RimWorld

RimWorld

See Deep Ores [A17 - Discontinued]
49 Comments
阿珍 15 Apr, 2023 @ 12:23am 
歇逼了 用不了了
BattleGrown 10 Jan, 2021 @ 11:55pm 
@Dingo why did your mod disappear? I was loving it!
@RobRendell Thx dude, it works perfectly in my game
RobRendell 20 Jul, 2019 @ 6:43pm 
@Dingo @Feffelicious that link doesn't seem to work (any more?) The following link goes to Dingo's Deep Ore Identifier mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1419872425
Feffelicious  [author] 22 Nov, 2017 @ 1:41pm 
@Dingo Nice work! I'll add it to my description.
Dingo 22 Nov, 2017 @ 12:38pm 
@Feffelicious Updated and uploaded (with credit of course). You can find the mod here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1208293674
Feffelicious  [author] 22 Nov, 2017 @ 11:02am 
@Dingo Nah, go ahead dude. If you wanna credit me for the idea you can but I don't really care tbh. I'm just glad I the mod got used during the time it worked. Post a link here to your mod so I can direct people to it if it works the same.
Dingo 22 Nov, 2017 @ 10:52am 
@Feffelicious Do you have an objection to other mod authors uploading an updated version on the workshop and forums, then? I can update this quite easily with a simpler script.
Feffelicious  [author] 22 Nov, 2017 @ 8:18am 
The source is actually included in the distributed mod folder. For me, the SeeDeepOres mod folder is located at

*Steam*\steamapps\workshop\content\294100\949894479

And the source class file is at

*Steam*\steamapps\workshop\content\294100\949894479\Source\SeeDeepOre.cs
Gilgamesh 21 Nov, 2017 @ 6:05pm 
Seconding, this mod is soo bloody usefull. But not usefull enough to downgrade to 17a forever unfortunately.
If you share the source, I'm certain somebody would be interested in continuing it.
ignis 20 Nov, 2017 @ 9:33am 
Can you share a source then?
Feffelicious  [author] 20 Nov, 2017 @ 9:20am 
Alright guys so here's the deal.
With the new patch, Hugslib changed along with it. For some reason, the mod broke because of this. I don't have time nor the willpower to fix it.

BUT there's a fix. Hugslib released a legacy version for A17. Disable the Updated Hugslib in the mods menu and install the A17 version. Rimworld will say it's outdated but you can still enable it, along with SeeDeepOres mod.

This will work just fine as long as no other mods of yours rely on something the new Hugslib can do, but since they just released the new patch, I doubt it.

Sorry for the inconvinience guys, but nothing lasts forever. I'm glad you enjoyed the mod this far <3
Maxxmillian 19 Nov, 2017 @ 7:58pm 
Verse.Log:Error(String)
Verse.ModAssemblyHandler:AssemblyIsUsable(Assembly)
Verse.ModAssemblyHandler:ReloadAll()
Verse.ModContentPack:ReloadContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Maxxmillian 19 Nov, 2017 @ 7:58pm 
ReflectionTypeLoadException getting types in assembly DeepResourceTextMod: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.
at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <filename unknown>:0

Loader exceptions:
=> System.TypeLoadException: Could not load type 'HugsLib.ModBase' from assembly 'HugsLib, Version=0.17.0.0, Culture=neutral, PublicKeyToken=null'.
ignis 19 Nov, 2017 @ 2:05pm 
Target version in About.xml should be updated, game won't even try to load it.
Feffelicious  [author] 19 Nov, 2017 @ 4:27am 
@maxxmillian
What's the problem? Did the beta break it?
Maxxmillian 19 Nov, 2017 @ 1:07am 
Beta 18 is now live, could we get an update? This mod is so useful!
Feffelicious  [author] 13 Nov, 2017 @ 10:50am 
@Storm
Glad to hear it! Enjoy :)
Crisp 11 Nov, 2017 @ 12:48pm 
This mod is such an essential, great QoL mod, can't play w/out it in A18
Feffelicious  [author] 25 Oct, 2017 @ 11:33am 
@Waterkey
This mod doesn't affect save files. You should be fine.
Tzeentch 24 Oct, 2017 @ 3:56am 
Please could you seperate this mod for A17 and A18, I don't want screw up my save file... please
ignis 17 Aug, 2017 @ 8:12am 
Vanilla research for gp scanner is already the longest one.
Feffelicious  [author] 2 Jul, 2017 @ 5:09am 
I want that aswell, but since many things are hard coded in this game, it makes modding very complex for me. A lack of motivation and time is the reason I haven't updated the mod yet.

