RimWorld

RimWorld

Better ground-penetrating scanner
76 Comments
xGxRxAxFx 18 Apr, 2024 @ 11:54am 
Sarg Bjornson, thank you! :steamthumbsup:
Thor 13 Apr, 2024 @ 11:24pm 
Thanks for the heads up Sarg!
Ravager Awaken 16 Mar, 2024 @ 8:28am 
Had a hell of a time finding this mod. Had to back track from a translated mod patch.
[SGC] Chemist 29 Jan, 2024 @ 10:49am 
@Reidlos I had the same issue, unsubbing and resubbing helped. In my case, Better Ground Penetrating Scanner was missing as well, and was re-downloaded after the action
Reidlos 27 Jan, 2024 @ 3:50pm 
is this now delisted? noticed this and jewerly dissapeared.
Scyobi_Empire 7 Jan, 2024 @ 1:20pm 
I also have issues with the roofing setting, maybe it has to do with overhead mountain roofing (as thats what I tried it under)
crashfly 31 Dec, 2023 @ 9:51am 
The option to allow building of the ground-penetrating scanner under a roof appears to intermittently work. Initially it did not work (did not allow the scanner to be placed), then I went and checked the setting and it suddenly began working. Odd shenanigans going on there.
The Blind One 12 Aug, 2023 @ 11:22pm 
Two optional features I'd still love to see on this thing is proximity based resource discovery where the discovery of resources starts radiating outwards from the scanner so you can find resources closer to home and a finite amount of resources that can be discovered on the map, it's weird how resources just spawn in indefinitely. That said, this is an amazing mod! Love this sooo much. Saves so much frustration.
Clarity 9 Jul, 2023 @ 6:13pm 
Hello, for anyone having an issue with the actual zone overlay not showing up on your screen, and you get a DeepResourceGrid error, the easiest way to fix this I found is to purge your Deep Resource grid, by modifying your save game file, delete all the content between <DeepResourceGrid> and </DeepResourceGrid>. Its an error in drawing the grid for the mineral, as some layers overlap. This will erase all your current mineral spots, but it will stop throwing the error.
ignis 17 May, 2023 @ 3:57am 
Looks like it does not properly respect commonality. I've set VE Helicien gas to 0 which should make it never appear, but it is still found on regular basis.
Observer 16 May, 2023 @ 8:28pm 
@Renegade Maybe it just hasn't occurred to Tynan that his initial vision for the thing could do with a re-examining - it has been around since the game was in beta, after all.
Ren 16 May, 2023 @ 7:32pm 
I really don't understand why this isn't vanilla, it requires intellect to operate, yet they're too stupid to know what they're searching for and can't fine tune it to find specific resources?
SunGod 13 May, 2023 @ 9:30am 
@Kikohi NVM, turns out the problem still persists even after doing what I mentioned below; zone layers start disappearing, underground ore isn't colored any longer, and usually the only way to actually see it is to select the ore scanner and move the mouse pointer over the blocks with discovered ore. This is definitely caused either by the mod or a conflict with another mod. :(
SunGod 12 May, 2023 @ 12:55pm 
@Kikohi I think I've sorted out the issue... at least it seems that way right now. I resorted my mods list automatically using RimSaves NX, cleared the Rocketman cache, and then after reloading the problematic save I started RocketMan's Adaptive Mode... so far it seems that's cleared everything up with regards to zone overlays going missing or acting weirdly when expanding or shrinking zones. After doing that and playing for an hour, so far things look MOSTLY back to normal for all the overlays EXCEPT: selecting the ground-penetrating scanner still doesn't show the scanned ore in highlighted color. Instead, all the discovered ore is just solid white, no color differentiation.

