Difference between revisions of "Ground-penetrating scanner"

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The [[long-range mineral scanner]] can find readily mineable ores on the world map, as opposed to ores that need to be drilled. The long-ranged scanner costs the same research as Deep Drill + Ground Scanner combination, though the former is required to research [[Research#Starflight Sensors|Starflight Sensors]].
 
The [[long-range mineral scanner]] can find readily mineable ores on the world map, as opposed to ores that need to be drilled. The long-ranged scanner costs the same research as Deep Drill + Ground Scanner combination, though the former is required to research [[Research#Starflight Sensors|Starflight Sensors]].
  
The first comparison is of convienence; ground-penetrating scanners create much more ore per deposit (9000 vs 2300 average [[steel]]), and you don't have to leave your colony to access it. Meanwhile, long-range scanners require a [[caravan]] or [[transport pod]]s to travel to, and the weight of all the ore can be an issue. However, long-range scanners can be tuned to a specific material, while ground scanners will find ores randomly.
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The first comparison is of convienence; ground-penetrating scanners create much more ore per deposit (9000 vs 2300 average [[steel]]), find ores roughly {{ticks/gametime|60000}} faster, and you don't have to leave your colony to access it. Meanwhile, long-range scanners require a [[caravan]] or [[transport pod]]s to travel to, and the weight of all the ore can be an issue.  
  
A ground-penetrating scanner can find an ore deposit roughly {{ticks|60000}} faster, i.e. 24 less hours of work, than the long-range scanner. However, deep drills take much longer to mine than the long-range scanner's ores. Drilling also can trigger the [[Infestation|Too Deep: Infestation]] event, though a caravan can be ambushed.
+
However, long-range scanners can be tuned to a specific material, while ground scanners will find ores randomly. In addition, drilling ores takes much longer than mining ores from a long-range scanner. Drilling also can trigger the [[Infestation|Too Deep: Infestation]] event, though a caravan can be ambushed.
  
 
== Version history ==
 
== Version history ==

Revision as of 03:11, 3 December 2022

Ground-penetrating scanner

Ground-penetrating scanner

A sensor unit used by researchers to search for buried resources. The chance to find a resource depends on the operator's research ability. It consumes a lot of electricity. If you find a buried resource, you'll need to use deep drills to extract it. It doesn't work under a roof.

Base Stats

Type
BuildingMisc
Market Value
655 Silver [Note]
Beauty
-8
HP
200
Flammability
50%
Path Cost
50

Building

Size
3 × 3
Minifiable
False
Placeable
True
Passability
pass through only
Cover Effectiveness
40%
Terrain Affordance
Heavy
Power
-700 W

Creation

Required Research
Ground-penetrating scanner
Skill Required
Construction 8
Work To Make
12,000 ticks (3.33 mins)
Resources to make
Steel 150 + Component 4 + Advanced component 1
Deconstruct yield
Steel 75 + Component 2 + Advanced component 0 - 1
Destroy yield
nothing

A ground-penetrating scanner detects and illuminates underground deposits of resources, which can be mined with a deep drill.

Acquisition

Ground-penetrating scanners can be constructed once the Ground-penetrating scanner research project has been completed. They require Steel 150 Steel, Component 4 Components, Advanced component 1 Advanced component, 12,000 ticks (3.33 mins) of work, and a Construction skill of 8.

Summary

Ground-penetrating scanners consume 700 W of power and do not function under a roof. When operating a scanner, there is a mean of 180,000 ticks (3 in-game days) of work to find a deposit of ores. Finding a deposit is guaranteed after 360,000 ticks (6 in-game days) of work. These values are then modified by the Research Speed of the users in question. These ores can be mined with a deep drill.

Scanners technically create ore deposits. You will never find ores with a deep drill without a scanner, and scanners can find an infinite amount of resources in a given map. Ores and their extraction are not affected in any way by the existence of ice.

Ores

The resources contained in a deposit correlates with the size of the deposit. Each cell of resources contains 300 units of the resource. Below is an estimate of the different deposit sizes:

  • Resource Deposit Size Deposit Mean Commonality Portion Size Avg Deposit Return
    Steel Steel 20 - 40 ~ 30 4 35 Steel 9000
    Silver Silver 7 - 20 ~ 14 0.5 40 Silver 4200
    Plasteel Plasteel 2 - 10 ~ 7 1 7 Plasteel 2100
    Jade Jade 1 - 5 ~ 3 0.5 10 Jade 900
    Gold Gold 1 - 5 ~ 3 0.5 10 Gold 900
    Uranium Uranium 4 - 10 ~ 7 1 10 Uranium 2100


    Alternative table:

    Resource 1-5 6-10 11-15 16-20 21-30 31-40
    Steel Steel - - - - Check.png Check.png
    Silver Silver - Check.png Check.png Check.png - -
    Jade Jade Check.png - - - - -
    Gold Gold Check.png - - - - -
    Uranium Uranium Check.png Check.png - - - -
    Plasteel Plasteel Check.png Check.png - - - -
  • Analysis

    Ground-penetrating scanners can provide a massive amount of resources. Trade is finite, ore deposits are finite, but a scanner + deep drill can find massive quantities of drillable steel, plasteel, and other useful metals without ever leaving the map. These metals can bottleneck a colony's progress. As long as you have a decent miner, a ground scanner or two is a worthwhile investment.

    The ground-penetrating scanner is not usable if there is a roof over it. Scanners can be placed in rooms if you need to regulate the temperature; the open roof will make heating inefficient, but it is possible. Having a larger room with double-thick walls allows for more efficient heating.

    Comparison to long-range scanners

    The long-range mineral scanner can find readily mineable ores on the world map, as opposed to ores that need to be drilled. The long-ranged scanner costs the same research as Deep Drill + Ground Scanner combination, though the former is required to research Starflight Sensors.

    The first comparison is of convienence; ground-penetrating scanners create much more ore per deposit (9000 vs 2300 average steel), find ores roughly 60,000 ticks (24 in-game hours) faster, and you don't have to leave your colony to access it. Meanwhile, long-range scanners require a caravan or transport pods to travel to, and the weight of all the ore can be an issue.

    However, long-range scanners can be tuned to a specific material, while ground scanners will find ores randomly. In addition, drilling ores takes much longer than mining ores from a long-range scanner. Drilling also can trigger the Too Deep: Infestation event, though a caravan can be ambushed.

    Version history

    • Beta 19 - power usage was significantly reduced from 1500W to 800W. Its build cost was also changed, previously costing 400 steel and 12 components.
    • 1.1.0 - Reworked; previously it showed all minerals on the map instantly. Now it requires work by a pawn and will periodically find new mineral patches, forever. Its power cost was also slightly lowered to 700W.
    • 1.1.2564 - Rebalance. Random find time 4 work days->3 work days. Guaranteed find time 8 work days -> 6 work days. Now displays feedback about the current user's scanning speed, the random scan interval for this user, and the progress to a guaranteed find.