RimWorld

RimWorld

1,240 ratings
Ancient mining industry
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Mod, 1.4, 1.5
File Size
Posted
Updated
11.201 MB
17 Jan, 2024 @ 6:55am
29 Aug, 2024 @ 2:44pm
20 Change Notes ( view )

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Ancient mining industry

Description
Description

The ancient mining industry added a set of mining production lines, including from mining to screening. But beyond that, this mod also adds some giant structures, items, and 12+map exploration missions. You will be able to explore and fight in many ancient abandoned mines, and take away any resources and loot you want.

The quest content requires Ideo DLC as a prerequisite. When Ideo is not loaded, the quest sections will not take effect

Content

[ibb.co]
[ibb.co]
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[ibb.co]
[ibb.co]
[ibb.co]
[ibb.co]
[ibb.co]

There are more ancient ruins and mission limited buildings that can be moved back home, provided they have sufficient load-bearing capacity


tips

You can find the TBM on the map, or you can make it yourself

CE compatible

ARTS amd XML by MO
C# and some XML by 3hst
quest XML by laowan
Popular Discussions View All (2)
2
5 Nov, 2024 @ 3:36pm
how so you destroy the carts and other stuff
sneakwolfhond
0
10 Jul, 2024 @ 7:13am
Ruin starter names?
greatorder
255 Comments
Mikara 26 minutes ago 
Throwing errors...or not working @ILoki...
lloki 6 hours ago 
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.