GeoCorp Drifter Drill (slower but more efficient Auto Miner)

Should GeoCorp also have a specialised mining device?


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    26

Lord Zarnox

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#1
Firstly, to give you an idea of what this is, because I don't expect most people to know what these are:
This would need to be anchored, without the arm, but it gives you the general idea.

https://en.wikipedia.org/wiki/Drifter_drill
I feel like the current version of the GSO Auto Miner would much better fit as a GeoCorp version, as a mining corporation would logically have the most efficient mining equipment. The old version of the GSO Auto Miner would much better fit a corporation that isn't as specialised in mining, while still having some benefits, specifically, speed. Both have a useful purpose:
  • GSO Auto Miner - faster speed, at the cost of reduced resource gain
  • GeoCorp Drifter Drill - increased resource gain, at the cost of a slower speed
 

Lord Zarnox

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#3
Longer time between producing individual resource chunks, but more resource chunks produced in total.
e.g.
  • GSO Auto Miner - 16 total resource chunks after 5 minutes
  • GeoCorp Drifter Drill - 48 total resource chunks after 30 minutes
In this example, in the time it takes for the GC version to produce a single resource chunk, the GSO version will produce 3 resource chunks, but the GSO version also runs dry after extracting 1/3 of the chunks the GC version can produce in total.
 
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TubaAssassin

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#4
So basically, do you want to get some a bit of resources quickly, or wait it out and collect a lot more? I like it.
 
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Captain Load

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#5
To make this idea work the devs would have to flag the GSO to be the "shallow" mining tool. Right now a node has a certain total number of chunks it produces. To do what OP is describing you'd need to have two different chunk deposits for each node: the normal yield and the GC-only "deep" yield. That's probably not a huge amount of coding, TBH, but its significant enough that Payload would likely balk at it. The trickiest scenario would be mining the same node with both types of autominers, but I doubt it would be much more complex than the current programming that manages multiple autominers on a single node.
 
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Legionite

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#6
Sudden Idea
I just thought, the lag problems related to the Autominer just spewing resource chunks over time while away are related to them all being there at once.
So why not make them spew out their "accumulated" resources (at a fixed, manageable rate for collectors/conveyors) as soon as the player comes within loading range?
That way, the resources don't all spawn in at once, and the nearby bases can handle the outflow rather than having all the resources already on the ground!
 

Lord Zarnox

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#7
To make this idea work the devs would have to flag the GSO to be the "shallow" mining tool. Right now a node has a certain total number of chunks it produces. To do what OP is describing you'd need to have two different chunk deposits for each node: the normal yield and the GC-only "deep" yield. That's probably not a huge amount of coding, TBH, but its significant enough that Payload would likely balk at it. The trickiest scenario would be mining the same node with both types of autominers, but I doubt it would be much more complex that the current programming that manages multiple autominers on a single node.
I believe it should be possible to store the chunk deposit as a percentage (or some other definite amount) and have the different auto miners would simply reduce that value at a specified rate, while only creating the resource chunk after a specific interval of time, which is measured by the auto miner. (Just like how multiple auto miners on a single deposit won't be syncronised in terms of spawning resource chunks at the same time.
This would also mean that both versions could be working simultaneously on the same deposit, and it is only when the deposit reaches 0 that the miners will stop.
 

The Grand Teki

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#10
Firstly, to give you an idea of what this is, because I don't expect most people to know what these are:
This would need to be anchored, without the arm, but it gives you the general idea.

https://en.wikipedia.org/wiki/Drifter_drill
I feel like the current version of the GSO Auto Miner would much better fit as a GeoCorp version, as a mining corporation would logically have the most efficient mining equipment. The old version of the GSO Auto Miner would much better fit a corporation that isn't as specialised in mining, while still having some benefits, specifically, speed. Both have a useful purpose:
  • GSO Auto Miner - faster speed, at the cost of reduced resource gain
  • GeoCorp Drifter Drill - increased resource gain, at the cost of a slower speed
That looks like a drill-o-matic...
@Gameslinx?
 

Zudakas

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#12
Also, maybe GEO could get something that doesn't need you to be anchored to drill... But runs slower or sacrifices resource totals. You know, if you only need a couple chunks, and don't want to wait for ever to get them, so instead of a pile of resources, you get, say, 10-15 before that node is depleted. Strip mining planets en masse.

They are, after all, a mining Corp...
 

