RimWorld
Asteroid Mineral Scanner
12개 중 1~10개 표시 중
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업데이트: 2025년 8월 18일 @ 오전 9시 44분

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.

업데이트: 2025년 8월 16일 @ 오전 11시 28분

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.

업데이트: 2025년 8월 12일 @ 오전 8시 10분

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.

업데이트: 2025년 8월 11일 @ 오후 5시 55분

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.

업데이트: 2025년 8월 4일 @ 오전 10시 35분

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.

업데이트: 2025년 8월 4일 @ 오전 6시 35분

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.

업데이트: 2025년 8월 2일 @ 오전 6시 27분

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

업데이트: 2025년 7월 31일 @ 오후 12시 21분

Updated Preview.png thanks to Madman666

업데이트: 2025년 7월 30일 @ 오전 10시 39분

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

업데이트: 2025년 7월 29일 @ 오후 10시 33분

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