RimWorld

RimWorld

[SR]Realistic Ore Generation
104 Comments
Mlie 28 Jun, 2024 @ 12:25pm 
1.5555555555555555
negimagi_10 24 Apr, 2024 @ 9:01pm 
I would love a 1.5 version of this mod this mod really spices up the game in the best way.
jose.faunon 15 Apr, 2024 @ 6:30pm 
Please make it compatible with Deeprim
Marty in the multyvers 14 Apr, 2024 @ 12:09pm 
Realy cool mod, hope for a 1.5 update
水月 18 Dec, 2023 @ 6:12pm 
发现一个BUG,扫描出来的黄金矿脉都是3格,每格15000黄金。PS:中途加入的MOD,采用默认设置没有修改过
dumbaq 17 Oct, 2023 @ 11:36am 
Request patch for Vehicles framework. "Mining camp" button is absent when using vehicle caravans
The Blind One 12 Aug, 2023 @ 6:59am 
I second Kaissar's idea

Maybe allow pawns to 'prospect' a tile when they are on it with a caravan? Mining skill would determine how long the prospecting would take (obviously).
Arbolito 28 Jun, 2023 @ 8:49pm 
Is there any plans on letting pre-scanner colonies to be able to scan for minerals? Currently running a tribal colony and it would be cool if we could prospect adjacent tiles. Great mod btw!
ELLIOTTCABLE on Discord 2 Jun, 2023 @ 1:44pm 
Speaking of integrations, another fantastic one would be the Vanilla Extended Outposts - if you haven't scanned the area, force the outpost to explore for a little bit after forming, unsure what resources will be available; then once it's prospected, you can only select from the high-yield resources on that tile ...
Mao Zebong 25 Mar, 2023 @ 2:44am 
It would be amazing if it worked with quarry mod, like quarry could accessed the undergroud resources insted of having random chance of them
Sunlight88 19 Mar, 2023 @ 4:43am 
I loved to use this mod, but somehow the steel ore generation is broken, as long as the mod is active. Other people have had the same problem in the coments. I have tried every setting , but steel generation is broken as nearly no steel is generated.
I have to increase steel amount with configurable maps mod to 6x plus and even then maps are generated with almost no steel but loads of other materials, gems and so on... Nice concept, perhaps the steel bug will be found out in the future...
FungalFish 6 Feb, 2023 @ 9:47am 
Is this compatible with VE Outposts?
FungalFish 5 Feb, 2023 @ 11:29pm 
Shame this isn't yet compat with DeepRim :(
Very thankful that it works with EM: Metals, though!
FungalFish 5 Feb, 2023 @ 11:29pm 
Zlorfik [CH/BY], compared to colonies, mining outposts have a configurable size, so there's less of a performance issue.
Bluewolf 24 Jan, 2023 @ 1:08pm 
Is this mod compatible with Rimnauts2/SOS2? Specifically will it prevent the spawning of minable asteroids?
diannetea 23 Dec, 2022 @ 6:26am 
I can't be entirely sure if this issue I'm having is a mod conflict or not, I mostly run QOL mods and I don't have much else that should mess with the world map, but any time I have a fight on the map (like caravan ambush or if I go to a map for an event) it marks it in red and it has the resource depletion message even though it's never been scanned. Is this intentional? If not I can try to narrow down if it's an issue with something else I'm running in a test game.
ScoSteSal 30 Nov, 2022 @ 8:28pm 
@Kopp oh, I've also seen that happen frequently. I'm also still on 1.3
Kopp 30 Nov, 2022 @ 7:24pm 
Forgot to mention: I only tried it with the 1.3 version.
Kopp 30 Nov, 2022 @ 7:22pm 
@Shadowrabbit
Pretty sure I found a bug:
The amount of underground ores on a map may change when restarting RW.
I make a new map, build a underground scanner, scan one time per dev mode gizmo.
The info at the underground scanner says: "Underground map revealed: x%".
The log says "[RabiSquare.RealisticOreGeneration]freeCycleCount: 7"

Then I save, restart the game and load the save file.
Now the underground scanner says a different number for x.
When I scan again the log says "[RabiSquare.RealisticOreGeneration]freeCycleCount: 14".
Most of the times when I restart and load this save I get different numbers.

