RimWorld

RimWorld

Medieval Overhaul Deep Vein Mining
38 Comments
Phant0m5  [author] 16 Jul @ 7:39pm 
Didn't notice MO had updated to 1.6 already. This mod is updated and working now!

Also, @The Viral Divinity, I considered calling the "mining bird" a canary to begin with, and am aware of their history, but a canary is a specific type of bird and none of the textures from Medieval Overhaul's messenger birds look like one.
Vandegrand 16 Jul @ 4:30am 
1.6 please
The Viral Divinity 27 Dec, 2024 @ 12:11pm 
Y'know, you could rename the "Mining bird" specifically to "Mining Canary", just as a small thing. Canaries were legit used in deep mining a hundred or so years ago before they had most of the modern technology we had today. Because when the mines get too deep, they obviously get too hot and don't have enough oxygen. So rather than the miners slowly get woozy, and by that point be beyond saving, They would bring Canaries with them, since birds are extremely sensitive, and the moment the air quality worsened they would drop dead and the miners would turn around.
FluffDragon 26 Sep, 2024 @ 4:38pm 
I have not even used this mod, but the bit about birds is the funniest thing i have read recently, especially when shown to non-developer friends with no context.
Soulless Jelu 11 Sep, 2024 @ 2:31am 
Can you make a standalone version ?
Not replecment.
And Long Range Mineral Scanner? Somthing like geoscaut post etc.
Yodecoolegeit 28 Jun, 2024 @ 8:45am 
I think it was some mod conflict probably (had some patch mods and stuff), but it seems to be resolved now haha. Sorry for the trouble!
Phant0m5  [author] 27 Jun, 2024 @ 1:19pm 
@Yodecoolegeit I just tested this to double check and it all seems to be working properly. If you have the latest version of the mod (unsubscribe and re-subscribe to force an update) then the mining bird post will be found in the Misc build menu, and it's unlocked with messenger birds research.
Yodecoolegeit 27 Jun, 2024 @ 11:39am 
Hey, I can't seem to find the bird you added anywhere in the crafting menu. I love the idea of the mod, but due to the power requirement I currently can't make it seem to work. Cool idea though!
Phant0m5  [author] 17 Jun, 2024 @ 7:15pm 
And fixed. Changed the patching method while I was at it, so it should be more broadly compatible with mods that change the deep drill or GPS.
Phant0m5  [author] 17 Jun, 2024 @ 1:26pm 
Well that's embarrassing. Sorry about the issues, I'll have that patched one way or another later today.
novehim 15 Jun, 2024 @ 7:55pm 
That bird is no longer powered, do you have a way to fix this mod, or is it my reason?
Phant0m5  [author] 9 Jun, 2024 @ 12:55pm 
@Dan previously the bird produced exactly 1W and that was how a building would "require the bird" since in medieval playthroughs you wouldn't otherwise have access to electricity. Is this no longer the case? And did you feed the bird?
Dan 8 Jun, 2024 @ 1:08pm 
For some reason with this mod both the prospecters desk and mineshaft require 1W, on 1.5 with only the this mod and it's dependencies. I thought maybe a bird next to it would fix it but nope.
Rudi Gauss 25 Apr, 2024 @ 10:22am 
just load this mod AFTER VTE Variations, reload. Now you got the Textures.
Phant0m5  [author] 24 Apr, 2024 @ 11:16pm 
@forthespirit Updated and made the requested changes. If I'm being honest here, the reason the other mod wasn't compatible by default is probably because this entire patch is a bit of a hack job; I replaced the entire defs for the GPS and Deep Drill instead of only pruning what needed to be changed. I'll probably go through and make that improvement at some point, but for now this will load before "better ground-penetrating scanner" which will hopefully fix the issue in the interm.
forthespirit 15 Apr, 2024 @ 11:21pm 
Also, I have a small suggestion, could you set MO Iron Ingot & Plasteel's <deepCommonality> to 0 as well? Since 1.5 MO has add raw plasteel, I think it's better leaving it to players to refine (for immersion's sake XD).
forthespirit 15 Apr, 2024 @ 10:54pm 
Thanks for the mod!
Here is a compatibility issue I have found:
This mod has to load before "Better ground-penetrating scanner" in order to take that mod's function. Maybe you can add a <loadBefore> rule of.
FailPail 9 Mar, 2024 @ 4:18pm 
oh dang was that there before? sorry for wasting your time and thank you!
Vulkandrache 8 Mar, 2024 @ 10:56pm 
Im aware that ti would require a bit deeper modding.
However adding instead of replacing should be possible with Xml only, no?
Phant0m5  [author] 8 Mar, 2024 @ 9:21pm 
@FailPail that would be because of Vanilla Textures Expanded - Variations. I can't fix it through XML, and it's listed as a "soft incompatibility" in the description.
Phant0m5  [author] 8 Mar, 2024 @ 9:18pm 
@Vulkandrache unfortunately, something about how the deep drill and scanner works means I can't do that as a purely XML add-on, and I'm not prepared to get into C# for this.
FailPail 8 Mar, 2024 @ 7:24pm 
hello, getting the building but the texture is a random VE textures for some reason.
Vulkandrache 24 Feb, 2024 @ 8:57pm 
I would like a version of this mod that adds these instead of replacing.
Make them work at half speed, bonus points if the
mineshaft can be operated by more pawns.
Lets say up to 4, pooling their mining speed.
Phant0m5  [author] 19 Mar, 2023 @ 2:11pm 
Sorry? I don't know what could be causing that. This is just a reskin of the deep drill and scanner, so any issue you're having with their functionality would probably still happen without this patch.
Beregor 19 Mar, 2023 @ 12:40pm 
Hmm, the green zones with the minerals and stuff disappeared, I can't see where to mine anymore. :/
l i m b o 10 Mar, 2023 @ 6:25pm 
Sweet mod! Hadn't thought of it but the Medieval Overhaul mineshaft really does suit being a deep drill, nice thinking
Beregor 10 Mar, 2023 @ 9:43am 
Aaah, thanks a lot, I think that might be it. :)
Phant0m5  [author] 10 Mar, 2023 @ 9:34am 
Ah, it still needs to be placed outside, or at least under an unroofed area of a room. That's one of the restrictions the ground penetrating scanner had, and I can't fix it with just XML.
Beregor 10 Mar, 2023 @ 7:06am 
Is it possible that Rimedieval blocks the prospecting table from being used? None of my colonists use it even with research as priority number 1.
Phant0m5  [author] 9 Mar, 2023 @ 9:48pm 
It also makes things like Vanilla Expanded Helixian Gas and VE Chemfuel available in a medieval playthrough, since they both depend on the subsurface scanner to find gas or deepchem pockets. Since the prospecting desk is a reskinned and medievalized subsurface scanner, you can use it to find that gas and deepchem.
Phant0m5  [author] 9 Mar, 2023 @ 9:43pm 
You literally opened with "what exactly is the point of this mod".

