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The Ground Penetrating Scanner got a major adjustment in update 1.1 that was released on February 6th, 2020. Previously, once the Ground Penetrating Scanner was setup, all underground resources were shown, represented by transparent green squares on the map when the scanner was highlighted. Because all resources were revealed immediately, there was no way to add more, so mining out your home base was an inevitability. Here is how the Ground Penetrating Scanner works in the 1.1 and 1.2 update of Rimworld and some tips on how to best put it to use.

See full list on rimworldwiki.com. RimWorld (PC) for Steam platform is a digital download product – no box included. The price applies to a digital version of the product. Release date: 2016-07-15.

Changes made for the long term

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The 1.1 update removed the instant display of resources in favor of making it a workstation for pawns to use over time. As pawns sit at the Ground Penetrating Scanner, they will slowly reveal underground resources on the map, with higher skilled pawns revealing new resources faster. This change fixes an issue that older colonies were facing, where the entire local colony was mined out, forcing players into embarking on slow and costly mining expeditions.

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This job falls under the “Research” tab, which the default work priority places as the lowest priority. In addition, there are three research activities that colonists can perform depending on what is available to them: the research bench, long range mineral scanner, and finally the Ground Penetrating Scanner.

Why won’t my colonist use the Ground Penetrating Scanner?

After the changes made in the 1.1 update, players started to find issues with colonists or pawns never manning the Ground Penetrating Scanner. This issue usually comes up more often for larger colonies with well established infrastructure, or colonies with a lower population.

The reason colonists won’t use the Ground Penetrating Scanner is because there are too many research benches or long range mineral scanners that are pre-occupying them. Because the Ground Penetrating Scanner is last on the list of research activities, colonists will prioritize it last on the worklist, and if you’re using the automatic priorities, it will be the lowest priority of any task available.

This means that if a research project is active and there is an empty research bench, colonists assigned to perform research will default to working at the research bench and won’t work on the Ground Penetrating Scanner. Likewise, if there are available long range mineral scanners with power, colonists assigned to perform research will default to working at the long range mineral scanner and won’t work on the Ground Penetrating Scanner. If there is an active research project with two research benches and a powered long range mineral scanner in a colony with three colonists assigned to perform research, no colonists will work on the Ground Penetrating Scanner.

How do I force my colonist to work on the Ground Penetrating Scanner?

Now that you know some reasons why colonists aren’t working on the Ground Penetrating Scanner, the next logical step in Rimworld is clear: force.

If you want your colonists to go full “mole man” and know nothing but the resources underneath your colony, you will need to manipulate work priorities and available research objects. Disabling power on research benches and long range mineral scanners is a good way of keeping all other settings the same but forcing your colonists to focus on the Ground Penetrating Scanner, since it will be the only remaining option.

To keep research progressing or scanning for minerals while using the Ground Penetrating Scanner, you will need to keep track of how many colonists are working on research and make sure there is at least one free to occupy the Ground Penetrating Scanner at all times.

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Using manual work priorities will allow you to streamline this process even further.

Back to Rimworld game info

In the past half-decade, the strategy employed by developers to release games through their development progression, sometimes called early access, has become incredibly popular. Most games released in this fashion are small-time indie titles, trying to garner attention and raise enough money to complete development of their game. While some games that go down this path end up being disappointing or never get finished at all, “Rimworld” is a staunch exception that has risen above any expectations I had ever held for an early access indie title, even after following the game along its three-year development cycle.

“Rimworld” is a survival game at its base, giving the player the reins of a group of characters who must survive the world around them and all the baddies that come with it. The game starts with the player creating a randomly generated world to play in. From here, a small square of land is chosen in which the player and their characters will crash land and try to survive. That is, assuming that the player chose that baseline story, as Rimworld now offers a variety of ways to start the game, from its classic of three characters crash-landing on the planet after their spaceship explodes, to taking control of a group of tribal people that call the planet their home.

After picking that out, the player then may choose which of “Rimworld’s” A.I. storytellers they want to play with. Pheobe Basebuilder lets new players relax between minimum encounters and difficulties, and is perfect for that relaxing game session after a long day of classes and homework. Cassandra Classic runs the game the way it’s meant to be played, with encounters and enemy attacks slowly ramping up difficulty with time and forcing the player to develop their technology and weapons to survive. Finally, Randy Random does exactly what his name says: he throws anything at you at any time, and can end an early game with an attack from enormous mechanoid enemies or gift your colony with medicine drops. Any A.I. storyteller you pick is guaranteed to make your game play out differently, but for a first run I would go with Cassandra on one of the tougher difficulties. New players are sure to lose, but will hop right back in for another run.

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First-time players can expect a bit of difficulty getting into Rimworld, as its systems and menus can be difficult to understand and navigate through at first. Thankfully in one of the later updates to the game, a comprehensive tutorial was added, setting first-timers free of the endless “um’s” and “what’s?” that used to come with getting into the game. However, after enough time at the controls and what is sure to be a few lost runs, players will get set into “Rimworld” and its in-depth mechanics, more of which are being added with each update.

Controlling the game is one of the most difficult things to get a hold on, as characters by default will go about whatever tasks they want, which might not always be the best thing. Sometimes you need someone to go mine iron to make weapons, or a doctor to take care of a hunter injured by an elk. However, once a player understands how to manipulate the characters properly, the possibilities of their desert colony are endless.

“Rimworld” is easily one of the most time consuming games I’ve ever played, with tons of hours in each version that has come out so far and eagerness to play more with the next version. I recommend Rimworld to anyone who’s looking for something a little different, and certainly a little harder, than what is typical for games.

“Rimworld” is made by Tynan Sylvester and Ludeon Studios and is available on Steam for $30.