Mines 2.0
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О материале
«Mines 2.0» — материал мастерской RimWorld. Моды для колонии: новые возможности, предметы и удобство игры. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.
Описание автора
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.
Add any resource yourself, in game
Mod settings -> Mines 2.0 -> "Custom resources..." Search for any resource or material and add it to your mines. No XML needed, and it works even when no mod provides a mineable rock for that resource. Every entry gets its own work amount, yield and optionally the research that unlocks it. New resources appear on your mines immediately, no restart. Resources that already have a mineable rock are picked up automatically, so most modded ores simply work without you doing anything.
Mod settings
-Stone chunks - on by default now. A chunk bill always yields exactly 1 chunk, the same as mining a rock tile by hand, so it can no longer mess up your colony wealth. -Only resources with deep deposits - optional. Hides bills for resources that have no deep deposit on your current map, if you want something more grounded. -Work amount and yield multipliers - globally and per resource. -Disable logging and Disable extensions.
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!
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 (for mod authors)
If you would rather ship it in XML than use the in game picker, add this codeblock to the block of the ThingDef of the resource you want to be mineable:
<li Class="MinesAutomatedExtension.MineableSettings">
<researchPrerequisites>
<li>MinesAutomated_ResearchProjectDef_minecraft</li>
</researchPrerequisites>
<workOffset>200</workOffset>
<mineableYield>1</mineableYield>
</li>
You can edit; -Research prerequisites. If you want item to be mineable after a certain research. This tag is optional. -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. Use the in game "Custom resources" list if you want that.)
Updates
19.08.2026 - Yield Update -The 50-200% limit is gone. Work amount and yield now range 10-1000%, and the range itself is editable in the settings. -Yield is no longer capped at one stack. It used to stop silently at the item's stack size, which is why raising the percentage past a point looked like it did nothing. Extra output arrives as more stacks. -Stone chunks stay at exactly 1 whatever you set. -Careful: a big yield raises colony wealth fast, and wealth is what the game sizes raids against.
09.08.2026 - Performance Update -Fixed the "Custom resources..." window freezing the game on big mod lists. One frame took over 2 seconds to draw. It is now 0.16 ms. -The cause was a text comparison using system language rules, run millions of times per frame, so some locales were hit far harder. -Same resource list as before, nothing hidden.
27.07.2026 - 1.6 Bugfix Update -Fixed no bills showing up on mines. RimWorld caches a workbench's recipe list the first time anything reads it. If another mod read the mine's list before this mod had filled it in, it stayed empty forever. That cache is now cleared properly, so mod load order does not matter anymore. Tested with Alpha Implants deliberately loaded first. -Fixed pawns ignoring the mine even when bills were on it. The interaction spot could end up inside the building itself when the mine was rotated south or west, and the game silently refuses the job when a pawn cannot stand there. This is also why pawns sometimes would not build a mine at all, with no reason shown. -Fixed "Invalid count: -1" log spam with Pick Up And Haul. The unfinished drilling plan is no longer haulable, since it belongs to its mine anyway. -Fixed impossible yields. Amounts are now clamped to the item's stack limit and can never drop to 0. -Stone chunks are enabled by default and always give exactly 1 chunk, so they no longer break the wealth system. -No more duplicate bills when two rocks give the same resource. And if two mods use the same resource name, the bill now tells you which mod it came from. -You can add any resource in game now, see above. -New setting: only allow resources that have deep deposits on the map. -Removed leftover code from the previous 1.6 update that did nothing except spam the debug log. -The mod extension no longer throws a red error when you leave out . -Download size went from 22.4 MB down to under 1 MB. Visual Studio cache files were being shipped by mistake.
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. 09.2021 - Early fixes -Logging toggle, special characters in resource names, missing and duplicate-name resources, 1.2 support, and the Harmony requirement dropped. 13.09.2021 - BIG Update -Code rewritten from zero by StatistNo1 -New mod settings -No more Harmony needed
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.
Как установить и запустить
Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.