Anyway. Yes, this makes the vanilla deep drill available at the medieval tech level, and since most mods integrate with vanilla mechanics it offers a far wider pool of resources without further complications. Like, you don't need to add individual ores from various mods to the mineable list for the mineshaft, or make their mining time super long to balance the fact you can mine them up infinitely whenever you want.
Beregor 9 Mar, 2023 @ 8:46pm 
It lets us mine silver too by the way.
Beregor 9 Mar, 2023 @ 8:46pm 
Can you get gems with this mod? I haven't used it extensively yet, I started yesterday, I'm just trying to figure out the difference between the two, no need to be condescending or rude..
Phant0m5  [author] 9 Mar, 2023 @ 8:34pm 
Because you can't mine whatever you want.

The mineshaft lets you dig up iron ore, coal, and stone. That's it. You want plasteel? Uranium? Anything by any other mod, like gems or crystal? None of that shows up in the MO mineshaft.

Comparatively, those all show up with the vanilla subsurface scanner and deep drill. Which is great! It's just completely useless for anyone playing a medieval-only playthrough. So this makes it a medieval technology, and appropriately flavored so you don't have industrial drills in your horse-and-buggy village.

Also, relying on the MO mineshaft for iron ore is incredibly slow and tedious.

Next you might ask "well why didn't you say that in the description?"

Answer: because it was obvious if you ever actually used the MO mineshaft.
Beregor 9 Mar, 2023 @ 3:58pm 
what exactly is the point of this mod if medieval overhaul has a mine shaft that allows us to mine whatever we want?
Dez The Dapper Bocchi 5 Mar, 2023 @ 11:21am 
I getcha I getcha, I've heard it's a hell of a lot easier to do the XML stuff. Will recommend this mod if I hear someones doing a Medieval heavy or only playthrough.
Phant0m5  [author] 5 Mar, 2023 @ 10:32am 
I tried that first, actually. But even though the buildings showed up and apparently did what they were supposed to (in God Mode I could force the prospectors' desk to find a new ore node, for instance), pawns wouldn't interact with them.

I eventually determined something is hard coded in C# to call for the buildings' defNames, so there's no way to fix the issue without coding some C# myself. And it's been a long time since I did anything in that, so I was trying to keep it to XML.
Dez The Dapper Bocchi 5 Mar, 2023 @ 6:12am 
Would you be willing to make a version that doesn't replace the existing deep drill and instead adds the Medieval one in addition to it?