Long-range mineral scanner

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Long-range mineral scanner

Long-range mineral scanner

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.

Base Stats

Market Value
975 Silver.png [Note]
Path Cost
3 ˣ 3
- 700W
Cover Effectiveness


Skill Required
Construction 8
Work To Make
1,000 ticks (16.67 secs)
Resources to make
Steel.png 200 + Component.png 6 + Advanced component.png 2
Deconstruct yield
Steel 150 + Component 5 + Advanced component 1

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.

The scanner spawns mineral lumps mini-maps in the world map and triggers its 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.

  • Pirate defenders will surround the lump with a rudimentary base and possibly turrets.
  • Manhunter packs will charge at your colonists. Some are slow allowing evasion and kiting, while others are fast and require a defensive stance.

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 is dependent on the Research Speed of the user.

While scanning, a pawn will gain Intellectual skill, but only at about half the rate they would while working at a research bench.

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.)


All minerals, as well as components, 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 animals to send to various discovered lumps.

Resource No. of Tiles Total Yield Total Mass (kg)
Steel 55 - 60 2200 - 2400 1100 - 1200
Plasteel 10 - 15 400 - 600 100 - 150
Components 50 - 70 100 - 140 60 - 84
Silver 60 - 80 2400 - 3200 16.8 - 22.4
Gold 8 - 12 320 - 480 2.5 - 3.8
Uranium 15 - 20 600 - 800 600 - 800
Jade 20 - 25 700 - 875 350 - 438

For pack animals: Elephants have the highest carrying capacity at 140 (kg) and Alpacas have the lowest at 35 (kg)

Steel at 1200 (kg) you'd need 8.5714 Elephants OR 34.2857 Alpacas.

This does not include carrying capacity from any colonists. As the number of colonists on a mining mission can be a small or very large number and this doesn't take into account any injuries that might minimize capacity. Nor does this include the possibility of pod launchers and the ability to launch resources back to base.

Version history

It received a rework in Beta 19. Prior to that:

  • It can only find gold or jade, and cannot be tuned.
  • It did not require a colonist to operate.
  • The lumps did not expire.
  • Only one scanner is effective in the same map- building more did nothing.

In 1.1 its power cost was increased, and the time between finding ore veins is displayed.