RimWorld

RimWorld

Deep Core Miner
83 Comments
76561198037870106 7 Apr, 2022 @ 1:53am 
dude this mod was so awesome, you should so bring it back
illAligned 9 Jul, 2019 @ 11:27am 
Can we get a 1.0 update?
"The" SeanMacLeod 22 Jul, 2017 @ 6:57pm 
@Atreidi, @Swatti
I've seen rumors on the A16 version of this mod that it works alright in A17:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=822107128&searchtext=deep+core+miner
Swatti 22 Jul, 2017 @ 8:25am 
UPDATE NEEDED!
Can someone take over this mod?
Atreidi 12 Jul, 2017 @ 7:22pm 
Does it work on A17?
Sasha Erin Alexain 8 Jun, 2017 @ 10:42am 
A17 update please!
Thetbone8 26 May, 2017 @ 11:29pm 
a17 on its way?
Swatti 18 Jan, 2017 @ 4:36am 
REQUEST: Ability to re-locate the drill. Its kinda pricey so i'd prefer no to deconstruct em.
✠Passi965✠ 23 Dec, 2016 @ 1:10am 
@Ivannacookie The mod has already been updated this is just for the people that wanna stick to alpha 15 and want this mod in their games.

Here is the Alpha 16 version of the mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=822107128
Ivannacookie 23 Dec, 2016 @ 12:32am 
hey man i love this mod and i don't want to be a pest but... (heres the pest part) when will this be updated or can we run this without the update?
Selonianth 11 Dec, 2016 @ 9:34pm 
@sans that one literally says in the description it's bsed off this one but even slower and can mine components.
W1n5t0n 11 Dec, 2016 @ 1:45pm 
there is a minor typo in the mod, when you do the mining plasteel order it says the pawn is mining plassteel
Church.exe 10 Dec, 2016 @ 9:50am 
isnt this just the sustainable drill or does the sustainable drill have this mod in it because the sustainable drill mod has a nonsustainable version and it seems exactly like this
TheUbie  [author] 3 Nov, 2016 @ 11:37am 
I don't know when I'm going to have the time to propery sit down and do some testing/work on my mods. Life is...not going well at the moment.

In the mean time, you can edit the RecipeDefs in Recipe_Production_CoreDriller.xml and change the workSkillLearnFactor. It's currently set to 0.2 (so, with the work set to 5000 the skill gain is 0.2% or 10). Setting it to 1 would make it 50. 100 would make it 500. Etc.

When my situation improves, I'll try to get some work done but right now I'm not holding my breath.
Kadjunga 3 Nov, 2016 @ 1:16am 
I know @Rev mentioned the minimal skill amounts, but 10 skill points for a full job seems a "bit" low.

Any chance you could link it either to 'work in progress' xp gain or 'xp per work amount' instead of a flat number?
Red1 10 Oct, 2016 @ 11:49am 
very cool mod, thank you!
Rosalie 30 Sep, 2016 @ 4:12pm 
Whoops, I checked, but apparently still missed that. My apologies :P
TheUbie  [author] 30 Sep, 2016 @ 1:08pm 
That is correct. It's in the 3rd paragraph above. Since I'm not changing the core mechanics, the research screen isn't changed. I'll look and see if there's a non-intrusive way for me to add something about it, but I try my best to make my mods change as little of the base code as possible for maximum compatability with other mods.
Rosalie 30 Sep, 2016 @ 11:10am 
Since I can't find any mention in the research screen, I assume you only need Deep drilling to unlock these?
Garlic 27 Sep, 2016 @ 4:38pm 
Okay, thanks. Really appreciate.
TheUbie  [author] 27 Sep, 2016 @ 12:13pm 
@QuantumX - That's coverted in the FAQ, but short answer is Yes. Anyone's free to use my work. The more mods, the better. And if this helps your mod, then feel free to extend it.

@Rev - I'll look into doing something for that. In the mean time I suggest looking at one of the mods that don't allow a skill to fall past the current level once the XP drops to that. I'll see if I can figure out some better balancing for skills when I get a chance to come back to this mod and implement the features I have in mind.
Garlic 27 Sep, 2016 @ 10:48am 
I really love this mod. It's essential to long term play. But little annoying when I set mining zone, miners prefer to do real mining than drilling. 2500W wasted cause every miners are like to do so.

Well, if there's no way in game mechanic to prioritize drilling, I can bear with it. But the skill experience your miners get seems a little bit small.

My miner has 18 mining skill drilling plasteel, and he can't get more higher than what he already has. I did some math, and seems it's gonna go down to 17 in few days later (well, he has to sleep obviously).

