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|name = Long-range mineral scanner
 
|name = Long-range mineral scanner
 
|image = LongRangeMineralScanner.png|Long-range mineral scanner
 
|image = LongRangeMineralScanner.png|Long-range mineral scanner
|description = A lateral sensor unit used by researchers to detect a specific type of mineral across the planet. The chance to find a resource depends on the operator's research ability. This sensor can be tuned to target a specific resource type. It consumes a lot of electricity. If you find a resource, you'll need to travel to collect it.
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|description = A lateral sensor unit used by researchers to detect a specific type of mineral across the planet. The chance to find a resource depends on the operator's research ability. This sensor can be tuned to target a specific resource type. It consumes a lot of electricity. If you find a resource, you'll need to travel to collect it.
|type = Building
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|type = Misc{{!}}Miscellaneous
|type2 = Misc
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|type2 = Resources
|placeable = true
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|placeable = Yes
|path cost = 50
 
|passability = pass through only
 
|cover = 0.4
 
|minifiable = false
 
 
|size = 3 ˣ 3
 
|size = 3 ˣ 3
 +
|hp = 250
 
|flammability = 0.5
 
|flammability = 0.5
|hp = 250
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|cover = 0.4
 +
|path cost = 25
 
|beauty = -8
 
|beauty = -8
|power = -700
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|power = - 700
|terrain affordance = heavy
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|resources to make = {{icon|metal|200}} + {{icon|component|6}} + {{icon|advcomponent|2}}
|research = long-range mineral scanner
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|deconstruct yield = {{icon|metal|150}} + {{icon|component|5}} + {{icon|advcomponent|1}}
|skill 1 = Construction
 
|skill 1 level = 8
 
|work to make = 10000
 
|resource 1 = Steel
 
|resource 1 amount = 200
 
|resource 2 = Component
 
|resource 2 amount = 6
 
|resource 3 = Advanced component
 
|resource 3 amount = 2
 
|destroyyield = nothing
 
 
}}
 
}}
The '''long-range mineral scanner''' can detect mineral deposits in the nearby areas outside your colony when manned by a researcher. It can be tuned to find different minerals, such that it will only find deposits of a certain kind.
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The '''long-range mineral scanner''' can detect mineral deposits in the nearby areas outside your colony when manned by a researcher. It can be tuned to different minerals, such that it will only find deposits of a certain kind.
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The scanner spawns mineral lumps mini-maps in the world map and triggers its [[Events#Precious minerals found|respective world event]] which always has an expiry date of 30 days. They can either be unguarded (60% chance), guarded by pirates or surrounded by a manhunter pack. Once the area is clear of hostiles, you have 10 days to mine everything before the caravan leaves.
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* Pirate defenders will surround the lump with a rudimentary base and possibly turrets.
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* Manhunter packs will charge at your colonists. Some are slow allowing evasion and kiting, while others are fast and require a defensive stance.
  
== Acquisition ==
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The amount of time taken is random, though better researchers increase the chances that a mineral deposit may be found. At its baseline, it finds lumps with a mean time between of 9.2 days and will guarantee a lump after 8 days of work. The mean time between finding deposits can be altered by research speed of the user, though how this is done remains unknown.
Long-range mineral scanners can be constructed once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. They require {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
 
  
== Summary ==
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While scanning, a pawn will gain Intellectual skill, but only at about half the rate they would while working at a research bench.
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.
 
  
When the long-range scanner completes a scan, it will trigger its [[Events#Precious minerals found|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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Although not explicitly mentioned in the item description, the long-range mineral scanner is not usable if there is a roof over it. (Similar to the [[ground-penetrating scanner]].)
  
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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== Resources ==
  
=== Resources ===
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All minerals, as well as [[component]]s, can be discovered with the scanner. The expected yield and mass from a lump can be found in the table below; this is useful for knowing how many [[Pack animal]]s to send to various discovered lumps.
Every [[ore]] in the game can be discovered with the scanner. This includes [[component]]s, which cannot be found with a [[ground-penetrating scanner]]. The expected yield and mass from a lump can be found in the table below; this is useful for knowing how many [[pack animal]]s to send to various discovered lumps.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
|- <!--- IF you edit this table, please edit the one on the Quests -->
 
! Resource      !! No. of Tiles !! Total Yield !! Total Mass (kg) !! Market Value
 
 
|-
 
|-
| [[Steel]]     || 55 - 60     || 2200 - 2400 || 1100 - 1200 || 4180 - 4560
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! Resource !! Number of Tiles !! Total Yield !! Total Mass (kg)
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|-
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| [[Steel]] || 55 - 60 || 2200 - 2400 || 1100 - 1200
 
|-
 
|-
| [[Plasteel]]   || 10 - 15     || 400 - 600   || 100 - 150 || 3600 - 5400
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| [[Plasteel]] || 10 - 15 || 400 - 600 || 100 - 150
 
|-
 
|-
| [[Component]]s || 50 - 70     || 100 - 140   || 60 - 84 || 3200 - 4480
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| [[Component]]s || 50 - 70 || 100 - 140 || 60 - 84
 
|-
 
|-
| [[Silver]]     || 60 - 80     || 2400 - 3200 || 16.8 - 22.4 || 2400 - 3200
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| [[Silver]] || 60 - 80 || 2400 - 3200 || 16.8 - 22.4
 
|-
 
|-
| [[Gold]]       || 8 - 12       || 320 - 480   || 2.5 - 3.8 || 3200 - 4800
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| [[Gold]] || 8 - 12 || 320 - 480 || 2.5 - 3.8
 
|-
 
|-
| [[Uranium]]   || 15 - 20     || 600 - 800   || 600 - 800 || 3600 - 4800
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| [[Uranium]] || 15 - 20 || 600 - 800 || 600 - 800
 
|-
 
|-
| [[Jade]]       || 20 - 25     || 700 - 875   || 350 - 438 || 3500 - 4375
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| [[Jade]] || 20 - 25 || 700 - 875 || 350 - 438
 
|}
 
|}
  
==Analysis==
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== Version history ==
Researching the long-range mineral scanner is eventually required for the [[ship]], as it is a prerequiste to [[Research#Starflight Sensors|Starflight Sensors]]. The long-range scanner can help find the minerals required to build the ship, or materials for the rest of your endeavors. They can find an indefinte amount of ore - your world will never run out of deposits to find.
 
  
In order to use a long-range scanner, you will need to account for the following:
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It received a rework in Beta 19. Prior to that:
*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 are nearly instant, but 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]], which costs {{Required Resources|Pod launcher}}.  
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*It can only find gold or jade, and cannot be tuned.
*Weight. Unless mining for gold, silver, or components, minerals are heavy. [[Pack animal]]s are often required to bring the stuff back, while you'll need multiple [[transport pod]]s to bring all the stuff back.
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*It did not require a colonist to operate.
*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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*The lumps did not expire.
*[[Mood]]. Lowered [[expectations]] helps with mood, but your colonists will still be grumpy when sitting on the floor and eating without a table.
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*Only one scanner is effective in the same map- building more did nothing.
  
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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In 1.1 its power cost was increased, and the time between finding ore veins is displayed.
 
 
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.
 
 
 
=== 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 those considerations. 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.
 
 
 
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]].
 
 
 
=== 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 ==
 
* Beta 19 - can now find more than gold and jade, and can be tuned to the desired mineral. Now requries a colonist to operate. Lumps now expire. More than one scanner on the same map is now effective.
 
* 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/1.4.3682|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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