RimWorld

RimWorld

Mines 2.0
603 Comments
Leutian Kane 7 Nov @ 2:31am 
<loadBefore>
<li>sarg.alphaimplants</li>
</loadBefore>
in your about.xml should solve this issue for everyone if they use alpha implants.
Leutian Kane 7 Nov @ 2:30am 
Alpha Implants must load AFTER mines 2.0 to reliably show the bills.
Alex Doscious 17 Oct @ 6:30pm 
when i add this mod it says its not made for 1.6
ThatFatGuyML 5 Oct @ 11:31am 
ty Cain

and thats fine, I'm used to the old Mine mod.
Cain  [author] 5 Oct @ 10:18am 
There is a button in settings to enable stone chunks. But it is high likely that it will break your wealth. It is related to how stone chunks wealth is calculated by the game. Think of it like that your map is made of granite and limestone and lacks sandstone. So if you get sandstone to your colony it is very valuable. I didn't pry deeper to how the calculation works but be careful.
UEemperor 5 Oct @ 5:44am 
Aaaaand yep all working fine now. Thank you!
UEemperor 5 Oct @ 5:32am 
Gotchu. I missed this part. Will repost once tested.
ThatFatGuyML 5 Oct @ 3:44am 
UEmperor

as it says above, you have to load it *before* the mods conflicting

especially Alpha Implants
UEemperor 5 Oct @ 12:54am 
Hello, question.

Im having an issue where the mine doesnt show any bills (whether chunks or minerals).

Its loaded last after every content mod, I have a lot of mods, yes, what im trying to ask here is "what could be messing with it?"
ThatFatGuyML 4 Oct @ 7:27am 
is there a way to add the basic stones (Granite, Limestone, Sandstone, Marble, and Slate, maybe Vacstone) to this mode? the OG mines one had it but I cant seem to get both working
Leutian Kane 12 Sep @ 2:16am 
otherwise you get red errors saying it cant find this or that if something isnt installed thats patched , its a lot less effort than using MayRequire for every patch.
Leutian Kane 12 Sep @ 2:15am 
because i use load Folders so it only loads certain folders if certain things are loaded and if not it loads a different folder.
Cain  [author] 11 Sep @ 10:59pm 
Why do you have a patch in multiple folders? Doesn't it usually work if its only at one place?
Leutian Kane 11 Sep @ 5:50pm 
ill do that cause i patched it in the AllMods folder too and it still didnt work .
Leutian Kane 11 Sep @ 5:16pm 
i forgot to patch the one in AllMods folder didnt i ?
Cain  [author] 11 Sep @ 1:32pm 
You can contact me on discord too btw. Just ping me I can answer whenever I can. Not on my computer all the time
Cain  [author] 11 Sep @ 1:30pm 
Alpha Implants is a known issue but idk what really causes it. That technique works yes.
Cain  [author] 11 Sep @ 1:29pm 
I tried what you did with the research. Used your mod but for Industrial Medicine. Carbon mod for research.
<Operation Class="PatchOperationAddModExtension">
<xpath>Defs/ThingDef[defName="MedicineIndustrial"]</xpath>
<value>
<li Class="MinesAutomatedExtension.MineableSettings">
<researchPrerequisites>
<li>CarbonResearch</li>
</researchPrerequisites>
<workOffset>200</workOffset>
<mineableYield>10</mineableYield>
</li>
</value>
</Operation>
Here is the patch for it. It works as intended. I saw that your mod has the same patch in different files. It was only effective when I have done the changes on common/patches/Patch_Mines2.0Vanilla.xml
Industrial medicine is not mineable until you do the research for carbon in my case. Even when using god mode
Leutian Kane 11 Sep @ 9:47am 
here is the patch <Operation Class="PatchOperationAddModExtension">
<xpath>Defs/ThingDef[defName="LKUberSteel"]</xpath>
<value>
<li Class="MinesAutomatedExtension.MineableSettings">
<researchPrerequisites>
<li>LKUberMetals</li>
</researchPrerequisites>
<workOffset>200</workOffset>
<mineableYield>10</mineableYield>
</li>
</value>
</Operation>
Leutian Kane 11 Sep @ 9:46am 
@Cain ive replaced the minecraft research for a specific metal in my patch with my own custom research, and its still showing up as a bill after i research minecraft.
Leutian Kane 10 Sep @ 5:30am 
ive saved the mod locally and added Alpha Implants to <loadBefore> in the about.xml, not had the no bills issue since.
Leutian Kane 10 Sep @ 5:29am 
@TurtleShroom, MayRequire has never been needed, usually its a load order issue especially if using Alpha Implants. this mod need to load BEFORE it.
Leutian Kane 10 Sep @ 5:26am 
thanks, some of the patches ive made for endgame type mods like Beyond Our Reach really needed Research locked :P
Cain  [author] 10 Sep @ 5:12am 
Latter. It would lock it till you complete the added research
Leutian Kane 9 Sep @ 10:56am 
@Cain if i replaced the MineCraft <researchPrerequisites> with another research would that break it or would it lock that particular bill behind the research i specified?
Z.E.R.T. 7 Sep @ 11:16am 
@cristoEMago thats a good question i just found out there is 2
steauxback 5 Sep @ 8:35am 
Can you replace original mod by this one on current save?
EthanTBNR 3 Sep @ 8:26am 
I'm getting the no bills issue, as well
TurtleShroom 1 Sep @ 9:40am 
What is the Package ID for this Mod? When you gave the example in the Mod Extensions, you forgot the MAYREQUIRE.
-=GoW=-Dennis 31 Aug @ 9:39am 
Also getting no bills issue, weird.
Z.E.R.T. 28 Aug @ 7:56pm 
missing steel ingot in the mine for medieval gameplay
CristoElMago 28 Aug @ 6:43am 
Which one to use? Mines or Mines 2.0?
Which are the differences?
Pasaway 13 Aug @ 1:42pm 
@Ravist and @DreamState: This has been an ongoing problem with Steam lately, and isn't due to any particular mod. Here is the fix:

