Difference between revisions of "Deep drill"

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{{rewrite|reason=Format standardisation}}
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{{image wanted|reason=1) Extraction radius (see examples in [[:Category:Images - Graphics]] e.g. [[:File:Skip shield radius.jpg]]) 2) Deposits }}
{{infobox main|production|
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{{infobox main|production
|name = Deep drill
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| name = Deep drill
|image = Deep drill.png
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| image = Deep drill.png
|imagesize =
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| description = A deep-crust drilling rig for extracting minerals from deep under the surface. Use a ground-penetrating scanner to detect the resources. This drill will yield stone chunks if no resources are present. Can be repositioned freely.
|description = A deep-crust drilling rig for extracting minerals from deep under the surface. Use a ground-penetrating scanner to detect the resources. This drill will yield stone chunks if no resources are present. Can be repositioned freely.
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| type = Building
|type = Building
+
| type2 = Production
|type2 = Production
+
| placeable = true
|placeable = true
+
| path cost = 50
|path cost = 50
+
| passability = pass through only
|passability = pass through only
+
| cover = 0.5
|cover = 0.5
+
| minifiable = true
|minifiable = true
+
| size = 1 ˣ 1
|size = 1 ˣ 1
+
| mass base = 35
|mass base = 35
+
| flammability = 0.5
|flammability = 0.5
+
| hp = 300
|hp = 300
+
| sell price multiplier = 0.7
|sell price multiplier = 0.7
+
| beauty = -25
|beauty = -25
+
| power = -200
|power = -200
+
| terrain affordance = light
|terrain affordance = light
+
| research = Deep drilling
|research = Deep drilling
+
| skill 1 = Construction
|skill 1 = Construction
+
| skill 1 level = 4
|skill 1 level = 4
+
| work to make = 10000
|work to make = 10000
+
| resource 1 = Steel
|resource 1 = Steel
+
| resource 1 amount = 100
|resource 1 amount = 100
+
| resource 2 = Component
|resource 2 = Component
+
| resource 2 amount = 2
|resource 2 amount = 2
 
 
}}
 
}}
{{Info|A '''deep drill''' extracts resources, such as [[Steel]], [[Gold]], and [[Rock Chunks|Rock Chunk]], from underground deposits.}} These deposits are discovered by having a colonist scan at a [[ground-penetrating scanner]], except for Stone Chunk deposits, which are extractable from every other tile on the map. Clicking the scanner reveals all currently detected deposits (cells highlighted green) on the map and shows you the mineral when you hover over the deposit. Constructing or clicking any deep drill also displays all detected deposits, if a scanner is in place and powered. It is built with {{Required Resources}} in {{Ticks|{{P|Work To Make}}}} after the research [[Research#Deep drilling|Deep Drilling]] has been completed. The deep drill can bring much needed resources for constructing the ship or for base expansion later in the game, when most ores have been mined out. The scanning time depends on the Intellectual skill of the colonist operating the scanner.
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{{Info|A '''deep drill''' extracts resources, such as [[metals]] or [[rock chunks]], from underground deposits.}}
  
== Placement ==
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== Acquisition ==
When placing a deep drill it can fit in as little as a 1x2 space - one cell for the drill, and one cell for the interaction spot. The outline does not restrict placement in any way. It only shows the drill's extraction zone and it can overlap walls, mountains, water, buildings, and even some of the maps border's exclusion zone but not the second tile away. Most deposits are in open space, but in tight spots, the drill can be <span style=" white-space: nowrap;">rotated (keys: Q\E)</span> to position the interaction spot. Once the drill has been built, uninstalling it to move it requires {{Ticks|1800}} of work.
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{{Stub|section=1|reason=Are they ever found in mining camps like the scanners?}}
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Deep drills can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work.
  
As the driller will spend long times drilling in a place far away from the base, they will quickly become unhappy because of the lack of beauty and comfort. A deep drill room can be constructed to mitigate the debuff, and [[sculpture]]s can be placed in the room to liven it up.
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== Summary ==
 +
A deep drill takes 200 W of [[power]] and occupies a 1x2 cell space, 1 for the drill and 1 for the interaction spot. Deep drills can be uninstalled freely.  
  
A drill only extracts resources within its extraction zone, so it should be placed to cover as much as possible. Drills can be moved, allowing the drill to be reused once resources are exhausted. If building a drill is blocked by terrain like mud or shallow water, the drill can be installed on a [[bridge]]. Resources detected in deep water or deep ocean water beyond the overlap zone cannot be extracted.
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A deep drill can mine ore deposits found in by [[ground-penetrating scanner]]. Otherwise, drills default to producing [[stone chunk]]s from the map's available stone types. Drills placed on ice, predominantly found in the [[Biomes#Ice_sheet|ice sheet]] and [[Biomes#Sea_ice|sea ice]] [[biome]]s, will not produce stone chunks, though ore deposits ''can'' be scanned, accessed, and mined as usual.
 +
 
 +
Operation requires a pawn capable of [[mining]]. Each extraction cycle requires {{ticks|14000}} of work to finish, modified by the colonist's [[Deep Drilling Speed]] stat, and unaffected by the resource type being mined. [[Tunneler (Mechanoid)|Tunneler mechanoids]]{{BiotechIcon}} are unable to use a Deep Drill.
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 +
=== Ores ===
 +
A [[ground-penetrating scanner]] can be used to create ore deposits. Deep drills will mine ore deposits in a 2-tile radius, or 5-tile diameter. While drills can't be placed in water, walls, or other invalid terrain, a nearby drill can still mine ores within those tiles.
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 +
<div style="float: left;">
 +
{| {{STDT| c_07 text-center}}
 +
! Resource !! Deposit Size !! Deposit Mean !! {{H:title|link=no|How common a particular resource vein is.|Commonality}} !! {{H:title|link=no|Amount obtained by the drill every cycle. Does not affect amount of resources in cell.|Resources per cycle}}
 +
|-
 +
| style="text-align:left;" |{{Icon Small|steel}} Steel||20 - 40||~ 30||4||35
 +
|-
 +
| style="text-align:left;" |{{Icon Small|silver}} Silver||7 - 20||~ 14||0.5||40
 +
|-
 +
| style="text-align:left;" |{{Icon Small|plasteel}} Plasteel||2 - 10||~ 7||1||7
 +
|-
 +
| style="text-align:left;" |{{Icon Small|jade}} Jade <br/> [[File:Gold.png|link=|16px]] Gold ||1 - 5||~ 3||0.5||10
 +
|-
 +
| style="text-align:left;" |{{Icon Small|uranium}} Uranium||4 - 10||~ 7||1||10
 +
|}</div> <br style="clear:both" />
 +
 
 +
The drill's inspection pane shows what resource is below ({{lc:{{#ask: [[Category:Metal]]}},  or [[jade]]}}). Cells will turn from green to yellow and then blank as they are depleted. Each cell contains a total of 300 resources, but the actual number obtained depends on the miner's mining yield, so the values may be slightly lower. When the drill runs out of ores, the building is automatically forbidden, though you can unforbid it to mine stone chunks as usual.
  
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
 
<gallery widths="400px" heights="400px" class="center" mode="nolines">
Line 43: Line 66:
 
</gallery>
 
</gallery>
  
== Operation ==
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=== Infestations ===
 
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Manned drills are capable of drilling into underground [[Insectoids|insect]] hives, activating the [[Events#Too_deep:_Infestation|event Too Deep: Infestation ]] and bringing several insects to the surfaceThere will be a short delay between the alert and their appearance, giving your miner time to get away.
A drill is operated by [[Menus#Mine|miners]].  Unlike crafting stations, the colonist cannot make use of a chair while operating the drill. The drill's inspection pane shows what resource is below ({{lc:{{#ask: [[Category:Metal]]}},  or [[jade]]}}). Cells will turn from green to yellow and then blank as they are depletedEach cell contains a total of 300 resources, but the actual number obtained depends on the miner's mining yield, so the values may be slightly lower. Drill operation can be suspended by marking the drill as forbidden or turning off its power.  
 
  
Drills will produce stone chunks if there are no other materials below them. To prevent pawns from continuing to drill stone undesirably, a drill that has exhausted all obtainable resources will automatically be marked "forbidden," sending a notification to the player.
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==Analysis==
 +
{{stub|section=1|reason=General info / long range scanner}}
 +
Deep drills are a large and valuable source of metals, which often limits a colony when it comes to [[ship]] building or general advancement. A ground-penetrating scanner can find an infinite amount of veins over time, meaning you don't have to rely on trading to get them.  
  
Each extraction cycle takes a base of {{ticks|14000}} of work to finish, modified according to the colonist's [[Deep Drilling Speed]] stat. Although this time is the same for all materials, the amount per cycle varies. For example, plasteel yields 7 units per cycle, making it effectively 5 times slower to mine than steel, which yields 35. This means using deep drills is from over 700 (silver) to almost 3000 (gold/jade) times less efficient than normal mining. The drilling speed can also be increased using [[drill arm]]s{{RoyaltyIcon}}.
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As the colonist will spend long times drilling in a place far away from the base, their [[Mood]] will suffer because of the lack of [[beauty]] and [[comfort]]. A room can be constructed around the drill to mitigate the debuffs, using [[Chair]]s{{Check Tag|Verify|Deep drillers previously did not benefit from chairs. Verify that this has changed.}} and [[sculpture]]s to increase Room Quality.
  
Note that resource fields may be adjacent to each other, sometimes with different types of resources.  If a drill is placed such that it overlaps both zones, it will mine all of the resources from one type before switching to the other field.  In which case, the infobox will display which resource the drill is currently extracting.
 
 
Placing down an [[stockpile]], with all items disallowed, around the deep drill with cause [[Menus#Haul|haulers]] to prioritize hauling the extracted resources to their proper place
 
 
 
=== Power ===
 
=== Power ===
 +
A deep drill requires [[power]] to operate, but ore deposits may be far from your main power grid. A [[vanometric power cell]] can power up to 5 drills with no input required. Although it is quite explosive, an [[unstable power cell]]{{RoyaltyIcon}} is easier to get, and can power 2 drills. A fully charged [[battery]] can be re-installed near the drill, providing a little less than 3 days worth of power.
  
A deep drill requires [[power]] to operate. Besides connecting to the main power grid, relocating charged batteries can provide power for a while. This can eliminate running power lines to remote areas, however a roof is needed to protect the batteries from rain. Alternatively, a [[vanometric power cell]] works to power up to 3 nearby drills constantly. Although risky, an [[unstable power cell]] can also be used to power the drills, but beware of an explosion.
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=== Comparison to long-range scanners ===
 +
The [[long-range mineral scanner]] can find readily mineable ores on the world map. The first constraint of the long-range scanner is weight; a [[caravan]] must be created to mine its ores. It's often impractical to carry so much without a herd of [[pack animal]]s.
  
Once a drill has completely mined all resources in its zone, it will continue to draw power until it is turned off, disconnected from the grid or deconstructed.
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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. In addition, each ground deposit contains more material than what's found outside. However, the long-range scanner can be tuned to find a specific ore, and its ore is mined much faster than a drill.
  
== Resources ==
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The long-ranged scanner costs the same research as Deep Drill + Ground Scanner combination. However, the former's research is required to get [[Research#Starflight Sensors|Starflight Sensors]], itself required to launching the [[ship]].
The resources contained in a deposit correlates with the size of the deposit. Below is an estimate of the different deposit sizes:
 
 
 
{| {{STDT| sortable c_25 text-center}}
 
! Resource !! Deposit Size !! Deposit Mean !! {{H:title|link=no|How common a particular resource vein is.|Commonality}} !! {{H:title|link=no|Amount obtained by the drill every cycle. Does not affect amount of resources in cell.|Portion Size}}
 
|-
 
| style="text-align:left;" |[[File:Steel.png|link=|16px]] Steel||20 - 40||~ 30||4||35
 
|-
 
| style="text-align:left;" |[[File:Silver.png|link=|16px]] Silver||7 - 20||~ 14||0.5||40
 
|-
 
| style="text-align:left;" |[[File:Plasteel.png|link=|16px]] Plasteel||2 - 10||~ 7||1||7
 
|-
 
| style="text-align:left;" |[[File:Jade.png|link=|16px]] Jade <br/> [[File:Gold.png|link=|16px]] Gold ||1 - 5||~ 3||0.5||10
 
|-
 
| style="text-align:left;" |[[File:Uranium.png|link=|16px]] Uranium||4 - 10||~ 7||1||10
 
|}
 
 
 