If anyone wants to finalize the mod with research and a building, I've no problem handing over the source.
atta_turk 1 Jul, 2017 @ 11:34am 
I totally think this would be great as a research option--I agree the vanilla tech is a bit pointless and ridiculously expensive when you dont use the mats you find. It could be something like "Microanalytic Radar"--it sounds pretty tech-jargon and rimworld to me lol
[AOD]Suicide-Squirel 1 Jul, 2017 @ 2:29am 
Hugslib should be right after the CORE file of the main game. many mods require it to work
deathkrigel 26 Jun, 2017 @ 12:46am 
ok going try that i lett you know iff itt works
Feffelicious  [author] 25 Jun, 2017 @ 1:49pm 
@deathkrigel
Uh, okay, I don't know, did you get HugsLib aswell? Try to arrange the modlist so HugsLib is over my mod in the hierarchy.
deathkrigel 25 Jun, 2017 @ 8:03am 
mod does not work i subride itt and i set itt on but the ore does not show up
Feffelicious  [author] 22 Jun, 2017 @ 8:58am 
I've been looking into making it a building and research project but it's quite complex and I've not much spare time nowadays. We'll see if I manage to do something eventually.
Feffelicious  [author] 22 Jun, 2017 @ 8:57am 
@chumbaba
The resources do deplete, I think every square is 300 resources in it. So there's a potential 300x9 to mine in a full drill.

It should show modded ores, as long as they're deep ones.
Voiv0 22 Jun, 2017 @ 8:54am 
@chumbaba

Vanilla aswer : A driller can mine all around it in a 9-square (included the cell where the driller is, if i'm not mistaken) every time the mining job reach 100%. The drill must be manned by a colonist to do the job.

The colonist gain mining xp when using the drill :)
choomba 22 Jun, 2017 @ 8:46am 
Like the mod. Add a research project to make it more immersive.

Q:Would it show resources made from other mods?

Just build my first driller.
Vanilla Q:do those resources ever deplete?
EvilChef 22 Jun, 2017 @ 7:49am 
@Elkstone U high?
Lauri7x3 22 Jun, 2017 @ 5:19am 
how long i waited for this fucking easy function... thanks dude
Doomdrvk 21 Jun, 2017 @ 8:12pm 
Thanks m8 now i'll start using it again now.
Feffelicious  [author] 20 Jun, 2017 @ 12:25am 
Glad you like it!
Voiv0 19 Jun, 2017 @ 1:09pm 
I just unlocked for the 1st time the deep driller and it annoyed me to build several drills to look for the good spot.
Thanks for making this mod ! :steamhappy:
Feffelicious  [author] 19 Jun, 2017 @ 9:23am 
There guys, no more Debug logs. Just a small update, working on the building and research atm.
Daniel_USA 19 Jun, 2017 @ 7:30am 
I have a ton of mods using HugsLib and my game never crashes unless it is out of memory or someone just coded a bad mod.

Also thank you for taking my advice. You can create a new object and use the "linkable facility" code in the xml which makes the device connect to the deep miner.

I don't know if you need to do extra coding so the game only tells you the name of the deposits when the object is connected to the deep miner, but I am starting to suspect you might. Which I would just not worry about making because I have no idea how to code complex behaviors.
Teneombre 19 Jun, 2017 @ 6:56am 
A really good Idea ! Was looking for something like this from ages ! Thanks :) (I will wait for your update but anyway, I will not play soon with all the books I have to read)
rashaverak 19 Jun, 2017 @ 5:25am 
I have about 100 mods, some of the use HugsLib, game did not crash last 30 hours of gameplay, I dont think issue is in the lib.
Elkstone 19 Jun, 2017 @ 3:06am 
Because it is buggy as hell and kept crashing my client over and over again. It does that to a lot of things really, plus it means you can keep mods as your own work. Promotes better modding practice. Etc'
Feffelicious  [author] 19 Jun, 2017 @ 1:34am 
@Doomdrvk
If you see any difference in performance, please disable the mod and wait for my update.
At work at the moment so the update might be up in ~10 hours.
Feffelicious  [author] 19 Jun, 2017 @ 1:29am 
@Doomdrvk & @Eternal Wait
Oh god, I thought I deleted those lines! I used it for debugging. Removing the console spam ASAP!

Really sorry.

@Elkstone
Why's the library shitty? I might get this working without the lib if you have any valid reasons not to use it.
Doomdrvk 18 Jun, 2017 @ 10:32pm 
Well the problem with when mods spam console logs is that the game will slow down massively. Anyway its pretty annoying and if its going to cause lag spikes i'm not going to use the mod http://i.imgur.com/4DSFbtR.png
Eternal Wait 18 Jun, 2017 @ 7:10pm 
It seems to keep the debug log busy with messages. They are not errors but seems sucpicious.
Elkstone 18 Jun, 2017 @ 2:16pm 
Would use if it didn't use that shitty library :/ Sorry. Looks good as a concept though
Feffelicious  [author] 18 Jun, 2017 @ 12:51pm 
Thanks for the feedback!
I really like your idea. Let's hope this isn't as super-overly-advanced to make as the mod itself. I'll start working on it, no guarantees on when it's updated though. I'll keep you posted.
Daniel_USA 18 Jun, 2017 @ 12:31pm 
I like it, but maybe attach it to another device which links to the deep miner. It could be something as simple as a post with a monitor on it, which you "read" the ground vibrations and determine what mineral is under the deep miner.

You should also put it behind a research.