RimWorld

RimWorld

Quarry (1.6 Temp Don't Download)
95 Comments
DawnsGlow  [author] 5 Sep @ 12:02am 
@Ranger Dimitri : Yes
Benjamin the Rogue 4 Sep @ 9:09pm 
07
Ranger Dimitri 4 Sep @ 4:37am 
How does one easily switch between this version and the OG? Just as simple as taking this one out and putting the original in it's place I assume?
ian 2 Sep @ 5:08pm 
After building the quarry, my colonists started to get pathing errors, frozen in place, trying madly to calculate the path to some activity until they had a breakdown.
Agaros007 2 Sep @ 6:47am 
thank you for your service o7
DawnsGlow  [author] 2 Sep @ 1:42am 
The original has all the changes of this mod, it is better that the development continues at a single place.

So it is recommended to switch to the original. I am unlisting this and will remove it in a few days.
DawnsGlow  [author] 2 Sep @ 1:42am 
@Agaros007 @SpikesXX1 @legend @Aquifel : Thanks
SpikesXX1 2 Sep @ 1:22am 
Great Update man, love the look
Agaros007 1 Sep @ 7:15am 
love the new design, thanks :)
-=GoW=-Dennis 31 Aug @ 8:43pm 
The other one updated again, did he incorporate your changes?
ShyGuySpirit 31 Aug @ 5:09pm 
Weird that the previous one updated, with no notes or comments. I like the visuals of this, so I'm keeping this for now.
Aquifel 31 Aug @ 12:00pm 
Seconded, I kinda feel like this one has advanced beyond the original.

Old one seems to just be in maintenance mode.
legend 31 Aug @ 10:47am 
original mod updated yesterday but i kinda want to use this one still
DawnsGlow  [author] 31 Aug @ 10:08am 
Mental Motel : He has many other retextures. Check out his workshop here : https://gtm.steamproxy.vip/id/seobongzu/myworkshopfiles
Mental Motel 31 Aug @ 9:31am 
The quarry looks sooo good now, thanks seobongzu!
Proxyer 31 Aug @ 7:27am 
Thank you for update work!
DawnsGlow  [author] 31 Aug @ 7:19am 
@Proxyer : New update with japanese translation
Proxyer 31 Aug @ 6:44am 
Hello, author DawnsGlow.
I update the Japanese translation for v1.6. So I sent Pull request from GitHub. Please confirm and merge. Thank you.
DawnsGlow  [author] 31 Aug @ 4:48am 
@-=GoW=-Dennis : I'll remove this mod, once the original adds the changes. Right now it doesn't have it. You can find the list of changes in description.
DawnsGlow  [author] 31 Aug @ 4:42am 
@Trefoil : Tunnelers can quarry for me. Can you provide logs ? If you added the quarry mod later after the mechs were gestated, the old ones need to be regestated, or killed and resurrected.

@Vylk : Can you provide logs ?
-=GoW=-Dennis 30 Aug @ 8:02pm 
Does the update of the original include any of your fixes or is it better to continue using this one?
Vylk 30 Aug @ 12:05pm 
Yeah it only works in certain places, I have quarries in a mountain and in some places it wont let me reclaim the soil fully. The animation and job order will be completed but nothing will change.
DawnsGlow  [author] 30 Aug @ 10:46am 
@Vylk : There's "reclaim soil" under floors category. I'll probably move it to orders category.
DawnsGlow  [author] 30 Aug @ 10:41am 
Someone else reported the issue and also Steam was open :D
Trefoil 30 Aug @ 10:38am 
Wasn't expecting the speedy response. Thanks for the good work :D
Vylk 30 Aug @ 10:37am 
Anyone having the issue where they can't completely reclaim all the tiles from a quarry? I messed up and now theres a big gross dirt void in the center of my vault base lol
DawnsGlow  [author] 30 Aug @ 10:35am 
@Trefoil : Will fix in the next update.
Trefoil 30 Aug @ 10:34am 
For some reason, Tunneler mechs no longer work in the quarry after the latest update.
DawnsGlow  [author] 30 Aug @ 7:38am 
@Volcanic : Someone mentioned in the comment that it is already usable.
DawnsGlow  [author] 29 Aug @ 9:22am 
@husan233 : Are tunnel borer from vanilla game or from some mod ?
husan233 29 Aug @ 7:55am 
It seems the tunnel borer can no longer work in the quarry.
DawnsGlow  [author] 29 Aug @ 12:38am 
@pawelik001 : Multiple pawns can mine just fine

@Chromicate : Set research to priority higher than 4 and set quarry to 4. There are mods that add let you set priority more than 4.
Chromicate 28 Aug @ 2:59pm 
It would be really helpful if the quarry work type in the work tab would be at the very end after research instead of in the middle next to mining. I would like to set quarrying to priority 4, so its the last thing that my pawns do after finishing everything else
pawelik001 28 Aug @ 5:13am 
I have noticed that only one colonist can mine at same time in quarry. Can't make two pawns mining in the same time.
DawnsGlow  [author] 27 Aug @ 9:20pm 
@7antalud : Your log has a lot of other errors. You need to fix those first.

There is nothing in your log to suggest this mod is the issue.

You can join the rimworld discord server and upload the log at Troubleshooting section. They will help you fix these errors.
7antalus 27 Aug @ 1:05am 
In the event this means anything and is easier to track down, the hundreds of red error logs that show up in the debug window while pawns are trying to track out of the quarry to get to new jobs says the following:

Exception ticking Brayve (at (172, 0, 120)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 783123FA] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

Brayve was just one of the pawn's names that I chose at random. I hope it helps.
7antalus 27 Aug @ 1:02am 
I'm having the same problem DHAT was describing in my game. Here's my game log and modlist. [gist.github.com] I hope it helps you should you decide to wade through that giant amount of text. Thank you if you do! n-n;;
DHAT 23 Aug @ 2:56pm 
@DawnsGlow: I do have a somewhat huge modlist of 180 mods (small in comparison to other people here haha) But the only things I think that could be related would be something like PUAH and Colony Manager Redux which I tried to remove but didn't solve the issue. I do not use any pathfinding or extra jobs/orders besides fishing. I tried testing again and reading it to my game without saving and it does the behavior again of ticking many jobs and freezing the pawn in place until you draft and move and they change the job they were trying to go do as soon as they interact with the quarry the first time. It's mostly noticeable with woodcutting and eating jobs. I'm in France this weekend but will try again next week when I'm back home and see if I can give you proper logs and not just sound like a rambling lunatic lmao hahaha. Thanks again for the wonderful dedication.
DawnsGlow  [author] 23 Aug @ 12:29am 
@juniel : Build the quarry. Enable quarry job for someone in the work tab. Pawns will start mining in the quarry.
DawnsGlow  [author] 23 Aug @ 12:28am 
@DHAT : Thank you for reporting the bug. You don't sound entitled at all.

Did you have other mods with this one ? It could be due to your modlist. Logs would had been helpful. I'll keep this bug in mind if someone else encounters it.
DHAT 22 Aug @ 6:47am 
Hi! Thanks for the continuation of this mod, I love it!

I wanted to do an "ah report" that this mod (I use a 180 mods list) was being the cause of the "pawns stuck in place starting jobs and not going to do it a million times per second" it seems something in it was causing them to lose pathfinding after they enter the quarry the first time, afterwards they just get stuck from time to time without pathfinding to their jobs. I had to remove it from my game and everything came back to normal. I'm sorry but I didn't think about reporting or getting the logs saved in this case.

Just wanted to say it to other people that might run into this or if you have the time to check it.

Thank you so much again for your effort and I hope I do not sound entitled or anything in my comment.
juniel 22 Aug @ 3:32am 
don't know how to use this mod. The residents don't work
DawnsGlow  [author] 20 Aug @ 12:40pm 
@Wolverlow : It is better if alpha animals Groudnrunners adds the quarry worktype to the animals. You should ask the author of alpha animals Groudnrunners.
DawnsGlow  [author] 20 Aug @ 12:39pm 
@Jürgen : By remove, I mean, I'll discontinue the mod and hide it from steam searches. It will still continue to work, as long as you don't unsubscribe or delete your mods folder.

It should work, as long as the original author does not make any breaking changes. I haven't made any breaking changes.
Jürgen 20 Aug @ 6:05am 
You write that your mod will be removed once the original author updates the mod to 1.6 or asks to remove it. If I use your mod and then you remove it, can I use the original author's mod and keep playing on my savegame? Or is your mod considered different so I had to start a new savegame?
Wolverlow 20 Aug @ 3:10am 
Patch for alpha animals Groudnrunners?
Xeonzs 18 Aug @ 11:58pm 
Global work speed, probably manipulation too.
namlooc 18 Aug @ 11:28pm 
what pawn stats effect the quarry job? just mining speed?
DawnsGlow  [author] 18 Aug @ 1:06am 
@Anker : You could reach out to the author of Insectoids 2 and request them to add the quarry worktype to insectoids. It is better to handle the compatibility on their side.
Anker 18 Aug @ 12:34am 
I hope someone adds a patch for Insectoids 2 to let the digging bugs quarry. Those bugs are great at digging, but quarrying is a different job type they're disallowed from.