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== Summary ==
 
== Summary ==
Long-range mineral scanners consume 700 W of [[power]] and do not function under a roof, (not even on partial coverage). Scanning falls under Intellectual work. When operated, there is a mean of {{ticks/gametime|240000}} of work to find a deposit of ores. Finding a deposit is guaranteed after {{ticks/gametime|480000}} of work. Guaranteed finds are separate from random finds; the ​progress towards the guaranteed scan is not "reset" after finding ore randomly. These values are then modified by the [[Research Speed]] of the users in question. Unlike the [[ground-penetrating scanner]], the long-range scanner is tuned to a desired mineral.
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Long-range mineral scanners consume 700 W of [[power]] and do not function under a roof. Scanning falls under Intellectual work. When operated, there is a mean of {{ticks/gametime|240000}} of work to find a deposit of ores. Finding a deposit is guaranteed after {{ticks/gametime|480000}} of work. These values are then modified by the [[Research Speed]] of the users in question. Unlike the [[ground-penetrating scanner]], the long-range scanner is tuned to a desired mineral.
  
When the long-range scanner completes a scan, it will trigger its [[Quests#Ore_Lump|respective quest]] on a random tile between 6 and 25 cells away. If the tile is not entered within 30 days, then it will expire. The target area can either be unguarded, surrounded by a small [[Mental break#Manhunter|manhunter]] pack, or have an enemy waiting to ambush you. [[Mental break#Manhunter|Manhunters]] or an enemy may approach your colonists from the edge of the map when one of your colonists gets near the mineral lump, given that there wasn't anything else waiting at the lump.  
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When the long-range scanner completes a scan, it will trigger its [[Events#Precious minerals found|respective quest]] on a random nearby world tile. If the tile is not entered within 30 days, then it will expire.The target area can either be unguarded, surrounded by a small [[Mental break#Manhunter|manhunter]] pack, or have an enemy waiting to ambush you. [[Mental break#Manhunter|Manhunters]] or an enemy may approach your colonists from the edge of the map when one of your colonists gets near the mineral lump, given that there wasn't anything else waiting at the lump.  
  
 
Once the area has been cleared of hostiles, you have 10 days to mine everything before another group of hostiles arrives.  
 
Once the area has been cleared of hostiles, you have 10 days to mine everything before another group of hostiles arrives.  
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==Analysis==
 
==Analysis==
Researching the long-range mineral scanner is eventually required for the [[ship]], as it is a prerequiste to [[Research#Starflight Sensors|Starflight Sensors]]. The long-range scanner can help find the minerals required to build the ship, or materials for the rest of your endeavors. They can find an indefinte amount of ore - your world will never run out of deposits to find.
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{{stub|section=1|reason=General viability, without accounting for the ground scanner}}
 
 
In order to use a long-range scanner, you will need to account for the following:
 
*Travel time for the round trip. You can bring a [[caravan]] or use [[transport pod]]s. Caravans can take multiple days to get to location. Transport pods are nearly instant, but cost {{Required Resources|Transport pod}} per pod, and {{icon small|chemfuel}} variable [[chemfuel]] to get to location. On the return trip, you'll need to make a [[pod launcher]], which costs {{Required Resources|Pod launcher}}.
 
*Weight. Unless mining for gold, silver, or components, minerals are heavy. [[Pack animal]]s are often required to bring the stuff back, while you'll need multiple [[transport pod]]s to bring all the stuff back.
 
*The enemies around the scanner. You will need enough firepower to eliminate potential enemies on the map, which is firepower that is not in your colony when a [[raid]] happens to come.
 
*[[Mood]]. Lowered [[expectations]] helps with mood, but your colonists will still be grumpy when sitting on the floor and eating without a table.
 
 
 
As building the scanner requires two [[advanced component]]s, make sure to plan ahead. Keep some in a stockpile if you don't have the research for [[Research#Advanced fabrication|Advanced Fabrication]] yet.
 
 
 
You have 30 days from the ore being scanned to arriving at the destination. With a constant scanner, you can find multiple deposits, and tackle them all at once. This saves on travel time. With light materials like [[gold]], weight isn't a problem. Otherwise, you'll need a way to hold / transport all the minerals.
 
