RimWorld

RimWorld

Tunnelers ARE deep drills
74 Comments
Hey, could you put a Gizmo in so we can turn on and off the deep drill mechanic entirely? it'd be nice to have them just mine first but mine are only doing deep drilling. could be a mod conflict problem i have though.

Thanks for this though!
Psyckosama 6 hours ago 
This is fantastic.
MrKociak  [author] 13 hours ago 
@Mr. T You can by uusing zones. Tho if you wanna micromanage mining then this probably isn't the right mod for that, I've made it specifically because I hate micromanaging this stuff :U
Mr. T 14 hours ago 
Can't pick the spot they mine?
NuanKi 14 hours ago 
thanks!, looks like an interesting mod :D
I will try it on my current playthrough :steamhappy:
MrKociak  [author] 14 hours ago 
@NuanKi the Tunneler will simply not consider it, as if it wasn't there
NuanKi 14 hours ago 
so what if the closest resource is chemfuel from the vanilla chemfuel expanded
Baouza 20 hours ago 
Nematrec, thank you for the information
giimer 13 Jul @ 12:45am 
2MrKociak \(*^.^*)/
Nematrec 12 Jul @ 10:04pm 
@Baouza
tunneler using deep drill was intended in 1.6, but there was a problem last minute before release. so we'll likely see it in the next vanilla patch.
Baouza 12 Jul @ 8:10pm 
Is Tunneler using deep drill in 1.6 or is it just part of the mod?
DRG Engineer 12 Jul @ 2:27pm 
Need more photos.
MrKociak  [author] 12 Jul @ 2:05pm 
@giimer in that case, you can just add the mech you've patched to the list in the "ExtraJobsThinkTreePatches.xml" file located in this mod's Patches folder.

If you use WVC - Work Modes, you can add it to the patches in the MOD_WorkModes folder too.

It's just a matter of adding it to:
<pawnKindDef>
<li>Mech_Tunneler</li>
</pawnKindDef>
Raysør 12 Jul @ 1:57pm 
Thanks a lot!

Really appreciate you taking the time to patch those mechs in, have a good night.
giimer 12 Jul @ 1:56pm 
Thank you for your reply.

I only use "Better Humanoid Mechanoid", but this mod does not add miners. So I added a job to one of the mechanoids myself.
Nothing needs to be fixed in this case. I will use biotech tunnelers.
MrKociak  [author] 12 Jul @ 1:42pm 
@giimer just tunnelers or any mechs that I patch in. If you feel like some modded mech should be allowed to drill then just let me know what that mech is and from which mod it is (a link to the mod helps a lot too).
Speaking of which.
@Raysør the 3 mechs you've told me about just got patched in, but like I've mentioned in my previous comment, imma release the update tomorrow cuz I'm about to go to sleep.
giimer 12 Jul @ 1:38pm 
Just tunnelers or any mining mechanoids from the mods?
MrKociak  [author] 12 Jul @ 1:30pm 
@DemonX3 I solved the issue on my end, but I'll release the fix/update tomorrow cuz I prefer to not release stuff when I'm about to go to sleep for the day.
As for outputting 2, I couldn't figure out a "clean" way of making the mining yield affected by work speed feel fair, so I went with something like this:
225% work speed makes it so the Tunneler will dig out x2 the amount of resources, with a 25% chance to dig out x3. It's probably not clean at all, but I just wasn't vibing with the yields when rounding either up or down.
MrKociak  [author] 12 Jul @ 12:42pm 
@DemonX3 yeah it's probably rounding weirdly, I'll fiddle with that later
DemonX3 12 Jul @ 11:48am 
Apparently if the deep resource yields less than 4 per portion, it just doesn't yield anything? Some rounding issue I assume? Had tunneler spend way too long drilling same tile for components (just some funny "scanner found car underground" moment I have) before I went and changed resource yield per portion from 1 to 3 and then 4, at which point it started outputting 2.
Raysør 12 Jul @ 11:38am 
There’s the Advanced Tunneler from the Advanced Mechanoids mod, as well as both the Advanced Tunneler and Ultratech Tunneler from the Tiered Mechs mod.