Settings>Properties>Installed Files>Verify File Integrity.
Azure 10 Aug @ 1:00am 
Could you please explain why stone chunks break wealth?
ravist 7 Aug @ 9:10pm 
On version 1.5, there are no recipes after exploring and building the mine
Mabbl 6 Aug @ 5:26am 
I would like to use the mod options to modify the amount of yield i get, but unfortunatly, the UI won´t let me adjust the values freely, but constantly autocorrects them so i can´t type in the number i want.
For example: The value is 200, and i want to put it lets say at 120. If i delete a zero, it autocorrects to 50. I can then add a 1 and turn it to 150, but thats literally the only option, because anything else would autocorrect it either to 200 or to 50.

Please remove those hard restrictions entirely, (except if they are really necessary for some reason) or at least let the game only check and autocorrect once i have clicked out of the box, or if i press enter.
DreamState 3 Aug @ 7:11pm 
1.6 tag seems broken out of nowhere. just letting you know
Cain  [author] 3 Aug @ 2:51am 
It should be if its a mineable thing. I don't recommend mining stones tho, it breaks the wealth of the colony. If you are gonna mine stones anyway, don't make in big quantities.
Cain  [author] 3 Aug @ 2:49am 
Any pawn or robot that have "mining" work available should be able to mine using mines. If they don't have the "mining" ability, it might be caused by another mods that changes work types or it is not available for that robot, mechanitor bot. Personally my mechanitors miner drones do mine using mines.
Yakamashii 2 Aug @ 12:46pm 
is vacstone enabled?
革命军-轻风 2 Aug @ 12:03pm 
great mod.maybe excavation robots can use it?
Hambre Andy 31 Jul @ 1:10pm 
I added this to my already running game and it is not allowing me to use it. I can place the mines and put orders for components but it is not mining. Do you have any advice? I am also playing with other mods as well.
Cain  [author] 31 Jul @ 9:37am 
Its something to do with steam imo. Mod is updated to 1.6 and its visible on the steam mod page. You can try to force update the mod or find the 1.6 files in github link
Danny 31 Jul @ 9:27am 
I subscribed to the mod for version 1.6, but the game says it's for 1.5 and not supported in 1.6.
Cain  [author] 31 Jul @ 9:18am 
Oh you meant that kind of link. Sorry, I thought linkables that boosts the ability to mine. I have updated the license in the github link. You can edit it as long as you reference me and other developers just like I did. Have fun
Nate700 29 Jul @ 5:57am 
also can you add an open source licence to the mod on github?
Nate700 29 Jul @ 5:56am 
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: