RimWorld

RimWorld

Asteroid Mineral Scanner
75 Comments
Consho 2 Sep @ 3:41pm 
@Daminchi Thanks bro!
Broms  [author] 2 Sep @ 2:22pm 
Nice
Daminchi 2 Sep @ 1:11pm 
Asteroid won't disappear for as long as you're on it - even if timer is expired during expedition. At least, that was the case in my colony.
Consho 2 Sep @ 9:48am 
@Broms I'll test it out. In my mind, I imagined that the map would disappear even if I was on it, since the quest continues with the timer running when I'm on the asteroid (yes, I'm pretty stupid).
Broms  [author] 2 Sep @ 3:58am 
@Consho they expire after 30 days. I imagine you can stay there permanently just like you can stay at long-range mineral scanner locations as they are functionally the same.
Consho 1 Sep @ 7:40pm 
Silly question, can I use these asteroids as permanent bases?
Broms  [author] 24 Aug @ 9:22am 
The closest to the original range scanner is about 16-25 resources per asteroid. The long range mineral scanner calculates lump size by value per cell, with a random value from a range of total lump value as the target. For mine I just set a number of cells and based my circle math on that.

I intentionally made it slightly more than the vanilla method because the map has no other resources unlike a long range scanner map which could trees, animals, and other surface materials. I'll think on ways to add new mod options, but for now I recommend lowering the resource/asteroid size via existing mod options.
Daminchi 24 Aug @ 3:44am 
It is a musthave for space-only colony!
But is it possible to make different vein size options for different resources? I understand that there must be a default fallback value for modded resources, but I would love to match vein size with what we get from original long range scanner.

Even if not, it is still a great mod :)
Broms  [author] 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.
Broms  [author] 18 Aug @ 8:24am 
@last_Misadventure Interesting I'll look into it
Last_Misadventure 18 Aug @ 8:08am 
Very cool mod! I'm also having the issue where asteroids generate with the wrong resources. I believe these are the steps to reproduce: scan for any resource. Find an asteroid of that resource. Without going to it, scan for a different resource. Find an asteroid of the new resource. Now, go to the first asteroid you found. Instead of being the original resource, it is the new one.
Crimson 17 Aug @ 10:09pm 
Hey the issue isn't with your mod. Thanks for looking into it. It's an issue with simply more roofs
Crimson 17 Aug @ 9:46pm 
I can get the debug log up. Nothing weird showing up
Tybo 17 Aug @ 5:02pm 
Hi Broms, just to say thanks for the complex jobs compatibility! And also, seems like the issue I was having re: uranium asteroid turning up components is now fixed! Uranium asteroids are now spawning uranium. Not sure what the issue was, but working fine now so yay! Thanks for such a quick update :)
Broms  [author] 17 Aug @ 11:44am 
when it freezes can you go to your Player.log file and see if it is stuck on anything?
Crimson 17 Aug @ 10:35am 
Thanks for testing. No error log bc I don't get an error. It acts like a menu should come up but dosnt so I can't interact with anything. I will figgure out what's causing the issue and report and post it here
Broms  [author] 17 Aug @ 5:11am 
I just did a refresh round of testing using the smallest asteroid size and the largest asteroid size via mod options and I was able to land there successfully with the shuttle without crashing or freezing.
Broms  [author] 17 Aug @ 4:24am 
Hey I haven't experienced that during testing or otherwise. It is likely a mod conflict of some kind. Can you post an error log?
Crimson 17 Aug @ 3:02am 
Hey I noticed an issue where if I try to take a shuttle to an asteroid generated by this mod the game just stops. It dosnt really freeze but you cant interact with any menus or anything. Not sure if its just my mod list causing issues or not. Anyone else running into this issue
Broms  [author] 16 Aug @ 11:29am 
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.
Broms  [author] 16 Aug @ 11:12am 
whoa that sounds odd. Did you get any errors in your log?
Tybo 16 Aug @ 10:56am 
Just tried another one - again instead of finding uranium, found components. I can't think of why this would be an incompatibility?
Tybo 16 Aug @ 10:54am 
Yes, that's the one! Thanks in advance :) Also, it might just be me, but I've gone to two different uranium asteroids and found components instead - weird... Am I the only one?
Broms  [author] 15 Aug @ 3:24am 
I can take a look. Are you talking about FSF Complex Jobs?
Tybo 15 Aug @ 3:08am 
Hi there! Love the mod! I was wondering about compatibility with 'complex jobs'. It'd be really great to have the job of scanning related to the job 'scan' rather than where it is now is under 'research'. I really love the ability to get certain pawns to just scan rather than waiting for my research benches to be full so that one of my pawns can finally scan.
Broms  [author] 12 Aug @ 5:08pm 
Happy to help. It was a good suggestion and you weren't the first to ask so I wanted to try it.
Crimson 12 Aug @ 11:09am 
Your the best. Thanks so much
Broms  [author] 12 Aug @ 8:13am 
Default # of cells of mineable resource per asteroid is 25, maximum is 5000 in mod settings.
Broms  [author] 12 Aug @ 8:11am 
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.
Broms  [author] 12 Aug @ 5:41am 
@Crimson yes I can do that. I'll see what kind of mod options will let that happen.
Crimson 12 Aug @ 12:54am 
Love this mod but it would be nice to have an option to increase the size of the node. The size for most things is good but for steel I feel its not worth it. I can get more steel by landing on an random tile in the world. I dont know if thats something you would consider doing or not.
Broms  [author] 11 Aug @ 6:00pm 
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.
Broms  [author] 11 Aug @ 3:27pm 
Thanks for pointing this out to me tyrael. I've found a way to increase compatibility with other mods because of your report. I need to polish it up and I will update this mod as soon as I can.
Broms  [author] 11 Aug @ 1:26pm 
I will do what I can to make it work with the Star Wars mod. Ideally a C# solution that is applicable to all mods is my first choice. Last resort will be some kind of XML patch specific to Star Wars.
tyrael888(SVK) 11 Aug @ 12:55pm 
Mod Better ground-penetrating scanner with similar function works OK, and allows select modded ores, of course not ores from thys SW mod. But it would be great if it only works with vanilla ores. And thanks for prompt response :)
Broms  [author] 11 Aug @ 12:26pm 
@tyrael888(SVK) not so much a bug as their implementation of mineable resources must not inherit from the vanilla ThingDefs. I can take a look at their mod and see if it is patchable with XML or not.
tyrael888(SVK) 11 Aug @ 12:18pm 
Great mod, but I found a bug. Scanner does not allow to change the type of ore with mod Star Wars Kotor Resources and Materials so I'm stuck with gold :)
Broms  [author] 4 Aug @ 10:53am 
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.

