Space Engineers

Space Engineers

41 ratings
Deep Reach Miner mk3
   
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Type: Blueprint
Mod category: Exploration
File Size
Posted
2.320 MB
Sep 25, 2019 @ 1:00pm
1 Change Note ( view )

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Deep Reach Miner mk3

In 1 collection by Spaceman Spiff
Mining Ships and Vehicles
78 items
Description
IMPROVED MK4 VERSION NOW AVAILABLE: https://steamcommunity.com/sharedfiles/filedetails/?id=1951091497

NEW AND IMPROVED!!!

- Cockpit-accessible from the ground without a jetpack!
- Front docking connector for quick-and-easy offloading!
- Integrated conveyor sorters to automatically dump waste stone! No more manual dumping!!
- 32% greater cargo capacity over the mk2 version!
- Easily passes through a large-grid 8 block wide by 4 block high opening!
- Significantly revised internal layout for improved reliability when printing the ship!

Spiff's Practical Engineered Solutions, a division of the Weyland-Yutani Corporation, presents a significant upgrade to the Deep Reach planetary miner, a vanilla small-grid design without mods or DLC, and contains no rotors or pistons making it a perfect survival-ready solution for large mining projects. Designed as a high-capacity vertical miner with a low center of gravity for maximum stability, the Deep Reach planetary miner extracts ores effortlessly with its 36 drills that are optimally spaced and 10 large cargo containers. Fully loaded with ore or ice, the payload capacity of this miner is over 760 tons using 1-1-1 realistic settings. The maximum lift capacity of this ship (1,100 tons) exceeds the carrying capacity of all available storage, i.e., 10 cargo containers, 36 drills, connector, and cockpit, and requires 4 large reactors for power.

NOTE: Ingame scripts (in advanced settings) must be enabled for the autolevel script to function!

NO MODS, NO DLC, NO ROTORS/PISTONS; SURVIVAL READY AND PROJECTOR BUILDABLE!

STATISTICS
Maximum Gross Mass: 1,100 tons (thruster lift capacity)
Tested Gross Mass: 997 tons (using cobalt ore)
Empty Mass: 237 tons
PCUs: 15,066
BLocks: 978

CONTROLS
{1} Drills
{2} Spotlights ON/OFF
{3} Camera Down
{4} Run AutoLevel
{5} Stop AutoLevel
{6} Marker Lights ON/OFF
{7} Connector, Docking, Switch Lock
{8} Atmospheric Thrusters ON/OFF
{9} Large Atmospheric Thrusters ON/OFF

Note: Remember to clear away stone and/or ice by selecting the drills {1} and right-clicking your mouse as you descend into the ground; select {2} for the spotlights and {3} for the downward camera view. Once you hit an ore deposit, left-clicking your mouse will collect ore.
25 Comments
Spaceman Spiff  [author] Sep 26, 2021 @ 2:23pm 
Yeah, that's why I went to the mk4 version. Many more gyros and much better use. Consider upgrading.
Nimizz Sep 26, 2021 @ 5:09am 
This ship is amazing, I'm playing with the deep ores +Uranium mod and this ship is an absolute dream for getting deposits over 1km below the surface, the auto level works like a dream, my only issue is I had to add a few more gyros, the ship is very hard to yaw when loaded with ore, otherwise absolute dream to use, thanks :D
Spaceman Spiff  [author] Jan 4, 2021 @ 9:21am 
That's the wonderful thing about Space Engineers...each player can choose how they want to play. This design works for some, but certainly not everyone. Besides, there's an updated version (https://steamcommunity.com/sharedfiles/filedetails/?id=1951091497) that works even better than this version. To each their own.
R4z3® Jan 4, 2021 @ 8:04am 
If you want to follow the playstyle you described this miner could be a useful option . . . but its not the most efficient option out there . . . luckily the game has so many playstyles to offer ;-)
Spaceman Spiff  [author] Dec 27, 2020 @ 10:56am 
If you want uranium early-on in your game, then I suggest you load some NPC mods that have enemy ships that use reactors for power; shoot them down or wait for them to crash and go gather the leftover uranium ingots and reactors components for your own use.
Spaceman Spiff  [author] Dec 27, 2020 @ 10:56am 
Sigh. This miner is not intended for use as an early-game ship, but rather only after some work has been done to start building base infrastructure. I have other miners that are early-game and mid-level that serve well before uranium becomes available to the player. I usually get going early-on with my Popcorn miner, then move to one of my Claw miners until I've gathered enough ore, and processed enough ingots and subsequent parts to build a small interplanetary ship (such as my Uranium Express or, better yet, my Pathfinder Utility Vehicle) that I can use to carry sufficient parts from the planet's surface to an asteroid so I can build an off-world refinery station. I use the off-world station to refine uranium and platinum and, typically, gold, then carry the refined ingots back to my planetary base for use. Space Engineers, the game, is about solving problems, not having everything available to use from the very beginning.
R4z3® Dec 27, 2020 @ 9:22am 
And where should a player get the uranium for that? If your are allready in space to get the uranium needed for this the miner is allready too small for you!
Spaceman Spiff  [author] Dec 17, 2020 @ 5:00pm 
Thank you for you unbiased and utterly helpful opinion. Perhaps because of its massive payload an numerous large atmospheric thrusters? Duh.
R4z3® Dec 17, 2020 @ 4:26pm 
Why using 4 reactors burning uranium for 1 miner? This is useless!
Spaceman Spiff  [author] Jan 2, 2020 @ 9:46am 
(I've recently built both the Claw XL and the Deep Reach on several occasions, and it's always worked correctly for me.)