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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.
By noodle_house
| Date uploaded | 2 weeks ago |
| Version | 0.1.4 |
| Download link | noodle_house-MiningCamp-0.1.4.zip |
| Downloads | 36 |
| Dependency string | noodle_house-MiningCamp-0.1.4 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.30.0README
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.
- 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.
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 |
| 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 |
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.
CHANGELOG
Changelog
1.0.2
- The settings on the mod page are now grouped by the same sections as the config file, so each one is easier to find. Nothing in the game has changed.
1.0.1
- Rewrote the mod page and this changelog to be easier to read. Nothing in the game has changed.
1.0.0
- New: Stone Mine. Unlocked by Eikthyr. Brings up 40 Stone every 8 minutes, far more than any other mine. Costs 20 Wood and 20 Stone.
- New: Coal Mine. Also unlocked by Eikthyr. Brings up 12 Coal every 8 minutes. Costs 20 Wood, 10 Stone and 10 Coal.
- Both can be tuned in the config under
[Mine.Stone]and[Mine.Coal].
0.1.10
- Miners are shown on the big map again, as well as the minimap.
0.1.9
- Miners are now shown on the minimap only, not the big map.
0.1.8
- New: miners on the map. Each miner is a blue arrow on the minimap and the big map, pointing the way he faces. Miners who are underground show as blue dots on their mine.
- The markers aren't pins. They aren't saved to your map, shared at a cartography table or removable with a right-click.
- Turn them off with
MapMarkers. It's your own setting, not the server's.
0.1.7
- New: Black Metal Mine. Unlocked by Yagluth. Brings up 6 Black Metal Scrap every 14 minutes. Costs 20 Wood, 10 Stone and 10 Black Metal Scrap.
- The Plains have no dungeon of their own, so it looks like a burial chamber. Change
this with
BlackMetalEntrance.
0.1.6
- Fixed: players could make camps and mines cheaper on a server. Build costs were read from each player's own config file, so editing it made building nearly free. The server's costs now always apply.
- Changes to costs and the crafting station no longer need a restart.
0.1.5
- Fixed: ore could be lost at the end of a trip. A miner's inventory was too small for a large haul, so the ore was dropped. Miners now have a bag big enough for several trips, which also helps when the chests are full.
- Changed: anyone can use a camp. Hiring, adding chests and linking mines are no
longer admin-only.
AdminOnlyPlacementstill limits who can build and remove camps and mines. The oldAdminOnlyPanelsetting is gone and can be deleted from your config. - New:
BossGating. Turn it off to remove every boss requirement at once.
0.1.3
- Fixed: a camp could end up with more miners than its limit (for example "7 of 3"). This happened when a mine was linked to a new camp while miners were still underground.
- Link nearest mine now refuses a mine whose underground miners wouldn't fit in the camp, and tells you how many to wait for.
- A camp that is already over its limit sends the extra miners home on its own, one every few seconds. They drop whatever they're carrying.
- Fixed a miner coming up being counted twice for a moment.
0.1.2
- Added Ko-fi and Discord buttons to the mod page.
0.1.1
Fixes from the first play test.
- Miners' spare suits no longer end up in chests or on the ground. Any that already did are cleaned up.
- Miners come back out at the mine's entrance, not inside or on top of the hill.
- A miner keeps the ore he's carrying when the world reloads.
- Crows no longer hang frozen in the air above the Copper Mine.
- Mines show their ore's icon in the hammer.
0.1.0
- First release: a Mining Camp, six mines unlocked by bosses, and Dvergr miners who go underground and come back with ore.