<!--variables for table-->
 
{{#vardefine:celltrueA|style="background:PaleGreen;" {{!}}{{Check}}}}
 
{{#vardefine:celltrueB|style="background:DarkSeaGreen;" {{!}}{{Check}}}}
 
<!--end of variable declaration-->
 
Alternative table:
 
{| {{STDT| c_25 text-center}}
 
! style="text-align:left; width: 6em;" | Resource
 
! style="width: 4em;" | 1-5
 
! style="width: 4em;" | 6-10
 
! style="width: 4em;" | 11-15
 
! style="width: 4em;" | 16-20
 
! style="width: 4em;" | 21-30
 
! style="width: 4em;" | 31-40
 
|-
 
| style="text-align:left;" |[[File:Steel.png|link=|16px]] Steel ||-||-||-||-||{{#var:celltrueA}}||{{#var:celltrueA}}
 
|-
 
| style="text-align:left;" |[[File:Silver.png|link=|16px]] Silver ||-||{{#var:celltrueB}}||{{#var:celltrueB}}||{{#var:celltrueB}}||-||-
 
|-
 
| style="text-align:left;" |[[File:Jade.png|link=|16px]] Jade ||{{#var:celltrueA}}||-||-||-||-||-
 
|-
 
| style="text-align:left;" |[[File:Gold.png|link=|16px]] Gold ||{{#var:celltrueB}}||-||-||-||-||-
 
|-
 
| style="text-align:left;" |[[File:Uranium.png|link=|16px]] Uranium ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-
 
|-
 
| style="text-align:left;" |[[File:Plasteel.png|link=|16px]] Plasteel ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-
 
|}
 
 
 
== Infestations ==
 
 
 
Manned drills are capable of drilling into underground [[Insectoids|insect]] hives, activating the Too Deep: Infestation [[event]] and bringing several to the surface.  There will be a short delay between the alert and their appearance, giving your miner time to get away.
 
  
 
== Version history ==
 
== Version history ==
Line 114: Line 90:
 
* 1.0 - it is now possible to drill into insectoid hives.
 
* 1.0 - it is now possible to drill into insectoid hives.
 
* [[Version/1.1.2624|1.1.2624]] - the area of deep drills has been expanded to become 21 tiles large (5x5 square minus the corners), as opposed to 9 tiles (3x3 square). Its power consumption has also been reduced (300 -> 200W).
 
* [[Version/1.1.2624|1.1.2624]] - the area of deep drills has been expanded to become 21 tiles large (5x5 square minus the corners), as opposed to 9 tiles (3x3 square). Its power consumption has also been reduced (300 -> 200W).
 
  
 
{{nav|production|wide}}
 
{{nav|production|wide}}
 
[[Category:Production]] [[Category:Resource Production]]
 
[[Category:Production]] [[Category:Resource Production]]

Revision as of 12:59, 17 November 2022

Deep drill

Deep drill

A deep-crust drilling rig for extracting minerals from deep under the surface. Use a ground-penetrating scanner to detect the resources. This drill will yield stone chunks if no resources are present. Can be repositioned freely.

Base Stats

Type
BuildingProduction
Market Value
290 Silver [Note]
Mass
35 kg
Beauty
-25
HP
300
Flammability
50%
Path Cost
50

Building

Size
1 × 1
Minifiable
True
Placeable
True
Passability
pass through only
Cover Effectiveness
50%
Terrain Affordance
Light
Power
-200 W

Creation

Required Research
Deep drilling
Skill Required
Construction 4
Work To Make
10,000 ticks (2.78 mins)
Resources to make
Steel 100 + Component 2
Deconstruct yield
Steel 50 + Component 1
Destroy yield
Steel 25 + Component 0 - 1

A deep drill extracts resources, such as metals or rock chunks, from underground deposits.

