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*Steam*\steamapps\workshop\content\294100\949894479
And the source class file is at
*Steam*\steamapps\workshop\content\294100\949894479\Source\SeeDeepOre.cs
If you share the source, I'm certain somebody would be interested in continuing it.
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 Rimworld will say it's outdated but you can still enable it, along with SeeDeepOres mod.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
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()
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'.
What's the problem? Did the beta break it?
Glad to hear it! Enjoy :)
This mod doesn't affect save files. You should be fine.
If anyone wants to finalize the mod with research and a building, I've no problem handing over the source.
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.
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.
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 :)
Q:Would it show resources made from other mods?
Just build my first driller.
Vanilla Q:do those resources ever deplete?
Thanks for making this 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.
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.
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.
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.
You should also put it behind a research.