The Scanner Room, a Seabase module, is made of the Habitat Builder. It allows the player to generate a 3D map of the surrounding Biome. It will scan for resources. It will conduct scouting via controllable Camera Drones as well. The player must uncover three fragments to release the Scanner Room’s blueprint.
Constructing in an unpowered Seabase, a Scanner Room will not function. It will draw a small amount of power from a base all the time to display its holographic map.
The Scanner Room in terms of construction works as a Compartment. It is spherical while just two sides are connectors. Rectangular blanking plates indicate these. It can be useful to help in orienting it. It is often essential to exploit the rotate function while building one. It is important to get it at the proper angle. It will connect to any fitting module on a similar horizontal level at close range by design. It will generate a tiny corridor whereas Bulkheads cannot be built.
The Scanner Room’s end panels are able to place the Hatches, Reinforcements, or Windows without supporting any form of vertical connection.
There are three interactive components in the Scanner Room’s internal area. The two components are parts of a display on one wall. Another one is a Mini-Fabricator with four Upgrade Module slots on the opposite wall.
The display panel includes a circular screen that the drone controls and a menu that the scanner controls. There is a holographic terrain map in the center of the room. It displays the local topography as a blue wireframe. On the other hand, the camera drones, inside the Scanner Room’s, scan radius as green dots. Though it doesn’t matter the scanner is active or not.
The player can exploit the Scanner Room to explore nearby resources. It identifies them as orange blips on the central hologram. It has a basic scanning distance of 300 meters. The scanner can only discover one resource type at a time. It actually has a basic scanning time of fourteen seconds. The scan progresses in a radial fashion. It detects outwards from the Scanner Room’s location. In every two seconds, scanning consumes 1energy. It means it consumes 30energy per minute. Choosing what to scan for from the menu alongside the drone controls, scanning initiates the work.
This typically has several pages that are scrolled through a page at a time. The player can choose to abort a current scan at any time. Just press the “X” that appears below the “scanning in progress” message. The scan will carry on until the device is either manually deactivated or the base runs out of power.
In fact, the Scanner Room auto-detects within its search radius when it is assembled. The list of items will only take in what is actually inside of its search radius. The player can rule out the existence of any materials that are not on the list without even turning the scanner on. The option for scanning includes Blood Oil, Cave Sulfur, Copper Ore, Gel Sacks, Gold, Heat Areas, Lava Geysers, etc, Ion Cubes, Kyanite, Lead, Limestone Outcrops, Lithium, Magnetite, Metal Salvage, Diamond, Eggs, Fragments (for Blueprints not yet unlocked), Reaper Leviathans, Refback Leviathans, Rubies, Salt Deposits, Sandstone Outcrops, Shale Outcrops, Silver Ore, Stalker Teeth, Nickel Ore, Quartz, Crystalline Sulfur, Data Boxes, Titanium, Uraninite Crystals and/or Wrecks. It will not sense items inside any kind of storage. But it will still detect Eggs placed inside an Alien Containment chamber.
Remember, any resources that do not usually come out on the ground insole form, such as Titanium or Silver Ore, will be Large Resource Deposits. If not the player has physically fallen some of this resource on the ground within the scanner’s range. The scanner cannot recognize what is truly inside Outcrops. Thus they do not show when scanning for materials. Also, Quartz or Lithium can be found in both single and Deposit states. So, the scanner does not give any indication of which type a particular “contact” is. Furthermore, you should remember that HUD markers for Large Resource Deposits do not vanish easily. Even though the Deposit in the problem has been mined down to nothing, it will not disappear.
The drone controls usually operate miniature remote-controlled camera drones. It can be useful to safely explore its surroundings. Drones also have automatic beacon markers like other automobiles. They can be handy as a waypoint to swim and left in place near a point of interest. When the scanner is in active mode, anything it has detected will be highlighted with an orange-yellow circle. It will also give you a note saying what it is while controlling the camera drone. A Scanner Room has two drones already present in the sockets on its surface while making it.
It switches to control the first camera drone in a numeric sequence while interacting with the circular display. So it is easy for the player to switch to other drones as they wish. It will default to the last drone, the player was controlling while interacting with the console. Drones are controllable from infinite range. But initially, at around 300m their view will become increasingly full of static. It becomes completely blank at around 600m.
Remember that scrolling through the list of drones will include the drones of all Scanner Rooms. It will be a mistake if you think of just one player is currently using. As the game will always choose drones in order, a different Scanner Room will initiate controlling the “wrong” set of drones. The range of the drone for the purpose of interfering with its camera range from the scanner room the player is presently using, not the one it “belongs” to. Controlling a far-away drone can involve a fair amount of loading. It is concealed by a “connecting” icon in the camera feed.
Drones have an inadequate power supply. If they run out in the field, the player will have to physically rescue them. They only utilize power while being controlled. Every Scanner Room has two charging sockets for the drones. Without these sockets, they can’t be charged.
An individual beacon will appear when controlling the drone. It shows the Scanner Room a way to return to it. A drone will be “clutched” by the socket if it passes close enough to it similar to the way docking a vehicle to a Moonpool or Cyclops. The player can watch out the drone’s camera while docking. But the player cannot rotate its field of view.
Drones are typically ignored by animals. But stalkers can steal it. They will pick them up and chew on them. They can even seize the drones from the charging sockets on the Scanner Room itself. A drone is repairable with the Repair Tool.
When the player rebuilds the Scanner Room with the existing drones in its charging sockets, the drones are removed along with the room.
The Mini-Fabricator in the Scanner Room is only able to construct items for the Scanner Room itself. Likewise, the four upgrade slots can just recognize modules made of a Scanner Room’s Fabricator. Any other type of Fabricator cannot produce these items.
The Scanner Room Range Upgrade and Scanner Room Speed Upgrade can boost the scanner’s search speed and range. These are created using the room’s built-in Mini-Fabricator. And they are plugged into a set of four upgrade slots next to it. These upgrades can be loaded to advance their effects. Four-speed upgrades will acquire the scan time down to two seconds. And four range upgrades will amplify the scan range to 500 meters. Increasing the scanning range will also enlarge the size of the holographic area map that the room generates.
The Fabricator manufactures additional drones as well. These have to be taken outer and discarded in order to function with one other item. The Scanner Room HUD Chip permits the player to observe the circles designating items that the scanner has detected. These are usually noticeable while controlling the camera drones. These circles only emerge when the scanner is in an active mood. It fades out after turning off. The HUD Chip is not equipped to the Scanner Room itself, unlike the other upgrades. Instead, it goes in the chipset slot of the Paperdoll UI. Read more
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