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Thanks for this though!
I will try it on my current playthrough
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.
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>
Really appreciate you taking the time to patch those mechs in, have a good night.
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.
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.
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.
There might be others, but those are the ones I know of, thanks a lot for offering to patch them 👍
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
I might try someday, but I'd rather not experiment on a mod that's already out and being used xd
Hopefully Steam won't mind me uploading 3 updates in quick succession like this
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.
In the meantime i will use zones to prevent them from doing that
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?
If not, I can just tweak the numbers...or add mod settings so people can balance the mod for me