RimWorld

RimWorld

80 ratings
Consistent Deep Drill Stone
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4
File Size
Posted
Updated
1.688 MB
14 Nov, 2021 @ 12:02pm
17 Nov, 2022 @ 11:09am
2 Change Notes ( view )

Subscribe to download
Consistent Deep Drill Stone

In 1 collection by UdderlyEvelyn
Evelyn's Mods
9 items
Description
This mod changes the way the deep drill selects what stone to yield - instead of being entirely random based on what types are on the map, it uses the Consistent Map Stone mod to determine it based on where you placed the drill, even if no stone is showing there.

Need more marble? Place it on/near some marble. Need granite? Place it on/near some granite. In vanilla, it's as if all of the bedrock types are interwoven in some nonsense way, with Consistent Deep Drill Stone it is as it should be.

Requires my Consistent Map Stone mod.

FAQ:
Q - Can I add this to an existing save?
A - Absolutely, but understand that if your map was generated without Consistent Map Stone installed you may get an unexpected type of stone because the noise is inconsistent and irretrievable without it.

Q - Can I remove this safely without messing up my save?
A - Yep, all deep drill resources will instantly become what they would be without this mod without even re-placing the drills.

Like my mods? Help me survive, lol.
Venmo: @UdderlyEvelyn
Paypal: yushatak@gmail.com (I do not check this email, do not contact me through it!)
Ko-Fi: http://ko-fi.com/UdderlyEvelyn
Patreon: https://www.patreon.com/UdderlyEvelyn

stone rock deep drill return yield give get mine type variety flavor mod placed floor on top of wrong correct
11 Comments
Mlie 17 May @ 1:35pm 
Made an update of this:
https://steamproxy.net/sharedfiles/filedetails/?id=3248605918
Hope it helps anyone!
Anquest 11 Apr @ 12:48pm 
1.5 update?
Deadmano 24 Jan @ 7:07am 
If you absolutely HAVE to add new mods to an existing save (even adding mods to an existing save that never had mods before) then you'll probably want to pay attention to the description, specifically Note! fixes are not enabled by default. Enable them in the mod options as needed. and enable the hash collisions fix. Good luck!
Deadmano 24 Jan @ 7:02am 
@SunGod: That's a vanilla issue unrelated to this mod, and caused by mods that add new items on an EXISTING save (shame on you for not starting a new colony when adding new mods as should be done). :rshout: Technical explanation: It's a hash collision. Hash codes are computed by putting defNames into a numeric form, with a max value of 65k in Rimworld's system. When two defNames happen to randomly compute to the same number one of them gets its value incremented by 1 until it's unique. If one such modified code belongs to a def in a saved grid that had things stored by those hashes instead of full defNames you then end up having it load with different things inside than it used to.
SunGod 27 Jan, 2023 @ 6:10pm 
Sooo... I have a map problem which I *think* might be attributable to this mod (or Consistent Map Stone), but I'm not 100% certain. Right now I've got a 1.4 save that has an "ore" that is actually "Bedside Charger (blueprint)"... so before I knew it, my deep drill dug up a blueprint, and well, the blueprint "ore" areas are all over my map now.

I've tried uninstalling and reinstalling the mods, reloading the map, even tried using the "Mid-Saver Saver" mod that cites this as a condition that it's supposed to be able to help fix, but no luck.

If my attribution of the issue to this mod is incorrect, apologies, but given the 1.3>1.4 upgrades, I suspect that somewhere between the time this mod was updated, that could be where the problem started (never noticed it before then).

Anywho, any help would be appreciated. Happy to help troubleshoot if warranted, I appreciate this mod and your work on it.
Euterpe 17 Nov, 2022 @ 5:00pm 
thank you for the update author-san!
Kenpachi 18 Dec, 2021 @ 9:04pm 
Some of you mod creators, never cease to amaze me with the ideas and/or frameworks you come up with. Look forward to giving this a try in a new playthrough. :steamthumbsup:
UdderlyEvelyn  [author] 19 Nov, 2021 @ 5:45pm 
It occurs to me I didn't address your latter two points.

Re: Ice, my mod will already do this, and it follows the natural generation of rock for the map.

Re: Non-native stone, my mod will yield the correct stone for that position on the map based on the generation of rock for the map, ignoring what type it's on.

The whole idea here is that nothing you do to the map, including covering up the stone or not having it show from the start, will affect the output, and the output will never be random. It will always yield stone matching the pattern built into the map.

Sorry if my previous comment was a bit confusing. xD
UdderlyEvelyn  [author] 17 Nov, 2021 @ 4:41pm 
@Thundercraft this does it even if the deep drill isn't sitting on exposed stone, based on the actual stone types that would be underneath based on the world generation's noise. If you use my "Soil Relocation" mod and had it placed on soil, you could dig up soil you place it on and find the output consistent with what you found underneath where it was. With that mod, you could move one tile to the left or right and get a different type of stone if it's not exposed stone. With mine, it will be consistent with the pattern. Not a huge difference if you don't want to use my other mods, I suppose, but if you do it will fit in nicely.
Thundercraft 17 Nov, 2021 @ 3:51pm 
What is the difference between this mod and Predictable Deep Drills ? Don't both mods pretty much do the same thing?

Well, one thing I know Predictable Deep Drills has which I doubt this does is it a setting in Mod Options which, when enabled, will have drills yield stone when playing on a ice sheet map.

Also, by default, Predictable Deep Drills will only give a random stone type native to the map if drilling through a surface stone that is not native, such as from a meteorite impact. But there's a setting to disable that behavior, too (so it predictably yields the non-native stone).