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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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*[[Mood]]. Lowered [[expectations]] helps with mood, but your colonists will still be grumpy when sitting on the floor and eating without a table.
 
*[[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.
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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.
  
 
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.
 
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.
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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. And while long-range deposits often have ambushes, drilling can trigger the [[Infestation|Too Deep: Infestation]] event.
 
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.
  
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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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 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 ===
 
{{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.
 
  
 
{{nav|misc}}
 
{{nav|misc}}
 
[[Category:Miscellaneous]]
 
[[Category:Miscellaneous]]

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