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Go to main menu - Settings - Max Number Of Colonies. You can change the setting mid game, no problem. Once a tile is 'Settled' and then abandoned, you will not be able to visit that tile again.
Or, wait to get the long range mineral scanner which locates tiles with resources which you can then visit.
what? you can't revisit abandoned tiles? well, that's stupid >:/ ...well, okay, so i create a new settlement and just don't build anything there maybe an in mountain barracks with some beds/ tables and so forth, if the place gets attacked and "Destroyed" will i be able to resettle it or is it just like i abandoned it? because i don't intend to actually Settle these spots just mine them out.
You *can* create a new colony on a tile with the intention to just mine it out, and it's no problem, but the intended function is to actually settle there. If you abandon the tile it will place a 'Ruin' marker on it that will disallow further visits.
When im to low in tech to make a drill, ill play as an bad art collector of the material i need.
Disassamble poor and awfull tables and statues.
Also if you make a second collony and leave it (not abandoning it but just move all the pawns out) it wil be fine, you can come back to it. And if you keep your buildings and furiture very low in value, hardly any raids will show up. your stocks will be raided and items, farms might be set on fire thou
Deep drill lets you pull about a normal vein's worth of materials out of the ground at the cost of labor and energy. Be mindful of infestations though.
Long Range Scanner is your best option long term as it will create temporary maps that will give you a decent amount of a single resource type. A couple Muffalos can usually take everything there and back.
There are also mods that allow for longer term mining/hunting camps without making a tile inaccessible iirc.
I think 'i'll just use the Setup Camp mod. it doesn't use power, theres no chance of an infestations, and realistically speaking, its more sensible to just send two guys off to the next map over and dig there instead of using a machine that could be the instrument of my settlements destruction.
The Set up camp mod is very useful, nothing wrong with using that, but just wanted to clarify: the Long Range Mineral Scanner doesn't cause infestations, the Deep Drill (which is part of the Ground-penetrating Scanner system) does, occasionally.
The Long Range scanner basically creates quests that give you 30 days to go mine a chunk of one specific resource in another nearby tile.
yeah thats what i was referring to, (the instrument of destruction thing) and didn't the mineral scanner just reveal any ore veins your pawns were near? i mean thats how i remember them being used way back in...b18 i think? 17 18 something round there.
So they give you a quest to mine an ore now?...hm, seems ...inefficient, when i could just go to any hilly area and it would be full to bursting with all the coal and iron, chunks and components i would ever need. at least thats what i assume that is. :/
Here's roughly how they work:
- Long Range Mineral Scanner:
A 'workbench' that needs to be placed outside, manned by a colonist with intellectual skill. Based on that colonist's skill and some randomness, it generates a quest every few days, which creates a map with a clump of a specific resource you can go mine.
You can select which resource to search for (steel, uranium, plasteel, gold, jade or components.)
Occasionally the quest map will have enemies on them - a few manhunting animals, or sleeping mechanoids, or an outpost with a few humans. Usually it doesn't, though.
The quest remains active for 30 days, and once you arrive there, you have 10 days to mine the resource.
The chunks of the resource are pretty big. (For instance, you can generally get around 4-500 gold, 4-500 plasteel, 150ish components, 1000ish jade. Having plenty of pack animals is a necessity for some of the heavier resources.)
- Ground-penetrating scanner:
Also a workbench that needs to be placed outside, manned by a pawn with intellectual skill. From time to time, it reveals an underground resource on your map, which you can then mine by placing a "deep drill" on it and letting a colonist with mining skill work that.
The resource it reveals is random (so it can not be selected like the long range scanner.)
There's a small chance the deep drill activity causes insects to pop up from under the deep drill.
It can find the same resources as the long range scanner except for components. It can, however, dig up stone chunks as well.
The ground penetrating scanner worked slightly differently in 1.0 compared to 1.1, in that it used to reveal all the underground resources on the map as soon as you built it, didn't have to be manned. Don't know if it worked even differently before 1.0.
Obviously there's pros and cons to both scanners, but with the two combined, there are basically unlimited resources available without needing to make a second colony, or use the Set Up Camp mod.
ALTERNATIVELY to all these replies you can download the mod Setup Camp which allows you to setup minor colonies for a set amount of time much like an event map (think Psychic emanator) and simply pack up some building material to build a small shack there. I've been using it with great success as I play on a biome with little to no wildlife and, thusly, am seriously lacking when it comes to leather. So instead I pack up 1 cook, 1 constructer and some hunters and just setup a camp in a biome that does have wildlife :)
https://steamcommunity.com/sharedfiles/filedetails/?id=1470065926&searchtext=setup+camp
The Longe Range mineral scanner was divvied up in 2 parts a while ago:
Long Range Mineral Scanner: Spawns quests for a RANDOM metal from your assortment of minable metals (and for those who play with Salt; yeah it considders salt to be a metal too) which you then have a limited time to mine out
Groundpenetrating Radar: Is part of the deep drill package and you need one to display those veins of deep ore on the map.
EDIT: I feel your concern about effectiveness of the quest but the map that is generated usually contains 1 "mountain" that's a solid chunk of the metal the quest specifies....so if you get a plasteel quest you can expect a 25x25 mountains that 100% plasteel.
you forgot to mention that even for the unluckiest of us, there is a guarantee that you will find something after X working hours, yes, you can get lucky and find 3 things within a day, or nothing for a week or so, but at some point, you will get something without fail.
you can check the progress at both scanners
also: you need a researcher to work there (as you said), but the researcher will priotize working on any kind of research bench, either have more researcher than benches or just pause your research while looking for ores
100%! that ...seems like uh, to much. and i have a mod where only natural materials spawn in mountains gold, silver, jade, coal, iron etc. plasteel is and should be a manufactured material and shouldn't spawn in mountains imo.
It's not nearly that much for plasteel. It varies per resource. For plasteel it's usually around 10 tiles, so you go home with around 4-500 plasteel.
Compacted machinery, on the other hand, only gives 2 components per tile, so those chunks are usually a lot bigger. (Around 150 components per 'quest.')
No idea how or if your mod would influence that, though.