Acquisition

Deep drills can be constructed once the Deep drilling research project has been completed. They require Steel 100 Steel, Component 2 Components and 10,000 ticks (2.78 mins) of work.

Summary

A deep drill takes 200 W of power and occupies a 1x2 cell space, 1 for the drill and 1 for the interaction spot. Deep drills can be uninstalled freely.

A deep drill can mine ore deposits found in by ground-penetrating scanner. Otherwise, drills default to producing stone chunks from the map's available stone types. Drills placed on ice, predominantly found in the ice sheet and sea ice biomes, will not produce stone chunks, though ore deposits can be scanned, accessed, and mined as usual.

Operation requires a pawn capable of mining. Each extraction cycle requires 14,000 ticks (3.89 mins) of work to finish, modified by the colonist's Deep Drilling Speed stat, and unaffected by the resource type being mined. Tunneler mechanoidsContent added by the Biotech DLC are unable to use a Deep Drill.

Ores

A ground-penetrating scanner can be used to create ore deposits. Deep drills will mine ore deposits in a 2-tile radius, or 5-tile diameter. While drills can't be placed in water, walls, or other invalid terrain, a nearby drill can still mine ores within those tiles.

Resource Deposit Size Deposit Mean Commonality Resources per cycle
Steel Steel 20 - 40 ~ 30 4 35
Silver Silver 7 - 20 ~ 14 0.5 40
Plasteel Plasteel 2 - 10 ~ 7 1 7
Jade Jade
Gold.png Gold
1 - 5 ~ 3 0.5 10
Uranium Uranium 4 - 10 ~ 7 1 10


The drill's inspection pane shows what resource is below (bioferrite, gold, plasteel, silver, steel, uranium, or jade). Cells will turn from green to yellow and then blank as they are depleted. Each cell contains a total of 300 resources, but the actual number obtained depends on the miner's mining yield, so the values may be slightly lower. When the drill runs out of ores, the building is automatically forbidden, though you can unforbid it to mine stone chunks as usual.

Infestations

Manned drills are capable of drilling into underground insect hives, activating the event Too Deep: Infestation and bringing several insects to the surface. There will be a short delay between the alert and their appearance, giving your miner time to get away.

Analysis

Deep drills are a large and valuable source of metals, which often limits a colony when it comes to ship building or general advancement. A ground-penetrating scanner can find an infinite amount of veins over time, meaning you don't have to rely on trading to get them.

As the colonist will spend long times drilling in a place far away from the base, their Mood will suffer because of the lack of beauty and comfort. A room can be constructed around the drill to mitigate the debuffs, using Chairs[Verify] and sculptures to increase Room Quality.

Power

A deep drill requires power to operate, but ore deposits may be far from your main power grid. A vanometric power cell can power up to 5 drills with no input required. Although it is quite explosive, an unstable power cellContent added by the Royalty DLC is easier to get, and can power 2 drills. A fully charged battery can be re-installed near the drill, providing a little less than 3 days worth of power.

Comparison to long-range scanners

The long-range mineral scanner can find readily mineable ores on the world map. The first constraint of the long-range scanner is weight; a caravan must be created to mine its ores. It's often impractical to carry so much without a herd of pack animals.

A ground-penetrating scanner can find an ore deposit roughly 60,000 ticks (16.67 mins) faster, i.e. 24 less hours of work, than the long-range scanner. In addition, each ground deposit contains more material than what's found outside. However, the long-range scanner can be tuned to find a specific ore, and its ore is mined much faster than a drill.

The long-ranged scanner costs the same research as Deep Drill + Ground Scanner combination. However, the former's research is required to get Starflight Sensors, itself required to launching the ship.

Version history

  • Beta 19 - Chemfuel can no longer be acquired by drilling.
  • Beta 19/ 1.0 - Now costs more and mines slower.
  • 1.0 - it is now possible to drill into insectoid hives.
  • 1.1.2624 - the area of deep drills has been expanded to become 21 tiles large (5x5 square minus the corners), as opposed to 9 tiles (3x3 square). Its power consumption has also been reduced (300 -> 200W).