How to Use Deep Drill in RimWorld (1.6) | Safe Setup + Planner
Patch-Aware 1.6 • Core Def Planner
How To Use Deep Drill In RimWorld Without Wasting Power, Time, Or Pawns
Research DeepDrilling and GroundPenetratingScanner, place the scanner unroofed on heavy-support terrain, overlap the deep drill radius with the buried deposit, then keep Research and Mining split across the right pawns. This page is built around local Core defs for costs, power draw, work types, infestation timing, and deep resource lump values, with 1.6 patch-aware notes where players keep getting tripped up.
Research The Chain
DeepDrilling costs 1000. GroundPenetratingScanner also costs 1000 and requires deep drilling first.
Place Scanner Right
The scanner is 3x3, must stay unroofed, and needs Heavy support terrain, not a wood bridge.
Drop The Drill
The drill only needs Light terrain, so bridge placements work. Keep its 2.6 radius on the deposit and leave the interaction tile clear.
Use The Right Pawn
Scanners are Research jobs. Drills are Mining jobs. If a pawn priorities are wrong, the setup looks “broken” even when placement is fine.
Plan Bugs Early
Base drill infestation pressure is 20 days MTB per active drill before the storyteller factor. Use the slider instead of guessing.
Light terrain affordance, so the drill can go here. The scanner cannot, because it needs Heavy.
Exact Placement Rules
Light supportHeavy supportcanBeUsedUnderRoof=false on the ground scannerspecialDisplayRadius=2.6 on the deep drill- If you can place a drill but not a scanner, the terrain support difference is usually the reason.
- If you can place the scanner but it never works, check for a roof first.
- If placement fails around rivers, use the scanner on shore and the drill on the bridge tile if the deposit crosses water.
Patch-Aware 1.6 Notes
- Sea ice: on 1.6 it behaves like the no-bedrock scanner exception, so ground scanning there is the main break from the normal loop.
- Chunks on purpose: if you are off-deposit, the drill can be used as a controlled chunk source for nearby stonecutting.
- Mechs: the local
DrillandGroundPenetratingScanwork givers both setcanBeDoneByMechs=false. - Work priorities: scanner time competes with other Research jobs, while the drill competes with wall mining and chunk cleanup.
| Resource | Per Portion | Lump Size | Deep Commonality |
|---|---|---|---|
| Steel | 45 | 20-30 | 4 |
| Plasteel | 10 | 2-10 | 1 |
| Silver | 70 | 2-10 | 0.5 |
| Uranium | 15 | 4-10 | 1 |
| Gold | 8 | 1-4 | 0.5 |
| Jade | 15 | 1-4 | 0.5 |
Planner assumptions: one ground scanner is included in the budget, scanner timing scales with ResearchSpeed, and lump output uses each resource's local deepCountPerPortion and deepLumpSizeRange.
| Symptom | Likely Cause | Fix |
|---|---|---|
| Only chunks coming out | The drill is no longer on the deposit. | Move it back so the 2.6 radius covers the scanned cells again. |
| Scanner shows nothing | No power or a roof above the scanner. | Restore power and unroof it. The local scanner def explicitly disallows roofed use. |
| Scanner will not place on water | It needs Heavy terrain support. |
Put the scanner on shore or real flooring, not on a standard bridge. |
| Drill will not place near river | Interaction spot is blocked or the target tile has no valid support. | Rotate it, clear the front tile, and remember the drill only needs Light, not Heavy. |
| Pawns ignore the drill | Mining priority is too low or another Mining job wins. | Set Mining high and strip out competing quarry, chunk, or wall orders. |
| Research pawn ignores scanner | Scanner work is under Research, not Mining. | Raise Research priority or free that pawn from benches and papers. |
| Trying to use tunnelers | The work givers disallow mechs for both scanner and drill jobs. | Keep a human researcher and human miner on the loop. |
| Bugs keep spawning too often | Too many active drills or a high storyteller factor. | Reduce active drills, wire flick switches, or lower the slider before you scale. |
| Need plasteel or gold fast | Ground scanner cannot target a specific ore. | Use long-range mineral scanner for targetable off-map lumps instead. |
| Sea ice colony feels blocked | 1.6 scanning behavior on no-bedrock biomes is the exception. | Rely on trade, long-range finds, or already-found nodes instead of expecting a normal scanner loop. |
Open In This Site's Wiki
Jump straight to the objects that define placement, work, and scanning.
Follow-Up Guides
Use the drill loop where it matters most: steel, plasteel, and chunk supply chains.
Optional Mod Lane
Clear non-vanilla picks players usually want after the basic loop feels solved.
Fast FAQ
- Do I need a scanner every time? You need one to reveal fresh buried deposits. The planner budget assumes one active ground scanner in the colony.
- Why do I get chunks instead of ore? The local
DeepDrilldef says chunks are the fallback when no resource is present under the drill. - Can I put the scanner on a bridge? No. Standard bridge only grants
Light, while the scanner requiresHeavy. - Can I put the drill on a bridge? Yes, because the drill only needs
Lightsupport. - Why do pawns walk to the wrong bench? Scanner work pulls from Research priority. Drill work pulls from Mining priority.
- How do I hard-stop drill bugs? Set the storyteller factor to 0%. The range input above mirrors the same logic instead of burying it in prose.
Exact Source Files
The numbers and job logic on this page are grounded in local RimWorld files, not guessed.
ResearchProjectDefs/ResearchProjects_3_Microelectronics.xml
DeepDrilling: baseCost 1000
GroundPenetratingScanner: baseCost 1000, prerequisite DeepDrilling
LongRangeMineralScanner: baseCost 2000
ThingDefs_Buildings/Buildings_Production.xml
DeepDrill: 100 steel, 2 components, 200W, construction 4
specialDisplayRadius 2.6
terrainAffordanceNeeded Light
interactionCellOffset (0,0,-1)
ThingDefs_Buildings/Buildings_Misc.xml
GroundPenetratingScanner: 150 steel, 4 components, 1 advanced, 700W
scanFindMtbDays 3, scanFindGuaranteedDays 6
canBeUsedUnderRoof false
terrainAffordanceNeeded Heavy
WorkGiverDefs/WorkGivers.xml
Drill: workType Mining, canBeDoneByMechs false
GroundPenetratingScan: workType Research, canBeDoneByMechs false
Storyteller/Storytellers.xml
StorytellerCompProperties_DeepDrillInfestation: baseMtbDaysPerDrill 20
Misc/DifficultyDefs/Difficulties.xml
deepDrillInfestationChanceFactor:
Peaceful 0, Builder 0.25, Adventure 0.75, Rough 1, Blood 1.1, LIF 1.3
ThingDefs_Items/Items_Resource_Stuff.xml
Steel: 45 per portion, 20~30 lump size, commonality 4
Plasteel: 10 per portion, 2~10 lump size, commonality 1
Silver: 70 per portion, 2~10 lump size, commonality 0.5
Uranium: 15 per portion, 4~10 lump size, commonality 1
Gold: 8 per portion, 1~4 lump size, commonality 0.5
Jade: 15 per portion, 1~4 lump size, commonality 0.5
TerrainDefs/Terrain_Foundation.xml
Bridge affordance: Light only
Plasteel
Silver
Uranium
Gold
Jade