It is necessary to restart RW to reproduce this.
Tried it with only loading Realistic Ore Generation and Harmony.

I added two picures in case my explanation is bad: https://imgur.com/a/bN19lBC
Hugslib: https://gist.github.com/HugsLibRecordKeeper/dc7a9ac627a86dcb1c2535487be8abbe
ScoSteSal 21 Sep, 2022 @ 5:14am 
Randomness could explain my starting tile* having a strikingly modest amount of available steel (compared to vanilla maps). However, I already made a second colony/settlement in a location that was scanned as having relatively high steel availability (mountainous again) and again found that there seemed to be decidedly less steel available then I was used to in vanilla

*Mountainous, which iirc in vanilla has more abundant deposits of resources than flat maps
Zlorfik [CH/BY] 21 Sep, 2022 @ 1:09am 
@ScoSteSal
Yes I have noticed similar tendencies. Since ore is randomly generated, your map may just have very little or no ore. It does make sense from the mod description, but yes, maybe pointing out that this can add challenges due to lack of Steel (or Components in my case)

Maybe a mining outpost from any of the outpost mods could solve that problem though.
ScoSteSal 20 Sep, 2022 @ 7:19pm 
It feels to me like this drastically reduces the availability of steel relative to vanilla, which significantly throws off the game's pacing/balance (especially for transhumanist colonies). Not that that's necessarily a bad thing, but it would've been nice if that was explicitly stated in the mod description.
dada 19 Jul, 2022 @ 10:16am 
Could get really interesting if synergies to other mods would be established. e.g. RimWar could get actual resource rich regions to fight over, settlements with certain resource access can offer better deals and more dynamic events get a pivot point.
Make it happen pls :)
Netzach Sloth 5 Jul, 2022 @ 3:20am 
Mining outpost doesn't drop all your stuff on creation, the way settling a new colony does.

And you can instantly pack up and leave a mining post without abandoning it; it makes transfering your ore through caravans easier.

It's closer to the Settle Caravan and Settle With Camp options from Caravan Adventures.
Zlorfik [CH/BY] 5 Jul, 2022 @ 3:06am 
I am confused on the usefulness of mining Outposts. All they seem to do is generate a normal, secondary colony, like one could enable in the options of vanilla Rimworld already. I understand that the ore generation is saved to that map tile, but wouldn't you get exactly the same result if you set up a 2nd vanilla colony? Maybe differently: What makes a mining outpost different from a normal, 2nd colony?
Netzach Sloth 2 Jul, 2022 @ 11:45pm 
Reform Caravan doesn't close quest maps for me; is that intended? If so, is there a way to force the quest map to close?
Shadowrabbit  [author] 12 May, 2022 @ 6:33am 
@ludi1989:
I realize you mean deep rim is not working properly, I took a look at the introduction of deep rim.
I know why deep rim is not working properly. Because it provides a new way to get unlimited ore, which is not allowed in ROG, ROG uses a special algorithm to generate ore richness for each map, which will be depleted once mined.

I intercepted the generation of underground minerals, only allowed to scan with deep scanner, and the number of scans was limited
ludi1989 12 May, 2022 @ 3:40am 
@Shadowrabbit thank yhou for your answer, you don't have to apologize, everyone has their own life, I usnderstand that! ;)

So, what you mean is that when I dig to a new layer in Deep Rim, and when I go below ground the new ore is generated there when I do the scanning only? Because previously when I was going underground with any layer that has been drilled with Deep Rim mining shaft, the new layer wass generated like one map huge mountain with different ores around.
Shadowrabbit  [author] 11 May, 2022 @ 7:14pm 
@ludi1989:
sorry for the late reply. Recently, I am working on the development of 2 other games, so I have no energy to watch the workshop.