  
 
=== Comparison to deep drills ===
 
=== Comparison to deep drills ===
The [[ground-penetrating scanner]] can find ores deposits in the ground, within your colony. A [[deep drill]] is needed to extract ores, but you don't need to travel anywhere, meaning you don't need any of those considerations. The Deep Drill + Ground Scanner combination costs the same amount of research as the long-range scanner, though the latter is required to research Starflight Sensors.
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The [[ground-penetrating scanner]] can find ores deposits in the ground, within your colony. A [[deep drill]] is needed to extract ores, but you don't need to travel anywhere. The Deep Drill + Ground Scanner combination costs the same research as the long-range scanner, though the latter is required to research [[Research#Starflight Sensors|Starflight Sensors]].
  
Ground-penetrating scanners create much more ore per deposit (9000 vs 2300 average [[steel]], for instance), find ores roughly {{ticks/gametime|60000}} faster than the long-range scanner, and you don't have to travel to it. You don't need to consider weight, travel time, or being away from a colony. And, being in-colony makes it much easier for multiple miners to operate multiple deep drills. However, it finds random ores in random locations. You may find a deposit that's too far away to reasonably drill, and it may take a while to find minerals that you need at the moment. And while long-range deposits often have ambushes, drilling can trigger the [[Infestation|Too Deep: Infestation]] event.
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Long-range scanners are tuned to a specific ore, making it much easier to find a specific material, like plasteel. Mining ores on the surface takes ''much'' less work than drilling for them. However, they require a [[caravan]] or [[transport pod]]s for both ways of the round trip. When traveling through rough terrain, it can take multiple days just to get to location. The weight of all the ore is often an issue - [[pack animal]]s are often necessary to carry all the ores back. And because each ore lump has a specific threat, you will need to bring enough firepower to handle it.
  
In general, long-range scanners are better if 1. you are looking for a specific mineral like plasteel or gold, or 2. you have great scanners, but when you are lacking ''great'' miners. Ground-penetrating scanners are better when you have multiple good miners available. While drilling is slow, having multiple drills expedites the process, and each scan brings lots of material. In addition, not leaving the base means that all colonists can help defend against a [[raid]].
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Ground-penetrating scanners create much more ore per deposit (9000 vs 2300 average [[steel]], for instance), find ores roughly {{ticks/gametime|60000}} faster than the long-range scanner, and you don't have to leave your colony to access it. This makes it much easier for multiple miners to operate multiple deep drills. However, it finds random ores in random locations. You may find a deposit that's too far away to reasonably drill, and it may take a while to find minerals that you need at the moment. Finally, drilling can trigger the [[Infestation|Too Deep: Infestation]] event.
  
=== Ideology ===
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In general, long-range scanners are better with great scanners, but when you are lacking great miners. The long-range scanner is also superior if you need a specific mineral, right now. Ground-penetrating scanners are better when you have multiple good miners available. While drilling is slow, having multiple drills expiates the process, and each scan brings lots of material. In addition, not leaving the base means that all colonists can help defend against a [[raid]].
{{Ideology|section=1}} <!--- ensure rough parity with GPS page -->
 
As scanning rates is dependent on [[research speed]], the bonuses offered by both [[research specialist]]s and the [[Ideoligion#Research|Research]] precept can make for significantly faster returns. This gives research specialists a niche even once all normal [[research]] is complete and may warrant maintaining an NPC ideoligion if it grants access to the specialist.
 
  
 
== Version history ==
 
== Version history ==
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* 1.1 - power cost was increased. The time between finding ore veins is now displayed.
 
* 1.1 - power cost was increased. The time between finding ore veins is now displayed.
 
* [[Version/1.3.3200|1.3.3200]] - Work to make increased from 1000 to 10,000
 
* [[Version/1.3.3200|1.3.3200]] - Work to make increased from 1000 to 10,000
* [[Version/1.4.3682|1.4.3682]] - Fix: Long range mineral scanner tune command has no description.
 
  
 
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{{nav|misc}}
 
[[Category:Miscellaneous]]
 
[[Category:Miscellaneous]]

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