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Mining Camp

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Dvergr miners who do your mining. Build a camp, build a mine, link them, assign a chest, and the miners walk down into the mine, come back up with ore a while later and put it away while you get on with something else.

What's in it

  • A Mining Camp build piece, under Misc in the hammer. Placing it hires your first miner. The camp has the panel: pause, hire or dismiss miners, assign chests, link mines.
  • Six mines, each its own build piece dressed as one of the game's own dungeon entrances: a Tin Mine, Copper Mine, Iron Mine, Silver Mine, Flametal Mine and Bloodgold Mine. A mine is a doorway only the miners can use; you cannot go down.
  • Boss progression. A mine only appears in the hammer once the boss of its biome is dead in your world, the same keys and the same defaults as Portal Progression: the Elder unlocks tin and copper, Bonemass iron, Moder silver, Fader flametal, the Frozen King bloodgold. You also need to have held the ore, like any recipe.
  • The loop: a miner walks to a linked mine and goes below. A set time later he comes back up at the doorway with ore, carries it to the nearest assigned chest with room, and heads back down. Several miners spread themselves over the camp's mines.
  • Trips run on world time. On a dedicated server a trip finishes whether or not anyone is near; the miner comes up as soon as someone loads the area. In single player the world only runs while you play, but it does not matter where in it you are.
  • Miners stay. They are saved with the world, come back when the area loads, cannot be hurt, and monsters walk past them.
  • Server-synced config, admin-only, for the boss keys, trip times, yields, costs and which entrance each mine wears.

Everyone needs the mod in multiplayer. Safe to add to an existing world.

Using it

  1. Build a Mining Camp. A workbench must be nearby (configurable).
  2. Build a mine within 40 m of the camp; it links itself to the nearest camp. Mines are large, so give them room. A mine further away can be linked from the camp panel with Link nearest mine, or by pressing E on the mine.
  3. Put a chest or two within 20 m of the camp, open the camp and click Add nearest chest for each.
  4. Walk away. Hover a mine to see how many miners are below and when the next comes up; hover a miner to see what he is doing.

Hire a miner adds another pair of hands, up to the camp's limit. Send one home dismisses a miner above ground, or calls one up early if they are all below. Pause work keeps miners at the camp; anyone already below still comes up.

Yields

Per miner, per trip, all configurable:

Mine Trip Brings up
Tin 8 min 8 Tin Ore
Copper 8 min 8 Copper Ore
Iron 10 min 8 Scrap Iron
Silver 12 min 6 Silver Ore
Flametal 15 min 5 Flametal Ore
Bloodgold 18 min 5 Petrified Tissue

Ore is still ore: it does not go through portals unless something else lets it.

Configuration

BepInEx/config/com.noodle.miningcamp.cfg, synced from the server:

Setting Default What it does
AdminOnlyPlacement off Only admins may build or remove camps and mines
AdminOnlyPanel off Only admins may open the panel or link mines
MaxWorkersPerCamp 3 Miners one camp can employ, counting those below
MaxWorkersTotal 12 Miners in the whole world
ChestAssignRange 20 How far a chest may be from the camp
MineLinkRange 40 How far a mine may be from its camp
CampBuildCost Wood 20, Stone 10, Resin 5 Camp cost
CraftingStation workbench Station needed to build a camp or mine; empty for none
<Ore>Boss see above Boss key that unlocks the mine; -- for none
<Ore>TripMinutes see above Real minutes per trip
<Ore>Yield see above Ore per trip
<Ore>Cost Wood 20, Stone 10, 10 of the ore Mine cost
<Ore>Entrance a vanilla location Which dungeon entrance the mine looks like
ListLocations off Logs every location name the game knows, for picking entrances

Known limits

  • The entrances are the game's own location prefabs, stripped of everything but their looks. Which one each mine uses is a guess at the prefab name until it has been seen in the game; if a mine shows up as a plain stone arch, turn on ListLocations, read the names out of the log and set that mine's Entrance.
  • A mine is big and sits in the ground the way a real crypt does. Placement ignores clipping on purpose; pick the spot with that in mind.
  • A miner walks between the doorway and the chests, so both need to be reachable on foot. A mine on a cliff above the camp will strand him.
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