RimWorld

RimWorld

MythN7 Nov 1, 2019 @ 11:56am
Deep Drilling Questions?
Do they ever run out?
Like if i find one that is x ore, and then find another one of the same ore, should i plan on using that to?

some are very large spots marked, is every tile on those the same ore?

Does mining skill factor into this type of mining?
Last edited by MythN7; Nov 1, 2019 @ 11:57am
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Showing 1-11 of 11 comments
Astasia Nov 1, 2019 @ 12:06pm 
The "ore" nodes you see on the overlay run out. Once the tile is empty you can then mine stone chunks from the spot, which is infinite.

Usually all connected ore is of the same type, sometimes a couple different "veins" will spawn close enough together to be touching.

Yes mining skill matters, it determines how quickly each tile is mined out and how many resources you get from it.
MythN7 Nov 1, 2019 @ 12:07pm 
Originally posted by Astasia:
The "ore" nodes you see on the overlay run out. Once the tile is empty you can then mine stone chunks from the spot, which is infinite.

Usually all connected ore is of the same type, sometimes a couple different "veins" will spawn close enough together to be touching.

Yes mining skill matters, it determines how quickly each tile is mined out and how many resources you get from it.
ok, thanks. cause i found one of each except gold so far, on my map, so wasent sure if i should be leaving the drills on the other non steel nodes i find when searching for what they are.
Lurlex Nov 2, 2019 @ 1:14pm 
The good thing about the deep drill is that you can pick it up and move it to another node without rebuilding it (it just needs some power run to it, which you can accomplish by simply re-installing a battery from another location). To date, I've never "run out" of all possible nodes to mine into while deep drilling.

That said, deep drills also attract bugs (kind of a mini-infestation event, much smaller and less dangerous). I find long-range mineral scanners are the absolute best for large quantities of stuff. Plus, you can get components with long-range scanning, but I don't think you can find components from deep drilling. I can get like 150+ components (estimate based on memory, so take it for what it's worth) from a long-range mining quest that the scanner gives you. Only takes a few in-game days.
Raymond Nov 2, 2019 @ 2:08pm 
deep drill veins on every maps have enough resources to build you a whole fleet of spaceship, so dont be shy about using them. Long range mineral scanner is your end game source of resources if you think you are not digging enough of them from the ground.
MythN7 Nov 2, 2019 @ 2:09pm 
Originally posted by YariMurai:
deep drill veins on every maps have enough resources to build you a whole fleet of spaceship, so dont be shy about using them. Long range mineral scanner is your end game source of resources if you think you are not digging enough of them from the ground.
ya the main reason for the question was i found at least 3 plasteel and 3 uranium on my map, and i wasent sure if i should keep those other ones marked, or just build base design around the closest one.
Morkonan Nov 2, 2019 @ 3:43pm 
Originally posted by Astasia:
https://steamcommunity.com/sharedfiles/filedetails/?id=1419872425

I build a Deep Drill, identify the ore with it, then use the Planner to mark out a big P (for plasteel), U, S, J,etc, for whatever it is... So, in the long game, I have big letters scattered all over the ground for no easily apparent reason. :)

'Cause I'm either stoopid or stubborn. Or, both. (Need a "Sign" mod, I guess. Though, I think there was some weird limitation on dynamic naming/typing or some such. Gotta go see if I can find "Signs" now.)
Astasia Nov 2, 2019 @ 3:56pm 
Ya if the game had some reasonable way to label locations on the map then a mod like that ore identifier wouldn't be required and figuring out which ore is which by moving the drill around would make sense and be "valid gameplay." Because the game has nothing of the sort, it's not what I would consider "valid gameplay" and is just an unfinished system that requires a mod to fix.

I don't know of any mod that adds signs, but More Planning would be another way to "fix" things to make it a little more reasonable, if you enjoy the "mapping" aspect.

https://steamcommunity.com/sharedfiles/filedetails/?id=881100382

You can use colors to more easily identify things you've marked, and you can hide the plans so it's not cluttering your map when you don't need it.

Closest thing to signs I can think of is placing stockpiles and renaming them to the ore deposit, but having lots of extra stockpiles on the map is bad for performance, even if they don't allow any items to be placed into them. Colonists check every stockpile on the map every time they start a haul task.
crgzero (Banned) Nov 2, 2019 @ 4:17pm 
Well, the identifier mod should be vanilla, because modern day technology can identify materials underground with sonic and radar with a reasonable level of accuracy, not always, but most of the time. It stands to reason if you had Rimworlds level of tech you should be able to do it with perfect accuracy with no issues.

I use a variation of the mod that doesn't immediately identify everything, it grows with time and slowly tells you what stuff is, it also shows things in mountains except it doesn't name them, just stuff in the ground.
MythN7 Nov 4, 2019 @ 9:05am 
So this is the cluster I have all close by, of which none are steel, the S is silver.

I need to drasticly remode my base, as its getting really cramped.

So, i thought about just rebuilding on a diff part of this map.

Since you can get infest from them, is it worth building my base inside this cluster so its easy to power up and man?
https://steamcommunity.com/sharedfiles/filedetails/?id=1906346273
Astasia Nov 4, 2019 @ 3:29pm 
The infestations you get from them are usually pretty trivial, I'm not even sure if it scales, it's just been like 3 bugs in my experience, and you get a lot of warning so you can pull your people back if you want.

Building a base around it, I dunno. Building a double-walled box around it would probably be enough and discourage most raiders from messing with it, similar to how one would handle a remote geothermal. It used to be that you could dig up the deposits very quickly, so you could clear one out between raids and not have to worry much. I haven't spent that much time with the 1.0 deep drills, you get more per deposit so usually the stuff I find inside my base is enough, but it's very slow so ya you'd probably want some sort of structure to protect your drills/miners.
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Date Posted: Nov 1, 2019 @ 11:56am
Posts: 11