Difference between revisions of "Deep drill"

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<onlyinclude>
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{{Infobox main|production
{{infobox main|production|
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| name = Deep drill
|name = Deep drill
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| image = Deep drill.png
|image = Deep drill.png|144px{{!}}Deep drill
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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.
|imagesize = 64px
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| type = Building
|description = A deep-crust drilling rig for extracting minerals from deep under the surface. Use a ground-penetrating scanner to detect the resources.
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| type2 = Production
|type = Production
+
| placeable = true
|type2 =
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| path cost = 50
|placeable = Yes
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| passability = pass through only
|size = 1|1
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| cover = 0.5
|hp = 140
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| minifiable = true
|beauty = -25
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| size = 1 ˣ 1
|flammability = 1
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| mass base = 35
|power = - 250
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| flammability = 0.5
|buy = {{icon|metal|100}} + {{icon|component|3}}
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| hp = 300
|sell = {{icon|metal|75}} + {{icon|component|2}}
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| sell price multiplier = 0.7
 +
| beauty = -25
 +
| power = -200
 +
| terrain affordance = light
 +
| research = Deep drilling
 +
| skill 1 = Construction
 +
| skill 1 level = 4
 +
| work to make = 10000
 +
| resource 1 = Steel
 +
| resource 1 amount = 100
 +
| resource 2 = Component
 +
| resource 2 amount = 2
 
}}
 
}}
</onlyinclude>
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{{Info|A '''deep drill''' extracts resources, such as [[metals]] or [[stone chunk]]s, from underground deposits.}}
__NOTOC__
 
{{Info|A '''deep drill''' extracts [[Metals|metallic resources]], [[chemfuel]], or [[jade]] from underground deposits.}}These deposits are discovered by constructing a [[ground-penetrating scanner]] and connecting it to power. Clicking the scanner reveals all deposits (cells highlighted green) on the map. Constructing or clicking any deep drill also displays all deposits, if a powered scanner is in place.
 
  
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== Acquisition ==
 +
{{Stub|section=1|reason=Are they ever found in [[work site|mining camps]] like the scanners?}}
 +
{{Acquisition}}
  
=== Placement ===
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== Summary ==
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 3x3 outline does not restrict placement in any way. It only shows the drill's 3x3 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. A drill only extracts resources within its 3x3 extraction zone, so it should be placed to cover as much as possible. However, as of patch 1.0, drills can be moved at any time (i.e. once the resources are exhausted, the drill can be reused). If building a drill is blocked by terrain like mud or shallow water, a [[moisture pump]] can be used to dry out the area, albeit very slowly. But resources detected in deep water, moving water or ocean water cannot be extracted.
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[[File:Deepdrill radius.png|thumb|175px|left|White tile highlights the drill's mining radius.]]
 +
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.  
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
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A deep drill can mine ore deposits found by the [[ground-penetrating scanner]], with the mined ore placed in a tile adjacent to the drill at the end of each extraction cycle. Deep drills will mine ore deposits in a 2.6-tile radius, or 5-tile diameter. While drills can't be placed in water,{{Check Tag|Bridges?|Can you build drills on bridges to mine waterlogged deposits?}} walls, or other invalid terrain, a nearby drill can still mine ores within those tiles.
File:Unreachable deposit.png|'''Only 2 tiles of this deposit are reachable'''  
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 +
Drills being worked without a deposit in their radius instead produce [[stone chunk]]s from the map's available stone types. Drills placed on ice, predominantly found in the [[ice sheet]] and [[sea ice]] [[biome]]s, will not produce stone chunks, though ore deposits on ice ''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. Unlike at most production stations, pawns using a deep drill will not sit and gain comfort from a chair positioned at their working spot. [[Tunneler]] mechanoids{{BiotechIcon}} are unable to use a deep drill.
 +
 
 +
=== Ores ===
 +
A [[ground-penetrating scanner]] can be used to create ore deposits.
 +
 