About your trouble, I make a simple test and found it works normally. with ROG, there is no natural ore in underground. You need to build a deep scanner to find them. And ore in underground is not infinite. As the number of mining increases, the chances of finding ore become less and less.

Hope this can help you. Have fun !
ludi1989 11 May, 2022 @ 11:09am 
@Shadowrabbit @3HST有限公司 can you help? ;)
ludi1989 8 May, 2022 @ 6:57am 
It took me some time but it seems that Realistic Ore Generation is incompatible with Deep Rim ;( ROG causes that underground layers have no ore generated, any idea to fix that in-mod? Thank you in advance for your answer
Anduin1357 5 May, 2022 @ 12:01am 
Can resource depletion be made optional for only when the mining camp or colony settlement is made?
Jesus of Nazareth 28 Apr, 2022 @ 6:38am 
Extremely cool mod.
EnoAbyssmirror 16 Apr, 2022 @ 4:07pm 
再重进一次游戏又好了
EnoAbyssmirror 16 Apr, 2022 @ 3:54pm 
今天进存档地址扫描仪变成
发现间隔:-792368700.0天
扫描进度:-2147483548%
地下浅层矿石开采监督:-743%
然后就不停地发现矿脉
似乎是在用了rocketman的情况下,只要改变了mod列表进存档就会这样
Shadowrabbit  [author] 15 Apr, 2022 @ 4:48am 
@Seigai:
问题不大,等我哪天有心情再修吧。这阶段太忙了
Seigai 15 Apr, 2022 @ 1:16am 
大佬,建立采矿站后,大地图上的Mining post是不是漏翻译了。
Marads~Yuuka 7 Mar, 2022 @ 12:34am 
A way to circunvent is disabling Realistic Ore Generation, create your colony, rerolling as many times as you want, then re-enabling the mod. While it kinda breaks the whole point of this mod at least it is a way to use reroll.
\(• ◡•)/ 15 Feb, 2022 @ 9:37am 
Nice mod, thanks! :D

But you should write big warning at the begining, that it's not compatible with Map Reroll. I lost some time to figure it out.
kenkakeko 22 Dec, 2021 @ 12:09am 
@Shadowrabbit 那么大张图,总不能瞎敲吧,如果有提示的大概范围也好
Shadowrabbit  [author] 21 Dec, 2021 @ 5:36pm 
@kenkakeko:
敲石头啊!
kenkakeko 21 Dec, 2021 @ 6:53am 
比较难受的一点,这个功能相当于在继承了现有殖民地资源的情况下新开了一张图。虽然探索到了资源丰度,但是实际上并不知道资源在新地图里的哪里(举个例子说,我找了个黄金分布极高的一张图,一进去,发现露天的黄金一个都没有,估计都藏在石头里,这怎么找........)
Shadowrabbit  [author] 26 Nov, 2021 @ 8:12pm 
@Min
不影响
Nebula 26 Nov, 2021 @ 6:32pm 
请问你这个mod会影响远古威胁的生成吗?探了几个图都没一个:lunar2019shockedpig:
Shadowrabbit  [author] 25 Nov, 2021 @ 6:29am 
@Min
资源只会生成一次,所以reroll会导致资源枯竭,我设置这个的原因就是想让玩家外出采集资源。殖民地是没资源了,但外面还有很多
Nebula 25 Nov, 2021 @ 1:18am 
我殖民地开局用了Map Rerol之后大地图显示资源枯竭,意味着地下也挖不到矿了吧?玩了快一年了,之前靠拆遗迹拿资源,刚刚突然发现地表没矿脉:lunar2019laughingpig:要是地下还挖不到只能重开了:lunar2019crylaughingpig:
Shadowrabbit  [author] 23 Nov, 2021 @ 7:49am 
@D.ouble.D
done.
Shadowrabbit  [author] 23 Nov, 2021 @ 5:31am 
@D.ouble.D
i get some troubles on push it to workshop:uritona:
D.ouble.D 23 Nov, 2021 @ 3:17am 
Big thx. I saw that you already changed the multiplier on github. Thx for being open for suggestions.