RimWorld Science: Exploratory Mining — RimWorld Alpha 16/Alpha 17 Mining SCIENCE!!! (How to find steel, components, and other resources quickly and efficiently)
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There are several ‘metallic’ resources in RimWorld: Steel, Plasteel, Components, Silver, Gold, Uranium, and Jade. There are several ways to get these in RimWorld, such as trading or deep drilling. But sometimes you just want to dig away at some rock and find them there!
In this episode of RimWorld Science, we look at a few techniques for finding these resources efficiently while mining. First, we have a look at the distribution of resources across maps. There is a LOT of information to be had, and you can download my raw data below. We learn first that, unsurprisingly, mountainous maps have more resources than large hills, which have more than small hills, which in turn has more than flat maps. (Surprise, surprise.) But more importantly, we learn that resources tend to come in chunks of well-delimited size. The steel chunks average at about 30 tiles, and the components average at about 4.5 tiles. They also tend to come as `blobs’, rather than `veins’, which means that most (but not all) component chunks cover a 2x2 square, and on average steel chunks cover most or all of a 5x5 square.
This allows us to use a `ladder’ mining technique that exposes quite a lot of space fairly efficiently. If we are looking for a resource in an n-by-n chunk, we make a series of mine shafts, which have n+2 tiles between each one. Then each shaft has spurs coming off. On one side, the spurs need to have 2n+3 tiles between them. On the other side there’s the same distance, but the spurs need to be staggered so that the spur on the left is halfway between the two on the right, and vice versa. This creates a pattern that will expose at least one tile of every nxn square between the two shafts, and so will let us find resources much faster than simply putting down a lot of straight lines.
Want to crunch my numbers? Raw data is here:
RimWorld follows three survivors from a crashed space liner as they build a colony on a frontier world at the rim of known space. Inspired by the space western vibe of Firefly, the deep simulation of Dwarf Fortress, and the epic scale of Dune and Warhammer 40,000.
Manage colonists' moods, needs, individual wounds, and illnesses. Engage in small-team tactical gunplay. Fashion structures, weapons, and apparel from metal, wood, stone, cloth, or futuristic materials. Fight pirate raiders, hostile tribes, rampaging animals, giant tunnelling insects and ancient killing machines. Tame and train cute pets, productive farm animals, and deadly attack beasts. Watch colonists develop relationships with family members, lovers, and spouses. Discover a new generated world each time you play. Build colonies in the desert, jungle, tundra, and more. Manage quirky colonists with unique backstories, traits, and skills. Learn to play easily with the help of an intelligent and unobtrusive AI tutor.
RimWorld is currently in Open Alpha. The current version is RimWorld Alpha 16, but it will be updating to Alpha 17 very soon. You should get it!
RimWorld (Alpha 16, soon to be Alpha 17) from Ludeon Studios: http://RimWorldgame.com/
RimWorld (Alpha 16, soon to be Alpha 17) on Steam: http://store.steampowered.com/app/294100/
About Bjorn Strongndarm’s Let’s Play: Games are fun! But they’re more fun when you share them with others. I aim to provide mature but family-friendly commentary in a way that enhances the story that unfolds in the game. In my RimWorld gameplay commentary, I try to draw out the stories of the colonists themselves as much as possible. Having fun is more important than winning. Remember, Losing is Fun! (At least, if Done Right.)
(Oh, and p.s.: It’s pronounced “Strong-in-the-arm”. Thanks to Sir Terry.)
My RimWorld Let’s Play series:
Series 1 (RimWorld Alpha 14):
Series 2 (RimWorld Alpha 15):
Series 3 (RimWorld Alpha 15):
Series 4 (RimWorld Alpha 15):
Series 5 (RimWorld Alpha 16:)
Series 6 (RimWorld Alpha 16:)
“AT1”, by Synapsis
Licensed under Creative Commons 3.0