 +
{{Deep Ore Deposit Table}}
 +
 
 +
The drill's inspection pane shows what resource is below ({{lc:{{#ask:[[Category:Metal]] AND [[Name::!Bioferrite]]}}, 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 quantity obtained might be more or less than that, since it is multiplied by the miner's [[mining yield]]. When the drill runs out of ores, it is automatically forbidden, though you can unforbid it to mine stone chunks as usual.
 +
 
 +
<gallery widths="400px" heights="400px" class="left" mode="nolines">
 +
File:Unreachable deposit.png|'''Minerals on the map border can be extracted'''  
 
File:Minerals found in deep waters.png|'''Minerals detected past the coastline cannot be extracted'''
 
File:Minerals found in deep waters.png|'''Minerals detected past the coastline cannot be extracted'''
 
</gallery>
 
</gallery>
  
=== Operation ===
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=== Infestations ===
 
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{{Stub|section=1|reason=Details - How often does this happen, how many insects appear, etc. Initial investigation from CompCreatesInfestations but needs to be tested in game - Can't fire again with 7 days of a deep drill infestation from that drill, or any drill within 10 tiles. No idea about the MTB infestations though}}
A drill is operated by [[Menus#Mine|miners]]. The drill's inspection pane shows what resource is below ({{lc:{{#ask: [[Category:Metal]]}}, [[chemfuel]] or [[jade]]}}). Each cell can be mined twice, turning from green to yellow and then blank when depleted. Each extraction produces 75 resources (150 for chemfuel)Each cell contains 150 resources (300 for chemfuel). If all 9 cells of a 3x3 grid are mined, that is a maximum of 1,350 resources or 2,700 chemfuel. This number is however dependent 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.
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Manned drills are capable of drilling into underground [[insectoid]] hives, activating the [[Events/Incidental#Too Deep: Infestation|Too Deep: Infestation]] event and bringing several insectoids to the surfaceThere will be a short delay between the alert and their appearance, giving your miner time to get away.
 
 
Starting from 1.0, once all resources are depleted, the drill will continue to produces stone chunks forever.
 
  
Each extraction takes a base of {{ticks|14000}} of work to finish, varying according to the colonist's Mining Speed stat. This speed will be reduced in 1.0.
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== Analysis ==
 +
When combined with [[ground-penetrating scanner]]s, deep drills are a vast and valuable source of metals. These minerals often limit 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 leave your colony or rely on [[trade]] to get them. Due to how slow drilling is, you may want to place multiple drills when mining for ore deposits.
  
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 info box will display which resource the drill is currently extracting.
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As the colonist will often 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 [[sculpture]]s to increase room quality.
  
==== Power ====
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=== Power ===
 +
[[File:Drill-defense.png|thumb|225px|right|Defend your drill & power with walls.<br>Left: [[Unstable power cell]] Right: [[Battery]]]]
 +
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 at a time.
  
A deep drill requires [[power]] to operate. Besides connecting to the main power grid, relocating two or three charged batteries should sufficiently power a drill before it finishes extraction. This can eliminate running power lines to remote areas, however a roof is needed to protect them from rain. Batteries can be recharged, relocated, and reused.  
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=== 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.
  
Once a drill has completely mined all resources in its 3x3 zone, it will continue to draw power until it is turned off, disconnected from the grid or deconstructed.
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Compared to drilling, it is much faster, but more difficult, to mine ores with a long-range scanner. At 100% [[Mining Speed]] (Mining 8), a pawn requires {{Ticks|47.5}} per steel just to mine the ore, while deep drilling requires {{Ticks|400}} per steel just for extraction. While the long-range scanner finds ore roughly {{Ticks/gametime|60000}} slower, you can search for a specific ore like plasteel or gold. It is possible for the ground scanner to find ore at the edges of the map, forcing massive travel times and making the ore deposit impractical. When mining for steel, the travel time can in theory be ignored if transport-pods are used to transport the materials, although this comes at a cost of losing about 20-25% of the steel to transport costs.
  
