Difference between revisions of "Deep drill"

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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 }}
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{{Infobox main|production
{{infobox main|production
 
 
| name = Deep drill
 
| name = Deep drill
 
| image = Deep drill.png
 
| image = Deep drill.png
Line 28: Line 27:
 
| resource 2 amount = 2
 
| resource 2 amount = 2
 
}}
 
}}
{{Info|A '''deep drill''' extracts resources, such as [[metals]] or [[rock chunks]], from underground deposits.}}
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{{Info|A '''deep drill''' extracts resources, such as [[metals]] or [[stone chunk]]s, from underground deposits.}}
  
 
== Acquisition ==
 
== Acquisition ==
{{Stub|section=1|reason=Are they ever found in mining camps like the scanners?}}
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{{Stub|section=1|reason=Are they ever found in [[work site|mining camps]] like the scanners?}}
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.
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{{Acquisition}}
  
 
== Summary ==
 
== Summary ==
Deposits are discovered by a colonist scan at a [[ground-penetrating scanner]]. The various types of rock chunks are extracted from every tile on the map not otherwise occupied by a deposit and not ice.{{Check Tag|Detail/Verify|Exactly what terrains prevent drilling for stone? Ice sheet does, wb water etc?}} Selecting the ground-penetrating scanner reveals all currently detected deposits (cells highlighted green) on the map, and hovering your mouse over the deposit (cells highlighted green) reveals the resource contained within. Constructing or selecting 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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[[File:Deepdrill radius.png|thumb|175px|left|White tile highlights the drill's mining radius.]]
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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.  
  
=== Placement ===
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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.
A deep drill occupies a 1x2 cell space - one cell for the drill and one cell for the interaction spot. The deep drill can extract resources from cells within a 5x5 cell square around the drill, excluding the four corner cells of the 5x5 square (total extraction area = 21 cells). Selecting a Deep Drill or placing a Deep Drill blueprint will show an outline of the possible extraction area. The extraction zone does not restrict drill placement in any way, so that drills may extract resources through walls, mountains, water, buildings, and even some of the map 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, it may be safely uninstalled requiring {{Ticks|1800}} of work.
 
  
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.
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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.  
  
A drill only extracts resources within its extraction zone, so the extraction zone should cover as many cells of the deposit as possible. Resources are extracted randomly from possible cells, making Drilling a passive task. Drills can be safely Uninstalled and Reinstalled, allowing the drill to be reused on multiple deposits. 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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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.
  
<gallery widths="400px" heights="400px" class="center" mode="nolines">
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=== Ores ===
File:Unreachable deposit.png|'''Only 2 tiles of this deposit are reachable'''
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A [[ground-penetrating scanner]] can be used to create ore deposits.
File:Minerals found in deep waters.png|'''Minerals detected past the coastline cannot be extracted'''
 
</gallery>
 
  
=== Operation ===
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{{Deep Ore Deposit Table}}
A drill is operated by [[Work#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 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. 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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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.
  
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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<gallery widths="400px" heights="400px" class="left" mode="nolines">
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File:Unreachable deposit.png|'''Minerals on the map border can be extracted'''
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File:Minerals found in deep waters.png|'''Minerals detected past the coastline cannot be extracted'''
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</gallery>
  
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 fieldIn which case, the infobox will display which resource the drill is currently extracting.
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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}}
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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.
  
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.
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== Analysis ==
 
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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.
==== 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.
 
  
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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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.
  
=== Resources ===
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=== Power ===
The resources contained in a deposit correlates with the size of the deposit. Below is an estimate of the different deposit sizes:
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[[File:Drill-defense.png|thumb|225px|right|Defend your drill & power with walls.<br>Left: [[Unstable power cell]] Right: [[Battery]]]]
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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.
  
{| {{STDT| sortable c_25 text-center}}
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=== Comparison to long-range scanners ===
! 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}}
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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.
|-
 
| 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
 
|}
 
  
<!--variables for table-->
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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.
{{#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;" |{{Icon Small|steel}} Steel ||-||-||-||-||{{#var:celltrueA}}||{{#var:celltrueA}}
 
|-
 
| style="text-align:left;" |{{Icon Small|silver}} Silver ||-||{{#var:celltrueB}}||{{#var:celltrueB}}||{{#var:celltrueB}}||-||-
 
|-
 
| style="text-align:left;" |{{Icon Small|jade}} Jade ||{{#var:celltrueA}}||-||-||-||-||-
 
|-
 
| style="text-align:left;" |{{Icon Small|gold}} Gold ||{{#var:celltrueB}}||-||-||-||-||-
 
|-
 
| style="text-align:left;" |{{Icon Small|uranium}} Uranium ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-
 
|-
 
| style="text-align:left;" |{{Icon Small|plasteel}} Plasteel ||{{#var:celltrueA}}||{{#var:celltrueA}}||-||-||-||-
 
|}
 
  
=== Infestations ===
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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.
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.
 
  
== Analysis ==
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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.
{{Stub|section=1}}
 
  
 
== Version history ==
 
== Version history ==
 
* Beta 19 - [[Chemfuel]] can no longer be acquired by drilling.
 
* Beta 19 - [[Chemfuel]] can no longer be acquired by drilling.
 
* Beta 19/ 1.0 - Now costs more and mines slower.
 
* Beta 19/ 1.0 - Now costs more and mines slower.
* 1.0 - it is now possible to drill into insectoid hives.
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* 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).
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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).
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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.
  
{{nav|production|wide}}
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{{Nav|production|wide}}
 
[[Category:Production]] [[Category:Resource Production]]
 
[[Category:Production]] [[Category:Resource 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.