----------------------

Now it generates a circle block of vacstone with the rich resource inside it like some kind of space cadberry cream egg.
Broms  [author] 4 Aug @ 6:56am 
I just updated the gizmo to pull all resources included modded ones but I forgot to automatically update the GenStep class via C#.. So effectively this update does nothing different from the previous version until I update that too. I'll work on it now.
Neunmalklug 2 Aug @ 9:16am 
thanks for answer!
Broms  [author] 2 Aug @ 9:05am 
@E interesting, I may look into a way to automatically generate those as options.
E 2 Aug @ 7:06am 
Great mod for odyssey gameplay. For anyone using mods that add mineable ores(solar forged steel from Milira, for example): If you are scanning for an ore modded into the game, you might find an asteroid only full of vacstones and not desired ore. Simply editing SpaceMapGenerator.xml to add the modded ores will solve the issue.
Broms  [author] 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
Broms  [author] 2 Aug @ 6:19am 
Okay I double checked the mod settings, by default you can always build it under a roof, but if you want to use it under a roof you have to turn on the mod setting. Enough people are asking me that I'm just going to make it always usable under a roof by default.
Broms  [author] 2 Aug @ 4:21am 
@Neunmalkug you can just toggle the mod setting.
Neunmalklug 2 Aug @ 1:22am 
pls let me build it under roof ;)
Broms  [author] 1 Aug @ 2:53pm 
I'll fix the default mod setting when I am back home tomorrow.
Senpai Raon 1 Aug @ 2:43pm 
@ everyone, I had the same issue where it wouldn't work roofed or not. If you go into the settings and check usable under a roof it fixes the issue.
Senpai Raon 1 Aug @ 2:42pm 
This mod has been absolutely game changing in the best ways. These discovered asteroids are so much richer than the average ones. Love it!!
KittyShipperCaveGirl 1 Aug @ 11:10am 
I did a devmode test and it seems like, at least with my modlist, seems to always believe it's under a roof. even on a map with no roofs existing. not sure if this is the mod itself or something in my list, but that was what was going on when I made my previous comment