintended asteroid types being generated if multiple asteroid scanners existed.

Update: 12 Aug @ 8:10am

08/12/2025 Update:

Rewrote Map Gen & implemented ModSettings for # of resource cells to mine per Asteroid. Asteroids are now circular as a result so they can scale in size properly, hooray math. There should always be land for a shuttle to land as well.
Default # of cells of mineable resource per asteroid is 25, maximum is 5000 in mod settings.

Update: 11 Aug @ 5:55pm

08/11/2025 Update:
Improved compatibility with other mods. Any ThingDef that has the Mineable ThingClass, and the mineableThing property populated and veinMineable property populated will automatically be picked up by this mod. Example:

<defName>MineableSteel</defName>
inherits <thingClass>Mineable</thingClass> from its parent RockBase, and has

<building>
...
<mineableThing>Steel</mineableThing>
...
<veinMineable>true</veinMineable>
</building>

This will not pick up resources that have custom mod extensions which do not fit these parameters. JunkPile from the Star Wars KOTOR mod for instance uses a custom ModExtension to make it produce multiple types of resources at random and is not supported by this mod.

Update: 4 Aug @ 10:35am

08/04/2025 Update #2:

This mod now accounts for all potential mineable resources that inherit from RockBase. I also rewrote the map generation to prevent edge cases I got annoyed by during testing.

Update: 4 Aug @ 6:35am

08/04/2025 Update:

I've rewritten the gizmo function, it no longer looks for PreciousLumps, and now instead looks for any ThingDef that inherits from RockBase & has the building/veinMineable property set to true. As an added bonus I've decided to allow Obsidian to be selected in the gizmo menu in vanilla as well, abuse that at your own discretion.

Q. What does this mean?
A. This should now support ALL modded mine-able materials in theory.

Q. How do I add a new/modded resource to this?
A. Look at RimWorld\Data\Core\Defs\ThingDefs_Buildings\Buildings_Natural.xml for '<defName>MineableJade</defName>' as an example. In general any resource that has 'ThingDef ParentName="RockBase"', and under '<building>' there must be a '<veinMineable>true</veinMineable>' as these are the two things my mod looks for when generating the list of defs for the scanner gizmo.

Update: 2 Aug @ 6:27am

8/2/25 Update:
Made the Asteroid Mineral Scanner buildable & usable under a roof by default.
Updated Build Category from Misc to Odyssey

Update: 31 Jul @ 12:21pm

Updated Preview.png thanks to Madman666

Update: 30 Jul @ 10:39am

Removed the random chance for these sites to show up as quests.

Update: 29 Jul @ 10:33pm

[Auto-generated text]: Update on 7/30/2025 1:33:22 AM.