RimWorld

RimWorld

Ancient mining industry
278 Comments
S U P E R H Y P E 10 Sep @ 9:09pm 
Strange, the ore dressing machine worked for me, up until today. But now it's broken here as well
Fluore 6 Sep @ 4:17pm 
fiiiiix plzzzz
Attic Goblin 6 Sep @ 7:25am 
I swear, every update this mod gets breaks the ore dressing machine. It works fine, then next thing you know, it now has to be babysat. Then, it just doesn't work at all. Maybe if the Vanilla Expanded team would update VFE-Mechanoids so we get our auto stonecutters and steel smelters this wouldn't be such a hassle but here we are. Please fix the ore dresser.... :steamsad: It is one of the most important features of this mod.
ForgeTec 31 Aug @ 7:05pm 
same issue ore dressing machine doesn't work - good job on mod hope you fix it soon
ƎNA 31 Aug @ 6:03am 
Ore dressing machine is completely broken. It used to work after you clicked on it, but now it just exists and consumes energy.
Kello 29 Aug @ 9:08pm 
I have a problem with the ore dressing machine, that thing dont work until i click on em, but, before it work without doing that, its a class of nerf?
pm00 23 Aug @ 4:27pm 
my ore dressing machines seem to have stopped entirely. Doesn't start even if I click on em. Anyone had any luck getting them to work again?
Kiraut 17 Aug @ 10:25am 
I can´t land my gravship at sites...
kAerospace 9 Aug @ 7:21pm 
Ore dressing machine only works when clicked upon
Aizuki 9 Aug @ 4:47pm 
ore dressing gave minified error when i uninstall it and placed inside ASF storage


Exception ticking MinifiedThing1990106 (at (114, 0, 57)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 305E7658] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Aizuki 7 Aug @ 12:14am 
the ore dressing get nerfed? it dont work anymore upon i leave, it instead working if i clicked the ore dressing
Apokus 2 Aug @ 3:42pm 
Heya, question: does ore dressing machine work with mods that add stackable stone chunks? If not, is there a way to make it work? I was hauling 15 stone chunks to the location of dressing machine, and it seemed to only give enough resources for 1 chunk, but eating the whole stack of them. Not sure if its a bug on my side or just a bug in general, just wanted to ask and confirm.
pgames-food 30 Jul @ 8:12pm 
"VonArens 17 hours ago :Real Ruins is/was known to bug out a lot of mods, tbh it's a neat idea for a mod but horribly made."

hi vonarens, while there have been some issues with real ruins and map generation in recent versions (possibly with old settings files being present as well), realruins has worked very well for me, since early games of rimworld, and upgrading saves into v1.2 (which is where my current 500+ mods game is at).
VonArens 30 Jul @ 2:37am 
Real Ruins is/was known to bug out a lot of mods, tbh it's a neat idea for a mod but horribly made.

The ore dressing machine does auto process chunks by it self, it's just extremely rare and I don't think it's intended behavior (I hope not at least). But yes right now you'll have to babysit it, even more if you use stackable chunks since it'll eat a stack and only give you output similar to 1 chunk.
Artaxerxes Pavonis 27 Jul @ 3:54am 
@isalcaruz I was noticing something similar trying to run it before the mod updated to 1.6, tho i just wasn't running at all.
isalcaruz 26 Jul @ 4:01pm 
I have a strange behavior with the ore dressing machine; apparently, it does not process the chunks of stone automatically. I need to inspect the structure for it to start processing the chunks. If I do not click on the structure, the chunks accumulate and it does not process them at any moment until I click on the structure.

