RimWorld

RimWorld

XCom Materials
Add your resource to work sites and deep drilling if you want as well as odyssey asteroids.
Can add these patches for the things listed. ie:Deep drilling, Long range mineral scanning, and Ideology worksites

<?xml version="1.0" encoding="utf-8" ?> <Patch> <!-- Penetrating Scanner Deposit --> <Operation Class="PatchOperationAdd"> <xpath>Defs/ThingDef[defName="LKForerunner_MetalA"]</xpath> <value> <deepCommonality>.75</deepCommonality> <deepCountPerPortion>15</deepCountPerPortion> <deepLumpSizeRange>2~6</deepLumpSizeRange> </value> </Operation> <!-- Long-Ranged Mineral Scanner --> <Operation Class="PatchOperationAdd"> <xpath>Defs/GenStepDef[defName="PreciousLump"]/genStep/mineables</xpath> <value> <li>LKForerunner_MetaloreA</li> </value> </Operation> <!-- Ideology Worksite --> <Operation Class="PatchOperationFindMod"> <mods> <li>Ideology</li> </mods> <match Class="PatchOperationAdd"> <xpath>Defs/SitePartDef[defName="WorkSite_Mining"]/lootTable</xpath> <value> <li> <thing>LKForerunner_MetalA</thing> <weight>0.15</weight> <!-- 6.9%~ (nice.) --> </li> </value> </match> </Operation> </Patch>

The "ore" are buildings setup just like the vanilla ones for say steel and the thing values are your actual resource you want it to produce when these show up just replace the defNames with your own
Last edited by Leutian Kane; 5 Oct @ 6:16pm
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Asteroid patch for odyssey

<?xml version="1.0" encoding="utf-8" ?> <Patch> <!-- Adds to asteroids --> <Operation Class="PatchOperationFindMod"> <mods> <li>Odyssey</li> </mods> <match Class="PatchOperationAdd"> <xpath>Defs/GenStepDef[defName="Asteroid"]/genStep/mineableCounts</xpath> <value> <LKForerunner_MetaloreA>40~45</LKForerunner_MetaloreA> </value> </match> </Operation> <Operation Class="PatchOperationFindMod"> <mods> <li>Odyssey</li> </mods> <match Class="PatchOperationAdd"> <xpath>Defs/GenStepDef[defName="Asteroid_NoRuins"]/genStep/mineableCounts</xpath> <value> <LKForerunner_MetaloreA>40~45</LKForerunner_MetaloreA> </value> </match> </Operation> </Patch>
Last edited by Leutian Kane; 5 Oct @ 6:20pm
Building Def for "ore" adding this will make them mineable from normal mountains at the same chance as steel or normal components. Just replace the defNames with your own and adjust the other settings as needed.
<Defs> <ThingDef ParentName="RockBase"> <defName>LKForerunner_MetaloreA</defName> <label>compacted forerunner metal</label> <description>The remains of some giant forerunner construct. Rich in forerunner metal.</description> <graphicData> <texPath>Things/Building/Linked/RockFlecked_Atlas</texPath> <graphicClass>Graphic_Single</graphicClass> <shaderType>CutoutComplex</shaderType> <color>(130,130,190)</color> <colorTwo>(100, 80, 80)</colorTwo> </graphicData> <statBases> <MaxHitPoints>3200</MaxHitPoints> </statBases> <building> <isResourceRock>true</isResourceRock> <mineableThing>LKForerunner_MetalA</mineableThing> <mineableYield>40</mineableYield> <mineableScatterCommonality>0.9</mineableScatterCommonality> <mineableScatterLumpSizeRange>3~20</mineableScatterLumpSizeRange> <veinMineable>true</veinMineable> </building> </ThingDef> </Defs>
Last edited by Leutian Kane; 5 Oct @ 6:18pm
Arcjc  [developer] 7 Oct @ 11:11am 
Thanks that's a great idea ! Added the ability to find Elerium and Zrbite on asteroids now, thank you :)
anytime :D
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