Any suggestions how to have the color restored? Haven't tried uninstalling + readding mod yet, anxious that I might lose any scanned minerals if I do.
SunGod 7 May, 2023 @ 2:55pm 
Hugslib log generated at Rimworld loading (not save game): https://gist.github.com/HugsLibRecordKeeper/17655b7a42fb5557a2b8bc18ea19acdd
Kikohi  [author] 5 May, 2023 @ 4:38am 
Please share a full hugslib log, it's an error I can't reproduce
SunGod 3 May, 2023 @ 8:27am 
@Kikohi I'm having EXACTLY the same problem as @cashew. When I find resources they never appear on the overlay. When I select the ground penetrating scanner or mining drill and hover my mouse over the blocks where I know they are, then I will get the hover text showing me how much of the resource remains there. Additionally, if a select Zone > Expand Home Area, then the discovered resources will appear. Definitely something amiss with the overlays.

Additional resource related mods installed: Colored Deep Resources (default colors), Predictable Deep Drills (all settings off), Quarry (not in use). Overlay related mods installed: TD Enhancement Pack (all layers turned on), Too Many Areas.

Hope this helps. Love the mod.
Observer 30 Apr, 2023 @ 4:29am 
Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object at (wrapper dynamic-method) Verse.DeepResourceGrid.Verse.DeepResourceGrid.GetCellExtraColor_Patch1(Verse.DeepResourceGrid,int) at (wrapper delegate-invoke) System.Func`2[System.Int32,UnityEngine.Color].invoke_TResult_T(int)
at Verse.CellBoolDrawer.RegenerateMesh () [0x0012f] in <95de19971c5d40878d8742747904cdcd>:0
at Verse.CellBoolDrawer.ActuallyDraw () [0x00008] in <95de19971c5d40878d8742747904cdcd>:0
at Verse.CellBoolDrawer.CellBoolDrawerUpdate () [0x00008] in <95de19971c5d40878d8742747904cdcd>:0
at Verse.DeepResourceGrid.DeepResourceGridUpdate () [0x00000] in <95de19971c5d40878d8742747904cdcd>:0
at RimWorld.MapInterface.MapInterfaceUpdate () [0x00099] in <95de19971c5d40878d8742747904cdcd>:0
at RimWorld.UIRoot_Play.UIRootUpdate () [0x00015] in <95de19971c5d40878d8742747904cdcd>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Observer 30 Apr, 2023 @ 4:29am 
Same here - I'm thinking it might be a conflict error between this mod and the recent update, but I get CONSTANT red errors once I select either the GPS or a deep drill, and from the look of it, it's because the game is continually attempting to draw the overlay and can't for some reason.
cashew 17 Apr, 2023 @ 6:40pm 
@Kikohi https://pastebin.com/4HqbCLZY

The entry right at the bottom starting with "Exception in UIRootUpdate:" are the ones that come up when I click on the ground-penetrating scanner.
Dthan 17 Apr, 2023 @ 2:57pm 
I'm having the same issue. I'm not great at reading the log, but I disabled your mod and restarted the game, and wasn't able to see the resources. I had the colored resources mod as well, disabled that mod, and still didn't fix it.
Kikohi  [author] 17 Apr, 2023 @ 12:25am 
@cashew Please share a log, it may help me find out the issue.
cashew 16 Apr, 2023 @ 4:12am 
Something weird is going on with the resource overlay in my game. When I select the scanner I'm not able to see any of the resources underground but if I hover my mouse over where I know they are I can see the popup for how much of the resource is left on that tile. Also when I edit any of my pawns allowed areas I can see the resources show up there instead of the allowed area. Any idea what's happening here? Thanks!
Lovely 15 Jan, 2023 @ 12:59pm 
Gotcha, works for me now. Dunno what I did since then.
Kikohi  [author] 15 Jan, 2023 @ 5:41am 
Update:
- Fix alert showing with the "Allow under roof" option on.

