Editing Long-range mineral scanner
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== Summary == | == Summary == | ||
− | Long-range mineral scanners consume 700 W of [[power]] and do not function under a roof | + | 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 [[ | + | 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== | ||
− | + | {{stub|section=1|reason=General viability, without accounting for the ground scanner}} | |
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=== 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 | + | 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]]. |
− | + | 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. | |
− | + | 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. | |
− | + | 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]]. | |
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== 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 | ||
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{{nav|misc}} | {{nav|misc}} | ||
[[Category:Miscellaneous]] | [[Category:Miscellaneous]] |