There is no impediment to using the structure, but this means I have to constantly pay attention to that specific structure. If I get distracted for a moment, the structure becomes inoperative.
Nimbaku 26 Jul @ 3:32pm 
If at all possible i'd like to be able to know what resource i'm putting my auto drilling rig on. Like how you can see the resource by placing the regular deep drill. thx
Skullywag 26 Jul @ 10:18am 
possibly, maybe its a conflict with this mod and real ruins, all i know is removing this one fixed it.
Teufler 23 Jul @ 5:14pm 
You sure that this mod is causing the error @Skullywag
I had the same issue, removed realruins and that fixed it for me
Skullywag 14 Jul @ 4:29pm 
Yeah this mod is stopping mechantior complexes generating, got one spawn on the world map, grav shipped to it, nothing there, removed mod, tried again now it works.
Carmello 13 Jul @ 1:51pm 
Seems you cant get a gravship to land at a POI with this mod, which kinda sucks. Any plans to change this?
raven 13 Jul @ 3:45am 
This mod is perfect for version 1.6 — you can mine out the entire map in a single day and launch the spaceship to leave!
比烧酒 12 Jul @ 7:28pm 
想你想你想你
Mikara 12 Jul @ 2:10pm 
Throwing errors...or not working @ILoki...
lloki 12 Jul @ 7:44am 
Not working on 1.6, throwing errors.
cyber foxvx 4 Jul @ 7:57am 
Does anyone know if this works on 1.6?
Sephiroth361 27 Jun @ 3:24pm 
Could this be added midsave?
SadPlastic 21 Jun @ 6:08am 
It would be nice if the settlers could restore that technology back to something that could be used as a building in mine 2.0 mod, no matter how op it is, it's more weird that mining technology is so limited in the industrial age.
«PeGaS» 11 Jun @ 2:09pm 
But you can just open your maps in game with KCSG generator, if I understood you correctly
mo  [author] 11 Jun @ 1:43pm 
It is difficult to convert old maps to frameworks because those archives have long been lost
«PeGaS» 11 Jun @ 1:08pm 
1.6 includes new blueprint system. Do you have any plans to use it over KCSG?
Scarlet Sade 9 Jun @ 4:56am 
For peoples having trouble with the ore dressing machine not registering stacks of stone chunks, Stack Gap helps. I made several 1x1 stockpile zones around the machine and set the stack limit to 1 chunk each. The machine accepted it. Hope that helps.
StockSounds 14 May @ 1:02pm 
Nevermind I'm gonna start using this again, because eventually my later colonies really need mining technology.
Vesper Lord™ 29 Apr @ 7:39pm 
Having a problem with the tunnel boring machine- it doesn't change where it's trying to tunnel when I reinstall it somewhere else. It's not throwing up any errors in the console or anything to indicate why it's doing that
Alpharius 28 Apr @ 6:49pm 
stock, it sounds like that's an average furry L
StockSounds 25 Apr @ 1:21pm 
I'm not using this mod anymore, because I get SO SO MANY mining complexes, and I never go to them.
That may be my own caravan hating fault.
does the ore dressing machine not work with stacking mods for chunks?
Spam On A Plane 20 Apr @ 12:10am 
any chance we can get a config for this mod to let us lower the chances of chunks from the drill? having a ton of chunks is fine and make sense but I'm getting to the stage where there are just too many to handle.
BLAZE_WRAITH 17 Apr @ 8:36am 
question, with this and the farming one, will there be "Z-levels" like in the urban ruins one
~Nols~ 17 Apr @ 2:41am 
@Pyro if you interested, Rimfactory contains conveyor belts
The Dutchman 26 Mar @ 8:44pm 
Definitely something wrong with the auto drilling rig. Just gives chunks. No reason to use it over the vanilla drill currently
Pyro 21 Mar @ 6:24pm 
Is it a possibility to make the conveyor belts not just decoration and be able to set them up like a pipeline of sorts similar to something like oil lines from rimfeller. For example setting up a belt from the automatic drilling machine to the ore dressing machine if it's digging up chunks it can send it down the pipeline/belt to the dressing machine. I'm just wondering if this is even possible to more streamline the process. Unless I'm missing something because it seems a bit slow to set up a zone around the dressing machine and have people and bots transport chunks around.
Derp pup 19 Mar @ 5:15pm 
just tried using the ore dressing machine but i also noticed a isuue with it not aceppting from stacks of chunks i'm using deep stack so i can change the stack size but would be nice if it could draw from stacks.
NotReally Λlex 17 Mar @ 8:02pm 
Greetings there, love the mod. but having trouble with the Ore dressing machine as I'm using tweaks galore, with the setting that allows chunks to be stacked to 5, I noticed the ore dressing machine only works with the chunks stack to 1. Is it possible to make a patch or perhaps make use of the conveyors to sold a single stack of stone chunk?
Mrtncore 8 Mar @ 11:24am 
same as below, the mining rig does nothing but chunks, tried it over different ores.
mo  [author] 6 Mar @ 6:03am 
Mining is fully automated, so there is a chance to produce stones, but it will always exhaust the resources and is usually faster than manual labor
Padawhat 5 Mar @ 1:26pm 
As far as I can tell the Automatic Drilling Rig putting out nothing but chunks after the first extraction is intentional. Tested it, left one running on a blank colony, and it just filled the area (11x11 cube around it) with chunks. For the resources you have to put into making one just to get a glorified chunk generator its well and truly not worth it.
Claus 24 Feb @ 11:36am 
I have a Automatic Drilling Rig over plasteel vein, but only the first mining from the drill produces plasteel. After the first extraction, it starts spitting out stone chunks. Is this intended?
SilverWolf347 19 Feb @ 2:10am 
This doesn't seem to be compatible with Vehicle Framework. Trying to drive to one of the mining sites just makes it disappear and trigger a quest failure.
Barbatos 6 Feb @ 11:33am 
Looks really cool, but it doesn't even show up in my mod list.