@Lovely @PKPenguin Just tested, everything is working as intended for me
Vile 12 Jan, 2023 @ 6:21am 
The game shows you a notification that the scanner won't work because it's roofed over but if you select the option for it to work under roofs it can still be used as normal.
Lovely 26 Dec, 2022 @ 4:37pm 
Seems the ability to place it under a roof has broken in 1.4
PKPenguin 17 Dec, 2022 @ 10:59pm 
Oddly enough I don't see the button to select a specific ore, but the other features and settings of the mod still work.
Frektion 7 Dec, 2022 @ 7:51am 
@red check out MiningCo. MMS
Kikohi  [author] 24 Nov, 2022 @ 2:08am 
@Jdalt40 Will check and fix, thanks you for the report!
Jdalt40 23 Nov, 2022 @ 3:12pm 
Hey Kikohi, just letting you know that you miiiight've missed the alert for building it underground. Other than that it works perfectly so thank you for the mod!
red 20 Nov, 2022 @ 9:07am 
There was once a mod for the ground penetrating scanner that would identify above-ground resources, so that you could find them inside mountains without strip-mining. It stopped working when they redesigned underground resources, but I've been wanting that functionality again forever. This would be a great mod to add it to.
DJORES 23 Oct, 2022 @ 7:51am 
Hello, great mod! One thing: when you allow scanning under a roof in the mod options, the warning message 'building unusuable due to roof' still shows up.
Kikohi  [author] 18 Oct, 2022 @ 2:44am 
@Angrysquirrel It's only for the 1.4 version of the mod. And yes you need to select the scanner to see underground resources
Angrysquirrel 18 Oct, 2022 @ 2:04am 
I don't have option to allow scanning under a roof. Do I have an older version of this mod? Also, is there a way to see where it scanned without clicking on the ground penetrating scanner? Thanks!
Glottis 15 Oct, 2022 @ 10:04am 
Ahh bugger :)

Was hoping to get it working on my current playthrough, but thanks for making it happen regardless. I'm sure it'll come in super useful in the future, especially on extreme weather maps or mountain bases.
Kikohi  [author] 15 Oct, 2022 @ 5:39am 
@Glottis Yes it's only for 1.4. Once a new version drop, I usually don't add the new feature in older versions, it take more times to do so
Glottis 13 Oct, 2022 @ 10:05am 
Is the under roof option only available for 1.4?
I've unsubbed, saved game without mod, then resubbed and loaded back in, but the only options I see in the menu is output time and automatic mode.
Kikohi  [author] 12 Oct, 2022 @ 7:53am 
Updated to 1.4:
- add the ability to enable being able to place ground-penetrating scanner under roofs
- add the ability to scale research time with resource commonality
Queef_Queen45 26 Sep, 2022 @ 3:04pm 
one recommendation is that you make more valuable resources take longer than less valuable, and also require a higher level of intellect
Glottis 23 Sep, 2022 @ 4:52am 
@Kikohi Cool! Looking forward to it :)
Kikohi  [author] 22 Sep, 2022 @ 11:36pm 
@Glottis @Lovely Will add a setting for this in the next update
Lovely 21 Sep, 2022 @ 8:57am 
Yo; can you make it so the scanner can be placed indoors? There doesn't seem to be any mods out there that allow this.
Glottis 18 Sep, 2022 @ 7:33am 
I've been using this mod for a while now and it's so useful. The one thing I could (and I guess am) ask for, is the ability to use it under a roof. I'm playing on an underground map and have no way of scanning at all :)
pearagon 13 Sep, 2022 @ 6:37pm 
@Alewolfo are you using colored deep resources?
Alewolfo 11 Sep, 2022 @ 8:51am 
Could you add options to chage the color of the resources pls?, some ores have a very similar color, like uranium and steel
pearagon 17 Aug, 2022 @ 3:31pm 
@Sotanaht and others I also agree, and while it is called "Better ground-penetrating scanner" I still would like it to be balanced with the vanilla option, however there are people who definitely like that behavior.

If @Kikohi doesn't want to include that in this, with their blessing (and source code if they are willing to share/want credit) I'm down to make a "Smarter ground-penetrating scanner" that has material based time multipliers.
Idiot Sandwich 16 Aug, 2022 @ 7:14am 
+1 on the rarity per material
very good mod though
Lordlynel 15 Aug, 2022 @ 8:17pm 
@Sotanaht I second this concept