There might be others, but those are the ones I know of, thanks a lot for offering to patch them 👍
MrKociak  [author] 12 Jul @ 11:07am 
@Raysør I can later just patch 'em.
If you can, just post a link for each mod and tell me the names of the mechs and I'll handle it later.
Technically it's not necessary, but it'd help a lot, there are mods that I'm just not familiar with
Raysør 12 Jul @ 11:02am 
Hey, I was wondering if it would be possible to make tunnelers from all mods detectable? I'm using Tiered Mechs and Advanced Mechanoids, and it's a bit of a shame they can't deep drill. Otherwise, love the mod, the idea is really great.
Dae Blackheart 12 Jul @ 10:56am 
lol thats fair, you could try and asking any modders whove already done something similar to it how to do it.
MrKociak  [author] 12 Jul @ 10:54am 
The thing is that, currently, idk how to automatically generate a checkbox setting for each item ;-;
I might try someday, but I'd rather not experiment on a mod that's already out and being used xd
Dae Blackheart 12 Jul @ 10:42am 
check box would be best honestly just find what is valid and chose to make invalid!
MrKociak  [author] 12 Jul @ 10:40am 
@Dae Blackheart I don't have the coding skills for that sadly, best I can provide is a checkbox or a slider :catsack:
MrKociak  [author] 12 Jul @ 10:38am 
@Majes ah, nope, forgot about that one, adding it to the list right now.
Hopefully Steam won't mind me uploading 3 updates in quick succession like this
Dae Blackheart 12 Jul @ 10:38am 
i recommend adding a avoid deposit setting that users can define themselves as a catch all.
Majes 12 Jul @ 10:34am 
I Belive you also want to add Helixen Gas avoidance for drilling - not sure if it's already implemented since I'm waiting for mods to be updated before I start new run with this mod :)
MrKociak  [author] 12 Jul @ 10:29am 
Or more specifically I just wanna know whether or not the setting values are at 100% by default for everyone.
MrKociak  [author] 12 Jul @ 10:27am 
@Skyrunner
Aight, released the update just now:

Tunnelers will not attempt to drill at Deep Chem cells. If there are other resources of this kind in other mods, lemme know, cuz I gotta manually set those to be avoided.

Added mod settings. Tunneler drilling speed and drilling yield can be adjusted.
This is my first time adding mod settings via an update, so lemme know if that stuff works right . In order for the drilling speed setting to take effect, the Tunneler[s] first have to finish their current portion.
Skyrunner 12 Jul @ 9:06am 
Lovely, looking forward to it!
MrKociak  [author] 12 Jul @ 6:39am 
@Skyrunner I might've figured out a solution to this, but I'll need some time to make sure it works. Got some irl stuff to do too, so imma need a few hours to get it done, but an update should be out today [in my time zone at least] :p
AlexJones1776 12 Jul @ 5:42am 
my eyes passed over this mod a bunch of times 'oh its just another mod about enabling the tunnler to use deep drills' until one time i noticed it said 'ARE deep drills' to which i read the description and instantly subscribed, good idea good mod thumbs up my dude.
Skyrunner 12 Jul @ 5:32am 
This mod makes a lot of sense! Would it be possible to create a settings menu to deny certain resources? Deepchem deposits (from Vanilla Expanded) are intended to be mined with deepchem equipment but count as drill spots so my tunnelers just sit there all day :(

In the meantime i will use zones to prevent them from doing that
MrKociak  [author] 12 Jul @ 5:06am 
Oh yeah as for the research, you don't need it in order for tunnelers to drill. I thought it'd be pointless to have them check if the research is complete every time they're about to start working when, as Danny has mentioned, the scanner, which is necessary to spawn mineral veins, is unlocked by that research project anyway.
MrKociak  [author] 12 Jul @ 5:00am 
@Techlich The tunnelers will always go for the nearest available drillable cell, so without any player input they will just kinda mine "random" stuff, BUT you can use zones to restrict them to a specific vein or veins cuz they won't drill at spots that they are not allowed to go to.
Drahsa 12 Jul @ 12:57am 
I think it is a bit too slow for me. Love the mod, allows me to ignore building deep drills overall as long as I have standard research. Definitely will keep this.
Danny 11 Jul @ 5:58pm 
@Techlich Don't you need deep drill research to unlock deep ground scanner inn the first place
Techlich 11 Jul @ 4:52pm 
Do you need the deep drill research first?
And is there a way to mark what they do and do not dig, in case RNG keeps not giving you what you want and you don't wanna inflate colony wealth?
Farbott 11 Jul @ 1:20pm 
swag
Vanora Blackheart 11 Jul @ 11:26am 
Drill baby Drill <3
MrKociak  [author] 11 Jul @ 10:18am 
I'm gonna put mod settings on the to-do list then. I'll probably add them to the mod that this feature is from too
[The] Force 11 Jul @ 10:10am 
mod settings seconded, it's not us "balancing the mod for you" balance is a myth outside of multiplayer games... I mean not really, but with mods specifically you can never "balance" for everyone's tastes. So giving settings that allow players to modify it to their tastes, from broken to pointless, is just smart xD
Kimo' 11 Jul @ 9:20am 
Settings would be appreciated, it would prevent one person ruining it for everyone by asking for nerfs lol
MrKociak  [author] 11 Jul @ 9:17am 
@Hykal I think it is a lil' worse, ye.
If not, I can just tweak the numbers...or add mod settings so people can balance the mod for me :smugcatsack:
MrKociak  [author] 11 Jul @ 9:16am 
@Aranador currently it's just tunnelers, but it shouldn't be too difficult for me to make it work with other ones, I'd just need info on what mech[s] you have in mind and what mod[s] they're from
Sauron 11 Jul @ 6:32am 
we digging out the planet with this one :fire:
Jaaruden 11 Jul @ 6:06am 
Drill on, lil big tunneler.