Difference between revisions of "Ground-penetrating scanner"
Line 98: | Line 98: | ||
The [[long-range mineral scanner]] can find readily mineable ores on the world map, as opposed to ores that need to be drilled. The long-ranged scanner costs the same research as Deep Drill + Ground Scanner combination, though the former is required to research [[Research#Starflight Sensors|Starflight Sensors]]. | The [[long-range mineral scanner]] can find readily mineable ores on the world map, as opposed to ores that need to be drilled. The long-ranged scanner costs the same research as Deep Drill + Ground Scanner combination, though the former is required to research [[Research#Starflight Sensors|Starflight Sensors]]. | ||
− | The first comparison is of convienence; ground-penetrating scanners create much more ore per deposit (9000 vs 2300 average [[steel]]), and you don't have to leave your colony to access it. Meanwhile, long-range scanners require a [[caravan]] or [[transport pod]]s to travel to, and the weight of all the ore can be an issue | + | The first comparison is of convienence; ground-penetrating scanners create much more ore per deposit (9000 vs 2300 average [[steel]]), find ores roughly {{ticks/gametime|60000}} faster, and you don't have to leave your colony to access it. Meanwhile, long-range scanners require a [[caravan]] or [[transport pod]]s to travel to, and the weight of all the ore can be an issue. |
− | + | However, long-range scanners can be tuned to a specific material, while ground scanners will find ores randomly. In addition, drilling ores takes much longer than mining ores from a long-range scanner. Drilling also can trigger the [[Infestation|Too Deep: Infestation]] event, though a caravan can be ambushed. | |
== Version history == | == Version history == |
Revision as of 03:11, 3 December 2022
Ground-penetrating scanner
A sensor unit used by researchers to search for buried resources. The chance to find a resource depends on the operator's research ability. It consumes a lot of electricity. If you find a buried resource, you'll need to use deep drills to extract it. It doesn't work under a roof.
Base Stats
Building
- Size
- 3 × 3
- Minifiable
- False
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 40%
- Terrain Affordance
- Heavy
- Power
- -700 W
Creation
- Required Research
- Ground-penetrating scanner
- Skill Required
- Construction 8
- Work To Make
- 12,000 ticks (3.33 mins)
- Destroy yield
- nothing
A ground-penetrating scanner detects and illuminates underground deposits of resources, which can be mined with a deep drill.
Acquisition
Ground-penetrating scanners can be constructed once the Ground-penetrating scanner research project has been completed. They require 150 Steel, 4 Components, 1 Advanced component, 12,000 ticks (3.33 mins) of work, and a Construction skill of 8.
Summary
Ground-penetrating scanners consume 700 W of power and do not function under a roof. When operating a scanner, there is a mean of 180,000 ticks (3 in-game days) of work to find a deposit of ores. Finding a deposit is guaranteed after 360,000 ticks (6 in-game days) of work. These values are then modified by the Research Speed of the users in question. These ores can be mined with a deep drill.
Scanners technically create ore deposits. You will never find ores with a deep drill without a scanner, and scanners can find an infinite amount of resources in a given map. Ores and their extraction are not affected in any way by the existence of ice.
Ores
The resources contained in a deposit correlates with the size of the deposit. Each cell of resources contains 300 units of the resource. Below is an estimate of the different deposit sizes:
Resource | Deposit Size | Deposit Mean | Commonality | Portion Size | Avg Deposit Return |
---|---|---|---|---|---|
Steel | 20 - 40 | ~ 30 | 4 | 35 | 9000 |
Silver | 7 - 20 | ~ 14 | 0.5 | 40 | 4200 |
Plasteel | 2 - 10 | ~ 7 | 1 | 7 | 2100 |
Jade | 1 - 5 | ~ 3 | 0.5 | 10 | 900 |
Gold | 1 - 5 | ~ 3 | 0.5 | 10 | 900 |
Uranium | 4 - 10 | ~ 7 | 1 | 10 | 2100 |
Alternative table:
Resource | 1-5 | 6-10 | 11-15 | 16-20 | 21-30 | 31-40 |
---|---|---|---|---|---|---|
Steel | - | - | - | - | ||
Silver | - | - | - | |||
Jade | - | - | - | - | - | |
Gold | - | - | - | - | - | |
Uranium | - | - | - | - | ||
Plasteel | - | - | - | - |
Analysis
Ground-penetrating scanners can provide a massive amount of resources. Trade is finite, ore deposits are finite, but a scanner + deep drill can find massive quantities of drillable steel, plasteel, and other useful metals without ever leaving the map. These metals can bottleneck a colony's progress. As long as you have a decent miner, a ground scanner or two is a worthwhile investment.
The ground-penetrating scanner is not usable if there is a roof over it. Scanners can be placed in rooms if you need to regulate the temperature; the open roof will make heating inefficient, but it is possible. Having a larger room with double-thick walls allows for more efficient heating.
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. The long-ranged scanner costs the same research as Deep Drill + Ground Scanner combination, though the former is required to research Starflight Sensors.
The first comparison is of convienence; ground-penetrating scanners create much more ore per deposit (9000 vs 2300 average steel), find ores roughly 60,000 ticks (24 in-game hours) faster, and you don't have to leave your colony to access it. Meanwhile, long-range scanners require a caravan or transport pods to travel to, and the weight of all the ore can be an issue.
However, long-range scanners can be tuned to a specific material, while ground scanners will find ores randomly. In addition, drilling ores takes much longer than mining ores from a long-range scanner. Drilling also can trigger the Too Deep: Infestation event, though a caravan can be ambushed.
Version history
- Beta 19 - power usage was significantly reduced from 1500W to 800W. Its build cost was also changed, previously costing 400 steel and 12 components.
- 1.1.0 - Reworked; previously it showed all minerals on the map instantly. Now it requires work by a pawn and will periodically find new mineral patches, forever. Its power cost was also slightly lowered to 700W.
- 1.1.2564 - Rebalance. Random find time 4 work days->3 work days. Guaranteed find time 8 work days -> 6 work days. Now displays feedback about the current user's scanning speed, the random scan interval for this user, and the progress to a guaranteed find.