Lord Zarnox

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#13
Strip mining planets en masse.
They are, after all, a mining Corp...
If GeoCorp can get a tech based on the Bagger 293, this would be what would happen. It either owns or shares multiple records for terrestrial vehicle size in the Guinness Book of Records. I'll just quote Wikipedia:
Bagger 293 is 96 metres (314.9 feet) tall (Guinness World Record for highest terrestrial vehicle, shared with Bagger 288). It is 225 metres (738.2 feet) long (same as Bagger 287), weighs 14,200 tonnes (31.3 million pounds), and requires five people to operate. It is powered by an external power source providing 16.56 megawatts. The bucket-wheel itself is over 21.3 metres (69.9 feet) in diameter with 18 buckets, each of which can hold over 15 cubic metres (529.7 cubic feet) of material.

It can move 240,000 cubic metres (218,880 tonnes) of soil per day (the same as Bagger 288).
 

Masakari

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#14
We still need a fix for the anchoring height (at least 1 block taller minimum, 2 or 3 would be ideal) to allow better placement, both singular and if able to make a multi miner tech. This will be needed if/when they can fix the overlap issue to prevent spam.

Also need a wider activation radius of the seam (maybe size of the rubble pile as the current one is not much wider than a GSO 1 block or the seam indicator). Would allow us to make multi miner techs (already got one made with 4 that can work if I find the sweet spot, but this and above issue make it not worth having/using so I just overlap/spam them right now).

Off topic slightly: Steam vents for the Geothermal gens could also use a activation radius buff. The gens themselves could maybe use a height buff also.
 

elfdrow

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#15
I like the idea (actually I been bothering the devs for a geo corp auto miner lol)

but I think Geo Corp is the kind of corporation that depletes resources. heavy industrial machinery don't go easy on the area they work.

so I would propose a change on who is the faster producer of resources.
GSO - slow but forever
GC- fast but depletes the resource nodes. also bulky compared with GSO. that way we could also produce the GC treasure blocks easier. but forcing the player to move.
 
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#17
Both this idea and the Groundripper autominer are good ideas.

However, since the devs have said they're probably not going to implement this for a while, I think that a slow but more efficient autominer suits Better Future, which is another planned mining corp but is focused on efficiency. That way, GC gets an autominer (the Groundripper probably suits GC better than the Drifter Drill so it would go to GC) and the other planned mining corporation also gets an autominer!
 
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Lord Zarnox

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#18
I like the idea (actually I been bothering the devs for a geo corp auto miner lol)

but I think Geo Corp is the kind of corporation that depletes resources. heavy industrial machinery don't go easy on the area they work.

so I would propose a change on who is the faster producer of resources.
GSO - slow but forever
GC- fast but depletes the resource nodes. also bulky compared with GSO. that way we could also produce the GC treasure blocks easier. but forcing the player to move.
Although, there is the fact that a corporation that specialises in mining would probably plan to do so reliably, rather than quickly. Yes, it would also make sense for them to do it faster, but when you think about it, both GeoCorp autominer suggestions could actually fit with GeoCorp. In a way, the Drifter Drill could simply act as an upgraded GSO autominer, as the GSO one would better fit the description of a low end, introductory drill.
GeoCorp is a mining corporation. Why don't we just give them both suggested autominers?
 

elfdrow

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#19
I would love to see both a fast depleting miner, and a slow but sure for geo corp :)

I just remembered when I was little... (yeah... feeling really old right now lol)
I accompanied my father when they were making a very large wave breaker for a oil port. since tetrapods were not suitable for the area they used rocks for the base.

3 large hills disappeared in less than 4 years :3 (I truly love heavy machinery lol)

but I like your idea too. a slow but careful operation is also good.
and a slow geo corp miner would also be specially good too since it would have a high anchor XD
seriously... the GSO low anchor can get on my nerves... a lot of times you can't even attach a silo because it clips the terrain.

but I also like the idea of the fast miner (I like my mobile bases >:D )
 

Kevin Vanderhoef

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#20
My thoughts on a GeoCorp autominer is that it should be/have;
1. 2x2 anchor footprint, more forgiving on placement, but should cover the whole seam.
2. Rotary/drill based rather than pump type,
3. Built in collector but stops when/if Collector is filled.
4. Stackable. But requires something to attach to, to do so.
5. Expensive.
6. Bulky! 2X4X3 (or larger) Possibly a Buy only bloc (too big to manufacture?)
7. level 5 Geocorp Equipment.
8. Raider bait. high priority target for enemy Techs