RimWorld

RimWorld

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Mines 2.0
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
22.444 MB
31 May, 2021 @ 1:42pm
23 Jul @ 1:41am
34 Change Notes ( view )

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Mines 2.0

Description
Description
This version of Mines mod makes it possible to mine resources added with mods

The Mines, a place for your pawns to excavate the treasures of the earth.
This is a remake of the mod from AngleWyrm to version 1.3.

Adds a new building to the game - a mine in which you can mine all the available ores and rocks from the main game and mods. This mine is essentially a resource generator, which greatly simplifies the game, it can disrupt the game balance and be too OP.

You need "Minecraft" research to build Mine.

You don't need to download WexMan's version of Mines for this to work.

Big NEWS
There is a mod now called Choose Your Recipe. Which lets you disable some recipes from your workstations. I didn't tested it but it should work with Mines!

Planned
-Adding options to disable some ores and rocks. Can be DONE with above mod ^
-Patch for material mods to make them mineable after researches. The way mod operates makes it harder. DONE but you have to create your own xml files
-Maaybe fix rocks breaking game balance by filtering them out from general multipliers. DONE

About No Bills Issue
This mod generates bills from other mods by patching them after they load. If there is a mod in your modlist that changes the mod load order (like BetterLoading) it can most likely cause no bills to show up on your mines.
Also "Alpha Implants" can be breaking it too. Try to place it after this mod, if its breaking your game when its on top... or the other way around...

Original mod is at: https://ludeon.com/forums/index.php?topic=34231.0
and at: https://github.com/AngleWyrm/Mines/releases/tag/17-8-17

Savegame compatible. Just make sure to backup your save and remove Mine building before removing the mod.

Adding your own resource recipe
<li Class="MinesAutomatedExtension.MineableSettings"> <researchPrerequisites> <li>MinesAutomated_ResearchProjectDef_minecraft</li> </researchPrerequisites> <workOffset>200</workOffset> <mineableYield>1</mineableYield> </li>
Adding this codeblock in <modExtensions> block of the ThingDef of resource you want to add as recipe will allow the item to be mined. You can edit;
-Research prerequisites. If you want item to be mineable after a certain research.
-Amount of work for resource to be produced.
-Amount of resource that will be produced.
(Note that these settings will not be affected by general mod settins nor will have options to be changed in game.)

Updates
1.6 Update

20.04.2024 - 1.5 Update
-Done by Scorpio. Thanks.

07.11.2022 - 1.4 Update
-Done by Scorpio. Thanks.

05.06.2022 - Big Update ig.
-You are now able to disable the stone chunks. I have big hopes for it to solve wealth problem. If it doesn't please comment.
-You are now able to add your own resources that doesn't have mineable sources. Mines 2.0 Extension mod is integrated in main mod.

21.05.2022 -
-Mines are now rotatable. I am not an artists but I hope you like other textures.

24.09.2021 -
-Fixed wealth tab. But unfortunately this only fixes new games, not the games that already have this bug.
-Updated 1.2 version too.

20.09.2021 - a.a.a.smol Update (I should clean this)
-Added option to disable logging. ( The thing appears in debug log at the launch of game)
-Fixed the issue with special characters in resource names. (ex. "(")

19.09.2021 - smol Update
-Fixed missing resources.
-Betterloading makes some bills disappear for some reason. Statist is looking in to it.

14.09.2021 - another smol Update
-Recipes not appearing should be fixed now.
-Name change, so that people don't confuse "automated" part of the mod.
-1.2 support added

14.09.2021 - smol Update
-Same name resources from different mods are showing up now.
-Harmony need removed from About.xml. It won't ask for it.

13.09.2021 - BIG Update
-Code rewritten from zero by StatistNo1
-New mod settings
-No more Harmony needed

[github.com]

[discord.gg]

Credits
AngleWyrm - For this awesome mod.
WexMan - For updating it to 1.2.
StatistNo1 - For rewriting the mod from 0.
Jacque Pott - For this awesome extension.
Scorpio - For updating this mod to 1.4 and 1.5.

Special Thanks
SirLalaPyon for this awesome texture.
Rebel_Rabbit for letting me use it and making it possible to update mod.
StatistNo1 for rewriting the mod from 0.
Popular Discussions View All (3)
1
26 Jul @ 5:11pm
Using <ModExtensions> Throws Red Error on Load if youve added it to another ThingDef.
Leutian Kane
36
17 Jul @ 1:00pm
Bugs
StatistNo1
0
24 Nov, 2022 @ 6:55pm
No patch notes?
VeteranXT
558 Comments
Nate700 15 hours ago 
also can you add an open source licence to the mod on github?
Nate700 15 hours ago 
the reason i want the mines to be linkable is so i can change all the bills at one and add new ones without having to copy and paste it multiple times
Cain  [author] 28 Jul @ 12:39pm 
It is there in my mods folder. Idk why it doesn't appear for you. Its high likely related to steam though
MutWind 28 Jul @ 12:15pm 
Finally, I found 1.6 pack on your github.:steamhappy:
MutWind 28 Jul @ 12:10pm 
I tried ,I believe the pack was totally gone,however,its still the same when subscribing again:JefutyWhat:
Cain  [author] 28 Jul @ 8:18am 
Try to force update the mod by un-subscribing then subscribing again
MutWind 28 Jul @ 6:58am 
:SugarHaha:Well,I cant open the setting menu and I found that there`s no 1.6 pack in the mod pack. Maybe you can fix it?
Cain  [author] 27 Jul @ 4:04pm 
Thanks for the Alpha Implants report. That mod caused some issues for no bills before. I will add that to description. I don't know what is breaking it. If you guys could share your logs (Learn how to share logs from discord server in the description. Troubleshooting page, pinned comments), I might learn what is breaking it or why. If there are no logs idk why :steamfacepalm:
Cain  [author] 27 Jul @ 4:01pm 
Thanks for letting me know about <ModExtensions> I edited the description :steamhappy:
Cain  [author] 27 Jul @ 4:01pm 
Linkables are for workbenches. A mine is not a workbench. It wouldn't make sense to do it. You can change the work amount from settings anyway.
Powered auto mines are automatic deep drills. You can use those mods if you want auto mining a.k.a. drilling.