Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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
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.
https://cdn.discordapp.com/attachments/630020584251588620/936708147534503956/Prospecting.dll
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.
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...)
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. 🤣
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?)
Medical Supplements, Drug Response, Utility Supplements, Social Supplements and Drug Policy Fix?