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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In order to use a long-range scanner, you will need to account for the following: | 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 | + | *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 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]]. |
− | *Weight | + | *Weight. [[Pack animal]]s are often required to bring all the stuff back. Because metal is usually so heavy, you'll need multiple transport pods 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. | *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. | ||
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− | As building the scanner requires | + | As building the scanner requires an [[advanced component]], make sure to plan ahead. Keep one in a stockpile if you don't have the research for [[Research#Advanced fabrication|Advanced Fabrication]] yet. |
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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, meaning you don't need any of | + | 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 the considers. 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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− | + | 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. 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 in almost every situation 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]] |