=== Resources ===
+
The benefit of deep drilling is ease of use. Ground-penetrating scanners find much more ore (9000 vs 2300 [[steel]]) per deposit. Deep drilling allows your miners to stay within your colony. In contrast, the long-range scanner forces you travel to the destination, fight ambushes, and bring oft-heavy ores back. While drilling is slow, you can have multiple miners operate multiple deep drills. The bottleneck with ground-penetrating scanners, most often, are miners. The bottleneck with long-range scanners is often the scanning and travel time; 1 good miner is sufficient to mine a single ore scan.
  
The resources contained in a deposit correlates with the size of the deposit. Below is an estimate of the different deposit sizes:
+
So, overall, drilling operations are a way for lategame and endgame colonies to accumulate resources. Long-range scanners are better if you need large amounts of a specific ore quickly, but is more difficult to organize. Also, which option to prefer can depend on quantity and quality of miners. Long-range scanners are relatively better when you only have 1 good miner.
  
{| {{STDT| sortable c_25 text-center}}
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== Version history ==
! Resource !! Deposit Size !! Deposit Mean
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* Beta 19 - [[Chemfuel]] can no longer be acquired by drilling.
|-
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* Beta 19/ 1.0 - Now costs more and mines slower.
| style="text-align:left;" |[[File:Steel.png|link=|16px]] Steel <br/> [[File:Plasteel.png|link=|16px]] Plasteel||18 - 60||~45
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* 1.0 - It is now possible to drill into insectoid hives.
|-
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* [[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).
| style="text-align:left;" |[[File:Chemfuel.png|link=|16px]] Chemfuel||7-30||?
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* [[Version/1.3.3067|1.3.3067]] - Fix: Deep drills produce chunks over themselves and their interaction cells.
|-
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* [[Version/1.4.3523|1.4.3523]] - Fix: Deep drilling job not canceling when forbidden or exhausted the resource.
| style="text-align:left;" |[[File:Silver.png|link=|16px]] Silver||7 - 20||~14
 
|-
 
| style="text-align:left;" |[[File:Jade.png|link=|16px]] Jade <br/> [[File:Gold.png|link=|16px]] Gold <br/> [[File:Uranium.png|link=|16px]] Uranium||2 - 10||~7
 
|}
 
Note that it is also possible (but uncommon) for deposits to directly touch each other which can make identification harder.
 
  
<!--variables for table-->
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{{Nav|production|wide}}
{{#vardefine:celltrueA|style="background:PaleGreen;" {{!}}{{Check}}}}
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[[Category:Production]] [[Category:Resource Production]]
{{#vardefine:celltrueB|style="background:DarkSeaGreen;" {{!}}{{Check}}}}
 
<!--end of variable declaration-->
 
Alternate table:
 
{| {{STDT| c_25 text-center}}
 
! style="text-align:left; width: 6em;" | Resource
 
! style="width: 4em;" | 2-6
 
! style="width: 4em;" | 7-10
 
! style="width: 4em;" | 11-17
 
! style="width: 4em;" | 18-20
 
! style="width: 4em;" | 21-30
 
! style="width: 4em;" | 31-60
 
|-
 
| style="text-align:left;" |[[File:Steel.png|link=|16px]] Steel ||-||-||-||{{#var:celltrueA}}||{{#var:celltrueA}}||{{#var:celltrueA}}
 
|-
 
| style="text-align:left;" |[[File:Plasteel.png|link=|16px]] Plasteel ||-||-||-||{{#var:celltrueB}}||{{#var:celltrueB}}||{{#var:celltrueB}}
 
|-
 
| style="text-align:left;" |[[File:Chemfuel.png|link=|16px]] Chemfuel ||-||{{#var:celltrueA}}||{{#var:celltrueA}}||{{#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}}||{{#var:celltrueA}}||-||-||-||-
 
|-
 
| style="text-align:left;" |[[File:Gold.png|link=|16px]] Gold ||{{#var:celltrueB}}||{{#var:celltrueB}}||-||-||-||-
 
|-
 
| style="text-align:left;" |[[File:Uranium.png|link=|16px]] Uranium ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-
 
|}
 
{{nav|production|wide}}
 
[[Category:Production]]
 

Latest revision as of 05:37, 5 August 2024

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 (21%)

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 stone chunks, from underground deposits.