Do you have a plan to boost it up? At least can't be lower than the miner already has?
QuantumX 27 Sep, 2016 @ 10:37am 
Hey, i'm creating my own mod, and rather than create my own end game mining solution i would just like to provide an addon for my mod that will make your mod support my mods resources. Would you have any issues with me doing this? Obvisouly i could give credit to this mod for the actual work, as i'm only providing addition recipe defs.
TheUbie  [author] 25 Sep, 2016 @ 12:21pm 
Delete the PublishedField file if you're making a new mod. That's a file that Steam generates for the mod when you upload it.
Sassy Banana 25 Sep, 2016 @ 11:26am 
if anyone could be so kind as to let me know what the PublishedFileId is, that would be amazing,I wanna try something similar to Emmote
Exiled Alchemist 23 Sep, 2016 @ 10:05am 
Addon support for CorePanda, Powerless!, and Industrialisation can be found here: https://ludeon.com/forums/index.php?topic=26355.0
Freakycrafter 19 Sep, 2016 @ 8:25am 
nice mod, but could you make it so that the spot the colonist has to stand in front of the mchine and not inside it? that way you could build a chair for them to sit on
Emmote 18 Sep, 2016 @ 10:10am 
Really appreciate this. I also love how you've made it so easy to make recipe addons for it. I just duplicated your Glitter Tech bolt-on and made it possible to dig up Vancidium and Components just to make life a little easier.
Finally nice to have infinite resources.
🥇 Xaxoon 🥇 12 Sep, 2016 @ 9:44pm 
Thank you for this mod. I do not want play Rimworld without this mod anymore. Without that mod, i can't play a long game, because of lack of resources.
Kuraiko Mitai'shka 7 Sep, 2016 @ 5:34am 
nice to hear that so i can safely plung it down (once i got those components, always forgett to safe some for the component working table to make them)
TheUbie  [author] 7 Sep, 2016 @ 5:22am 
You're ok with those stats. It crasahed when I was first developing the mod, but on top of what you have there I also had global mining speed 1000% and global work speed 1000%. That was before it was even released, though. Right now, unless you do something insane like 50000% mining/work speed you won't even come close ot the numbers it would take to throw errors, much less crash it.
Kuraiko Mitai'shka 7 Sep, 2016 @ 4:19am 
so that mean the game crashes with a miner to skilled for it because he pulls to much? i´m playing with glittertech and the advanced protectics and bionics mod so some of my ppl are just insane with their half bionic body like 1800% research and 2300% construction speed
[EH] Mordred 4 Sep, 2016 @ 8:14pm 
Iei! :steamhappy:
TheUbie  [author] 4 Sep, 2016 @ 8:03pm 
You can indeed suggest it. And it sounds interesting. Let me chew the thought a bit and come up with something.
[EH] Mordred 4 Sep, 2016 @ 3:03pm 
@Theubie may I suggest a modified Ground-Penetrating Scanner that links with the Drill to boost efficiency?
Oombruh 4 Sep, 2016 @ 7:38am 
Rofl
TheUbie  [author] 4 Sep, 2016 @ 7:33am 
A standard 5 skill pawn on normal mining and work speed pulls up very little. Your yelds are based on the in game mechanics for skills, so yeah high skills with bonus will get you more. I like playing on 1000% mining speed because I'm usually rushed to get through a game. My initial settings acutally crashed the game with a high skilled miner. They pulled out over 100k steel. :)
Oombruh 4 Sep, 2016 @ 7:29am 
Love this, thank you! Maybe a bit to generous in produced amounts, but then again I am using high skill bionic miners.

Worked perfectly on my save with several mods.
TheUbie  [author] 3 Sep, 2016 @ 2:47am 
The base game's deep driller has to be placed on a designated spot. When you place it, it mines out only what's there, and what is there has a finite ammount. This one can be placed where you please, and you can give it bills for the various minerals. It's yield is much less than the base game's yield per work cycle, but it is infinite.
Falcon24 2 Sep, 2016 @ 6:13pm 
Just curious, how is this different than what's in the base game?
xNBKx_Demonic 1 Sep, 2016 @ 11:02pm 
just realized ive been working on this for 4 horus XD welp its now 2 am and there went my night hahahaha ohh man lol im headed off , hope this was all somewhat helpful. good tlaking with yah again brother and have a good night.
xNBKx_Demonic 1 Sep, 2016 @ 10:58pm 
better then "we both like pizza" XD
xNBKx_Demonic 1 Sep, 2016 @ 10:56pm 
hahaha thats awesome! thats a fun common interest!
xNBKx_Demonic 1 Sep, 2016 @ 10:55pm 
ohh a nd to restate for clarity it turned out it was anyone working at the moment when the save was first created , not sure if I said that yet or was clear that it wasnt cleaning and huailng in perticuluar or work tab assignment related. just performing any job.
TheUbie  [author] 1 Sep, 2016 @ 10:46pm 
If not, the wife can. She's literally a writer by trade. Goodness knows she volunteers my services enough that I'm owed some payback. :steammocking:
xNBKx_Demonic 1 Sep, 2016 @ 10:44pm 
yeah sry its alot to sort through but im updating you as I get more details so its kinda chaotic lol im sure you can peraphrase it all to less of a eye full
xNBKx_Demonic 1 Sep, 2016 @ 10:44pm 
and you can always spawn a near identical pawn with same stats and traits and name lol esp if youve prepared carefully using the save pawn feature, if so you can literally just load the same exact pawn again right after.
TheUbie  [author] 1 Sep, 2016 @ 10:40pm 
Cool. When I get a chance to sit down I'll compile all this and update the FAQ.
xNBKx_Demonic 1 Sep, 2016 @ 10:40pm 
if you go the death route use the pawn kill NOT the destroy option . there is nothing wrong with their organs and egar and if you destroy to end the count all that goes bye bye, if you absolutly must kill them to save time and save the save then jsut strip the effected pawns after words and try to move on ^.^
xNBKx_Demonic 1 Sep, 2016 @ 10:38pm 
its slows it down to pause , i thought i siad that? if i didnt my bad , deff pause as soon as it booots, and activate debug mode on the main menu to save time and have the log opened when going in to the save. It does not stop it completely though unfortunatly , but downing them does stop the count so you wont have to rush to find all the specific injuries to ehal after downing them using the restore body part and heal injury options under Pawn: apply damage (death stops the count to lol )