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MiningCamp
Dvergr miners who go below and come back with ore. Mines look like the game's dungeon entrances and unlock as you defeat bosses.Mining Camp
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.
- Seven 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, Black Metal 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, Yagluth black metal, Fader
flametal, the Frozen King bloodgold. You also need to have held the ore, like any recipe.
BossGatingoff drops the boss half and leaves the ore-in-hand half. - 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
- Build a Mining Camp. A workbench must be nearby (configurable).
- 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.
- Put a chest or two within 20 m of the camp, open the camp and click Add nearest chest for each.
- 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 |
| Black Metal | 14 min | 6 Black Metal Scrap |
| 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. The only thing admin rights cover: a camp that exists is run by whoever walks up to it |
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 |
BossGating |
on | Gate mines behind bosses at all. Off, a mine needs only the ore in hand |
<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'sEntrance. - 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.