RimWorld

RimWorld

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Asteroid Mineral Scanner
   
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Mod, 1.6
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1.211 MB
28. juli kl. 5:54
18. aug. kl. 9:44
12 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

Abonner for at downloade
Asteroid Mineral Scanner

Beskrivelse
This adds a Asteroid Mineral Scanner building that allows you to search for rich asteroids in a specific resource in orbit as an alternative to the vanilla long-range mineral scanner on the surface. You may find slightly more resources in comparison in addition to small amounts of vacstone for the additional fuel and labor effort of going to orbit.


Can be researched with long-range mineral scanners and built from the Misc tab. Operates just like a vanilla long-range mineral scanner but for space!

It now generates a circle block of vacstone with the rich resource inside it.

Added custom artwork to the mod! Artwork credit to Madman666 from the Dub's Bad Hygiene discord server.

Mod Settings:

Being usable under roofs (default: on)
Minimum average time to find (default: same as vanilla)
Days to guaranteed find (default: same as vanilla)

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.

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.

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.

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.
75 kommentarer
Consho 2. sep. kl. 15:41 
@Daminchi Thanks bro!
Broms  [ophavsmand] 2. sep. kl. 14:22 
Nice
Daminchi 2. sep. kl. 13:11 
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. kl. 9:48 
@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  [ophavsmand] 2. sep. kl. 3:58 
@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. kl. 19:40 
Silly question, can I use these asteroids as permanent bases?
Broms  [ophavsmand] 24. aug. kl. 9:22 
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. kl. 3:44 
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  [ophavsmand] 18. aug. kl. 9:44 
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  [ophavsmand] 18. aug. kl. 8:24 
@last_Misadventure Interesting I'll look into it