Prospecting Drill


Build drills that consume ore-sample templates to grow ore patches in a ring around themselves. Bootstrap from rare worldgen remnants. Vanilla and Space Age compatible.

Tweaks
3 days ago
2.0
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Mining Manufacturing Cheats

Changelog

Version: 1.0.7
Date: 2026-08-02
  Changes:
    - Space Age is no longer required. It became a hard dependency in 1.0.1 for
      the marker spoilage model, and 1.0.3 replaced that model with script
      cleanup, so the requirement no longer had anything behind it. Space Age is
      now an optional dependency and still loads first when you have it. On base
      the mod generates chains for the five Nauvis ores; sample quality scaling
      simply has no tiers to work with.
  Bugfixes:
    - Fixed the game failing to start alongside mods whose ore items use a
      layered icon, VortiK's Deep Core Mining among them. An item defines
      either a single icon or a list of icon layers, and only the single form
      was read, so the generated sample and technology icons came out empty and
      the game refused to load them. Layers are now carried through intact,
      keeping their offsets and colors at both item and technology size.
    - Infinite resources no longer get a prospecting chain. Ores that never run
      out have nothing to prospect, and growing one was actively harmful: on an
      infinite resource the amount is a yield rate rather than a stock, so a
      grown patch came out at a fraction of a percent of a natural one and could
      never be depleted or cleared. With VortiK's Deep Core Mining this meant a
      sample could plant a dead deep ore patch, or an entire deep core crack.
    - Mining drills that had run out of ore now start up again when a prospecting
      drill grows a new patch underneath them. The game only looks for ore when a
      drill is built, so an exhausted drill used to sit idle on top of the ore it
      was standing on. Drills keep their fuel, contents, modules and wires.
    - The purified ore icons were tinted with a value the game reads as a
      different color scale, which left them almost invisible. They now use a
      pale wash that reads as refined without disappearing.
Version: 1.0.6
Date: 2026-07-24
  Bugfixes:
    - Extended the scrap exclusion to modded recycling families beyond Fulgora.
      Resources broken down by any hand-authored recycling recipe, such as
      rubia's cupric and ferric scrap processed by biorecycling recipes, are no
      longer treated as ore and no longer get a prospecting chain. The engine's
      auto-generated plain recycling recipes are ignored, so lossy conversions
      and real ores stay prospectable.
Version: 1.0.5
Date: 2026-07-24
  Bugfixes:
    - Fixed real ores being dropped from prospecting when another mod defines a
      lossy conversion recipe in the recycling-or-hand-crafting category. The
      scrap filter now skips any ingredient the recipe hands back (for example a
      stone-to-zircon sort that returns some stone), so stone, zircon and similar
      materials stay prospectable while true scrap is still excluded.
Version: 1.0.4
Date: 2026-07-24
  Bugfixes:
    - Stopped treating recyclable scrap as an ore. Fulgora scrap, spaceship
      scrap and similar modded scraps are the input to hand-built recycling
      recipes, not mined ore, so they no longer get a prospecting chain. This
      also fixes a conflict where the generated extract recipe turned scrap into
      a craftable item, which made the game regenerate Fulgora's scrap-recycling
      recipe as a single useless output instead of its normal loot spread.
    - Every generated prospecting recipe now opts out of automatic recycling, so
      no extract or sample recipe can overwrite a hand-built recycling recipe for
      the item it produces.
Version: 1.0.3
Date: 2026-06-29
  Bugfixes:
    - Fixed drills consuming samples but never spawning ore. The internal
      marker item the drill produces was spoilable, and a spoilable crafted
      product ages by the full craft duration, so the one-second marker was
      destroyed the instant the thirty-second grow recipe finished. Markers
      are now non-spoilable and are cleaned up by the script instead, so a
      completed grow cycle reliably places ore.
Version: 1.0.2
Date: 2026-06-26
  Bugfixes:
    - Fixed drills eating samples without producing ore in modsets where a
      second resource yields the same ore item (for example Dredgeworks'
      submerged ores). The drill picked whichever resource came first, which
      could be one that can't sit on dry ground, so nothing spawned. It now
      grows or places the ore variant that actually fits the tile beneath it,
      and grows an adjacent patch by matching the ore it mines to.
Version: 1.0.1
Date: 2026-05-15
  Changes:
    - Space Age is now a hard dependency. The mod relies on spoilage for
      the marker-security model (1-second lifetime on hidden marker items
      prevents inserter or player extraction exploits), and spoilage is a
      Space Age feature, not a base-2.0 feature.
  Bugfixes:
    - Free MK1 drill drop from Prospecting Remnants reduced from 5% to
      0.5%, matching the README's intent that drills are the rarest
      bonus (rarer than the 1% off-planet sample roll). Previously a
      free drill was more likely than the rare-ore samples, inverting
      the design.
Version: 1.0.0
Date: 2026-05-15
  Major Features:
    - Three drill tiers (MK1, MK2, MK3) that consume ore-sample templates
      and grow ore patches in a ring around themselves.
    - Three sample tiers per ore (T1 / T2 / T3) with progressively richer
      recipes and yields (3 / 10 / 50 ore per cycle at base quality).
    - Quality-aware yield scaling: rare and higher samples produce more
      ore per cycle, scaling linearly with quality level.
    - Dynamic per-ore generation: every ore-bearing resource in the
      modset (vanilla, Space Age, and modded) gets purify and sample
      recipes auto-generated.
    - Rare worldgen remnants drop starter samples, including for
      no-ore-patch challenge starts.
  Changes:
    - Configurable spawn surfaces, density, and modded-ore inclusion via
      startup settings.
  Balancing:
    - Productivity has no effect on this mod. All generated recipes set
      allow_productivity = false and the MK3 drill excludes productivity
      from its allowed effects. Ore yield depends on sample tier and
      sample quality only. See README for the reasoning.