Acquisition[edit]

Deep drills can be constructed once the deep drilling research project has been completed. Each requires Steel 100 Steel, Component 2 Components, 10,000 ticks (2.78 mins) of work modified by the construction speed of the builder, and a construction skill of 4.

Summary[edit]

White tile highlights the drill's mining radius.

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 by the ground-penetrating scanner, with the mined ore placed in a tile adjacent to the drill at the end of each extraction cycle. Deep drills will mine ore deposits in a 2.6-tile radius, or 5-tile diameter. While drills can't be placed in water,[Bridges?] walls, or other invalid terrain, a nearby drill can still mine ores within those tiles.

Drills being worked without a deposit in their radius instead produce 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 on ice 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. Unlike at most production stations, pawns using a deep drill will not sit and gain comfort from a chair positioned at their working spot. Tunneler mechanoidsContent added by the Biotech DLC are unable to use a deep drill.

Ores[edit]

A ground-penetrating scanner can be used to create ore deposits.

  • Resource Deposit size Deposit mean Commonality Portion size Avg Deposit Return
    Steel Steel 20 - 40 ~ 30 4 45 9000 Steel
    Silver Silver 7 - 20 ~ 14 0.5 40 4200 Silver
    Plasteel Plasteel 2 - 10 ~ 7 1 10 2100 Plasteel
    Jade Jade 1 - 5 ~ 3 0.5 10 900 Jade
    Gold Gold 1 - 5 ~ 3 0.5 10 900 Gold
    Uranium Uranium 4 - 10 ~ 7 1 10 2100 Uranium
  • The drill's inspection pane shows what resource is below (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 quantity obtained might be more or less than that, since it is multiplied by the miner's mining yield. When the drill runs out of ores, it is automatically forbidden, though you can unforbid it to mine stone chunks as usual.

    Infestations[edit]

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

    Analysis[edit]

    When combined with ground-penetrating scanners, deep drills are a vast and valuable source of metals. These minerals often limit 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 leave your colony or rely on trade to get them. Due to how slow drilling is, you may want to place multiple drills when mining for ore deposits.

    As the colonist will often 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 sculptures to increase room quality.

    Power[edit]

    Defend your drill & power with walls.
    Left: Unstable power cell Right: Battery

    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 Content 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 at a time.

    Comparison to long-range scanners[edit]

    The long-range mineral scanner can find readily mineable ores on the world map, as opposed to ores that need to be drilled.

    Compared to drilling, it is much faster, but more difficult, to mine ores with a long-range scanner. At 100% Mining Speed (Mining 8), a pawn requires 47.5 ticks (0.79 secs) per steel just to mine the ore, while deep drilling requires 400 ticks (6.67 secs) per steel just for extraction. While the long-range scanner finds ore roughly 60,000 ticks (24 in-game hours) slower, you can search for a specific ore like plasteel or gold. It is possible for the ground scanner to find ore at the edges of the map, forcing massive travel times and making the ore deposit impractical. When mining for steel, the travel time can in theory be ignored if transport-pods are used to transport the materials, although this comes at a cost of losing about 20-25% of the steel to transport costs.

    The benefit of deep drilling is ease of use. Ground-penetrating scanners find much more ore (9000 vs 2300 steel) per deposit. Deep drilling allows your miners to stay within your colony. In contrast, the long-range scanner forces you travel to the destination, fight ambushes, and bring oft-heavy ores back. While drilling is slow, you can have multiple miners operate multiple deep drills. The bottleneck with ground-penetrating scanners, most often, are miners. The bottleneck with long-range scanners is often the scanning and travel time; 1 good miner is sufficient to mine a single ore scan.

    So, overall, drilling operations are a way for lategame and endgame colonies to accumulate resources. Long-range scanners are better if you need large amounts of a specific ore quickly, but is more difficult to organize. Also, which option to prefer can depend on quantity and quality of miners. Long-range scanners are relatively better when you only have 1 good miner.

    Version history[edit]

    • 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).
    • 1.3.3067 - Fix: Deep drills produce chunks over themselves and their interaction cells.
    • 1.4.3523 - Fix: Deep drilling job not canceling when forbidden or exhausted the resource.