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@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.
Unable to provide a 1.1 version atm, until a fix can be applied in harmony V2.
Japanese translation - Proxyer
Added: Manual drill, prospecting belt and mod settings reset. (See details above).
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.
Japanese translation - Proxyer
Prospecting as a specific work activity can now help your colonists find sources of ore.
(See above for details and demo video.)
Be interested in feedback here should you want to try the two mods together.
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.
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.
Japanese Translation - Proxyer
Added the "Wide Boy"; an improved deep drill, details above.
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)
Japanese translation - Proxyer
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.
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).