RimWorld

RimWorld

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[SR]Realistic Ore Generation (Continued)
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.960 MB
28 Jun, 2024 @ 12:25pm
3 Jul @ 10:55am
3 Change Notes ( view )

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[SR]Realistic Ore Generation (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of Shadowrabbit,engager6,3HST有限公司s mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2604132286



[dsc.gg]
[github.com]


Realistic Ore Generation
ID:2604132286
Author:Shadowrabbit
Support Version: 1.3, 1.4
Support Languages: English, Chinese(简体中文), ChineseTraditional (繁體中文)

Description
Did you ever used the vanilla long range scanner and found it silly that is's just placing ore lump on the open guarded by mechanoids? Had you ever thought why all rimworld's world map tiles have exactly the source resource distributions? If you did, then Realistic Ore generation is a mod for you. Mod overhauls vanilla resource generation mechanic and give more functionality to long range scanner.

Now any world tile will have it's unique resource distribution for both: surface and underground ores, but now you can also find those from distance, using long range scanner functionality! Mod includes new world UI tile info tab showing you the resource distributions if this data is available. Another big change is change in the deep scanner, that will no longer be able to generate endless lumps of any resource: deep resources will now be exaustible taking more and more time to deep scanner find them, until that will become completely unreasonable.

Now you will have more reason to do some world map interaction: set up mining outposts on rare undergroud resource deposits, sending out mining expeditions to scavenge world tiles for mineable gold, e.t.c. Mod can also be a used for ramping up difficulty and realism, by making resources globaly scarce, turning world map interaction and expeditions to a necessity for survival or sustained tech development.

Realistic Ore generation contains a range of customisation settings allowing player to set up resource generation in way he wants and, also, fully suports new resources and ores added by other excellent mods, like Vanilla Materials expanded - metals or Gemstones. Give a big shout to ShadowRabbit for his excellent work!

Features
- Every world map tile features unique surface and underground resource distribution, that is displayed via new world tile UI tab.
- World map tiles now have different total resource abundances: some tiles will be rich, while others can contain little resources.
- Long range scanner is now able to scan remote tiles on the world map for abundance of surface and underground resources.
- Long range scanner is supplied with two scan modes: area scan that slowly scans cicrular area in 6 map tiles range from the scanner location and single tile mode that can scan selected tiles at very long range (24 world map tiles).
- Modified code for deep scanner that removes unlimited resource lump generation: after some amount of cycles, scan times will grow up dramatically, providing the soft cap for underground resource generation. Limit depends on overal resource richness of the world map tile.
- New option for caravans, that allows to set up temporary mining camps (similar in functionality with Set Up Camp mod).






Customisation
- Mod settings provide options to set multipliers for total resource abundances allowing to fine tune overall surface and underground resource abundance according to player preference.
- Mod settings of randomisation percent, that allows to retain some part of vanilla resource abundances: setting to zero will provide totaly random distributions, setting of 100% will force vanilla distribution.
- Option to alter default ore lump sizes and make them random (this can increase the total amount of resources).
- Mod setting to select maximum number of mining camps that can be set up at the same time.

Compatibility
Mod should be compatible with all mods that provide custom resources, like Vanilla Materials expanded - metals or Gemstones and is probably incompatible with other mods that change long range scanner and deep scanner behaviour. Mod is safe to add and does not reqire new game to work. Removing mod from save can cause errors. Should be placed below harmony in load order.

It is not compatible with Map Reroll. Under the current module settings, the resources cannot be regenerated, which will result in the failure to generate minerals after Reroll, and you can play normally without an error.

Credits
Art by 3HST有限公司
Code by Shadowrabbit
Design, core algorithm and test by engager6

English, ChineseSimplified and ChineseTraditional by Shadowrabbit
Japanese by Proxyer

Thanks.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: distribution, customisation
Popular Discussions View All (1)
0
1 Apr @ 11:12pm
Compatibility with DeepRim (continued)
Papa Smurf
21 Comments
Mlie  [author] 14 hours ago 
@警觉调整者 Please see the Reporting Issues section described above
警觉调整者 11 Jul @ 1:18am 
The mining station always produces coal, iron ore, lead ore, copper ore, even though it is indicated that it is impossible to generate them.
https://gist.github.com/HugsLibRecordKeeper/f489f5d7e8f53a476d8ea89452aab18b
Mlie  [author] 7 Jul @ 9:30pm 
@Psycho Penguin Please see the Reporting Issues section described above
Psycho Penguin 7 Jul @ 3:20pm 
seems like this mod crash when I try to select a tile of the map
Mlie  [author] 3 Jun @ 9:51pm 
@SmellyFishNuggets It modifies ore generation, not regeneration
SmellyFishNuggets 3 Jun @ 4:50pm 
does the ore regenerate all at or am i just lazy with the description
Mlie  [author] 16 Mar @ 11:14pm 
@SMercisk If you are referring to the size reported here on steam it is probably due to not including the source in the steam upload as its already available on the github repo. I also optimize textures of uploads.
SMercisk 16 Mar @ 3:42pm 
Why do your mods usually end up more lightweight that the originals? It's not a big deal, just stumps me.
Erythion 13 Feb @ 2:55pm 
It seems like long range scanners underground/surface scan mode does not persist through save/load cycle. is it just me, or?
Tony Stank 20 Nov, 2024 @ 12:58pm 
Incompatible with deeprim, no ore was being generated underground.