RimWorld

RimWorld

Prospecting (Continued)
30 Comments
ne_propheta 20 Jun @ 1:19pm 
EDIT: sorry, I'm stupid, I have already maxxed the mod sliders, as shown in this screenshot: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3504499345

Of course it is a totally new game, because I added and removed some mods early, so the game restarted itself prior to create a new run, and the settings should be applied. But nope, the Prospectors Belt still won't work. Can't see any error in the developer's log window, too.
ne_propheta 20 Jun @ 1:12pm 
Sadly, as said by others here, the Prospector Belt cannot seems to work.
I usually play with one Pawn only, beefed up to have 20 to all skills (so, 20 Mining), but I kept pushing the "Search for ores with Prospectors belt" button without any luck, even trying various map zones, and even changin maps (settlement and/or camp).

Fiddling with XML to change commonality from 0.003 to 100 seems to not have any effect.
Perhaps because, as written in the original mod's text above:
"Also, relative commonality with lump generation will not change anything as they all scale equally. But the mod options where included just in case of modded behaviour that it might be or become relevant to. (Left in just in case)".

Wouldn't like to beef up the settings of this mod too - I'd prefer to keep my one-and-only Pawn with 20 in all skills without overly cheating.

I'm so sad, because this mod is very helpful and nice, on paper :steamsad:
LZIM 8 Oct, 2024 @ 5:51pm 
More regarding the speed of prospecting due to each hit being 1 no matter the manipulation stats of the pawn. where super OP manipulation pawns will mine ultra fast but takes a while to do the prospecting. Yes unaltered pawns are still hitting much slower.

Not sure why but after posting that my mining pawn would complete the prospecting but no new area was revealed which was working fine up until recently. for context it is Rimnauts2 asteroid so will check if its bugging out after they leave and come back to an asteroid.Checked on home tile and an unaltered pawn completing prospecting did reveal more area as expected. will check if the above holds when we get to another asteroid.
Mlie  [author] 7 Oct, 2024 @ 9:59pm 
@LZIM From what I can tell it does. Mining skill decides the chance of a successful prospecting
LZIM 7 Oct, 2024 @ 5:57pm 
Not sure if this is still being updated but noticed that prospecting does not scale with a pawns mining or manipulation etc
Moxie 15 Nov, 2022 @ 5:14am 
Cheers for keeping this thing up! Going deep for resources shouldn't be just an industrial+ thing, and this mod is a great alternative to Quarry!
Mlie  [author] 28 Jan, 2022 @ 12:25pm 
@Spürgelwürg Thanks, should be updated now!
Spürgelwürg 28 Jan, 2022 @ 11:44am 
@Mile can do
Mlie  [author] 28 Jan, 2022 @ 11:38am 
@Spürgelwürg Great, can you do a PR on the github-repo with the changes?
InFeaRn0 25 Sep, 2021 @ 10:22am 
Thank you.
Mlie  [author] 25 Sep, 2021 @ 10:13am 
@InFeaRn0 Ive verified it but have yet to find the cause
InFeaRn0 25 Sep, 2021 @ 10:10am 
Hello Mile. Thanks for your work!

Any info about bug with WideBoy? @Ericus1 said "BigBoy keeps incrementing past 100% rather than producing a batch of the resource." I'm having similar issue here.
Mlie  [author] 5 Sep, 2021 @ 1:31am 
@Thundercraft Yes, it should detect all minable stuff
Thundercraft 4 Sep, 2021 @ 11:01pm 
Quote, "This mod, therefore, will also equally modify modded introduced ores etc."

So, if I'm understanding correctly: This mod will allow the prospecting and give early indication of even the new ores and mine-able materials that other mods add?

(If that's the case, then this seems more useful - out of the box - than MiningCo. MMS because that mod does not detect modded ores without modifying and adding XML code...)
Jobby Yagyu 7 Aug, 2021 @ 1:21pm 
You are a legend man. I'm going through my whole list of 200+ mods, trying to update each one that is outdated, and I keep finding myself back on your page. You have contributed so many fine additions to my collection.
Ericus1 27 Jul, 2021 @ 12:28pm 
Errors with 1.3 where the BigBoy keeps incrementing past 100% rather than producing a batch of the resource.
Kenny Dave 25 Jun, 2021 @ 4:40pm 
@Mike, thank you, it was research that was my problem, thank you.Because of the name and my lack of thought.
Mlie  [author] 25 Jun, 2021 @ 2:40pm 
@Kenny Dave Should be in the tailoring bench or crafting spot after research
Kenny Dave 25 Jun, 2021 @ 1:49pm 
Where do I make the prospecting belt please? It doesn't seem to be an option anywhere.
Mlie  [author] 25 May, 2021 @ 6:01am 
@ec#2718 on Discord There should be a link to the github repo at the top of the description
ELLIOTTCABLE on Discord 25 May, 2021 @ 5:42am 
Hm. Is that code available online anywhere? There's a GitHub for the original mod, but it only contains compiled assemblies (lol, wtf).

I finally built a manual drill, and I *also* cannot figure out how to prospect with *that*. I think I just need to read the code myself to figure out how to use this mod. 🤣
Mlie  [author] 23 May, 2021 @ 10:00pm 
@ec#2718 on Discord As far as I can tell from the code, each time the belt is used it does similar to one check with the deep ore scanner but the radius is defined by the mining skill. So Id say a mining skill of 16-18 something and a bit of luck is needed.
ELLIOTTCABLE on Discord 23 May, 2021 @ 8:46pm 
I must be something of an idiot, because I *cannot* be using the Prospecting Belt correctly? Every time I use the gizmo on the wearing-pawn (mining of 13), I just get "no ores found" - I must have hit it 50 times in a row.

Do I misunderstand? Isn't there supposed to be a small-ish chance, every time I click that button, of a deep-ore deposit appearing (in the same fashion that it does with the Deep Ore Scanner?)
Mlie  [author] 15 Dec, 2020 @ 8:03am 
@Neosuduno ” Unlike the vanilla deep drill the Wide Boy has the possibility of breakdowns due to its complexity and this is slightly increased when put into boost mode, though this can be better mitigated when operated by a pawn with a better mining skill.”
Neosuduno 15 Dec, 2020 @ 7:14am 
Could you make it so this is compatible with the Fluffy Breakdowns mod? It has the decay timer and everything, but the breakdowns are random, and far more constant than normal.
Mlie  [author] 12 Aug, 2020 @ 3:17am 
@X_Mangoose_X Working on it :)
Wolf 12 Aug, 2020 @ 3:00am 
Thank you for the update :GiveHug:
X_Mangoose_X 12 Aug, 2020 @ 2:18am 
some chance to update the other Pelador mods?

Medical Supplements, Drug Response, Utility Supplements, Social Supplements and Drug Policy Fix?
X_Mangoose_X 12 Aug, 2020 @ 2:02am 
Thank you very much for the update!