RimWorld

RimWorld

Prospecting
29 Comments
B r u h 31 Jan, 2022 @ 9:53am 
can be 1.3 pls
Pelador  [author] 2 May, 2020 @ 9:09pm 
@Sentient Fedora tyvm

@NERO THE FAM: It's the prospector belt you need ideally over the drill, and it is a low chance to find resources based on mining skill.
LupineWitch 15 Apr, 2020 @ 1:56am 
How medieval drilling works? I cant find any resource beds on my map, neither with wind drill or prospector's belt ;c
Loli Cunnysseur 3 Mar, 2020 @ 8:14pm 
loving this
Pelador  [author] 17 Feb, 2020 @ 4:29pm 
@News

Unable to provide a 1.1 version atm, until a fix can be applied in harmony V2.
Pelador  [author] 26 Jan, 2020 @ 11:02pm 
@Update

Japanese translation - Proxyer
Pelador  [author] 26 Jan, 2020 @ 4:45pm 
@Update

Added: Manual drill, prospecting belt and mod settings reset. (See details above).
Elhujar 21 Jan, 2020 @ 9:14pm 
Awesome, Thank you so much.
Pelador  [author] 21 Jan, 2020 @ 7:56pm 
@Update @Elhujar

Prospecting will now "only" unfog mine-able cells.

To correct the partially unfogged "secret" areas, there is a tool in the dev tools to allow you to refog the map. Though you will have to ensure it is an enclosed area which might mean rebuilding broken walls.

Open debug actions menu > Actions Misc: Refog Map. This will refog any enclosed rooms on the map. You don't need to worry about your own based being refogged as this will be rediscovered as you pass through it normally.
Elhujar 21 Jan, 2020 @ 3:00pm 
Ran into a slight problem with the mod. Apparently, if there is any hidden areas behind the stone (empty buildings, shrines, what have you) When part of the area is revealed from prospecting, actually breaking into the area doesn't reveal the entire area like it normally would. Instead You end up with a spot on the map that can't be uncovered at all. Broke into a small building, thinking if I sent someone in it would uncover. Instead the pawn simple disappeared behind the blind spot. Still love the mod, just wanted to bring that to your attention.
Pelador  [author] 21 Jan, 2020 @ 2:11am 
@Elhujar ty
Elhujar 21 Jan, 2020 @ 12:23am 
got this mod a few days ago. I liked it, but I thought maybe it could use a little more something... This new update...10/10. This just saved me so much time when it comes to mining. No more strip mining in order to find any hidden ore. You can bore a tunnel and use Prospect to uncover what would have taken days to find! Went from being an "Okay, that's interesting" mod to one of my top five favorite mods. Love it!
Pelador  [author] 20 Jan, 2020 @ 6:37pm 
@Update

Japanese translation - Proxyer
Pelador  [author] 20 Jan, 2020 @ 5:41pm 
@Update

Prospecting as a specific work activity can now help your colonists find sources of ore.

(See above for details and demo video.)
egoanditspwn 19 Jan, 2020 @ 7:00am 
That sounds to me like a good balance, since I rarely have to deal with breakdowns even when my maintenance crew gets injured for a few days. If I get around to testing it I'll try to remember to report back how it feels in practice, or if it behaves differently than expected.
Pelador  [author] 19 Jan, 2020 @ 6:46am 
@rebelscum

Be interested in feedback here should you want to try the two mods together.
Pelador  [author] 19 Jan, 2020 @ 6:40am 
@rebelscum [cont]

The custom breakdown that may occur in boost mode is isolated in a separate comp, but just sets the breakdown state when this occurs. So I wouldn't expect a conflict with these changes as a result as the use of Fluffies mod, which I imagine he has simply manipulated the chance of breakdown in the vanilla comp to be more associated with the state of the drill or item rather than it being random.
Pelador  [author] 19 Jan, 2020 @ 6:30am 
@rebelscum

The vanilla breakdown process will still be relevant and thus I'd expect to be modified by Fluffies breakdown process. This since it is using the vanilla comp attached to the drill as normal here.

It wont however, I expect, be able to manipulate the custom version applied when the drill is in boost mode. This then being an additional element due to the fact that you are "over charging" the drill in this mode.

So, I'd "expect", normal maintenance will allow you to control regular breakdown occurrences, but not the overcharged breakdowns: But this to me seems sensible as you are stressing the drill beyond its normal operation in this mode.
egoanditspwn 19 Jan, 2020 @ 6:22am 
how does the wide boy and its increased breakdown chance interact with fluffy breakdowns?
Proxyer 19 Jan, 2020 @ 1:28am 
Thnak you for update!
Pelador  [author] 19 Jan, 2020 @ 1:27am 
@Update

Japanese Translation - Proxyer
Pelador  [author] 18 Jan, 2020 @ 11:23pm 
@Update

Added the "Wide Boy"; an improved deep drill, details above.
pgames-food 17 Jan, 2020 @ 7:15pm 
this sounds cool :)

while i have some mods which allow me to do some more possible "things" with rock chunks (like crate packing, or concreat/smelting etc, also leading me to usually end up mining as much as i can), this mod will be really useful, especially when visiting a new event map (or a real ruins) to quickly try and locate some rare ores within the mountainous area, (without having to build / bring a scanner) :)

(btw speaking of the lump value, i once ate a bowl of mashed potato, but that had 100% Lumps) :lunar2019grinningpig:
Proxyer 15 Jan, 2020 @ 10:25pm 
Thank you for merge and update!
Pelador  [author] 15 Jan, 2020 @ 10:13pm 
@Update

Japanese translation - Proxyer
Pelador  [author] 15 Jan, 2020 @ 10:11pm 
@Mistletoe The Bard

ty.

Though varying the lump sizes and yields does have the propensity to give you more or less resources per map, which does significantly effect balance. Though this is something the player controls with the mod options based on their own personal preference.

So you can make things easier or harder as you like with regards to map ores within the provided mod option limits, but you are in control of that balance choice.

The bits are random, so not always assured, and they only yield between 1 to 3 of any type of resource. So not that significant an addition (value variable based on ore values and their rarity of course). But if you wanted to lower the map resources to compensate for this by a small percentile you have the capability to do so with the provided options.
Mistletoe The Bard 15 Jan, 2020 @ 9:20pm 
This is a fun immersion mod. i was a bit worry about the balance, but seeing it is your mod means that I probably don't need to worry about that. Nice fun mod!
Pelador  [author] 15 Jan, 2020 @ 6:01pm 
@Higgs

Please see example images.

(Sorry for slight loss of clarity, converted from a large monitor to be acceptable for steam, but still indicates the relative effects).
Higgs 15 Jan, 2020 @ 4:29pm 
Interesting. Some screen shots would be nice. :diplomacy: