Scanning in Dual Universe is the process of using sensors to scan for resources within a planetary body. Resource deposits are made of voxels, and their shape, size, and location are procedurally generated within pre-defined parameters. Scanning can be specialized with a combination of technology and knowledge; certain resources can only be found in certain environments. Scanning will almost always precede mining. There are several methods of scanning, which are listed below.
The Scanner Tool scans a spherical volume around it and reports back with a list of all recognizable resources found in that volume. The range of the scanner can be adjusted, but it always scans in all directions, including strait up and down, so longer ranges are not necessarily more useful.
The basic mechanics of mining in DU, is best likened it to a game of "Hot and Cold" and that finding the best location is most easily done by picking a spot and investigating the cardinal directions around it. "Zeroing In" on the final location of the resource.
Successfully finding resources can take a significant amount of time, and will produce imperfect results. Players can increase the accuracy of their results by either improving their scanning skills, or by using different scanning methods and tools. Once a scan is completed, the player can place down a marker signifying the location and results of that scan. Intersecting these results can help players to pinpoint the resource they are searching for.
Directional Scanner Tool
The Directional Scanner is more precise and accurate (but much more confined) than the radial scanner. The directional scanner scans a concone-shaped lume directly in front of the player and returns a signal pulse with spikes indicating that a resource has been detected. Different resources have different masses, and will therefore return different sized spikes. The directional scanner will register a spike for each resource deposit in its scanning cone, with spikes farther along the pulse line indicating resources that are farther away. The player will need to learn the different types of spikes in order to effectively find the desired resources.
Example: The player scans a cone 50 meters in front of them and the pulse registers two spikes, one large and close, and one small and farther away. This indicates that there are two types of resources in the scanned volume, with the closer being more dense, and the farther being less dense.
Note: the size of a return pulse is based entirely on the density of the resource, not on the size of the deposit. A larger pulses does not mean more resources.
This method, while precise, covers a very insignificant area when compared to the size of planets and moons. It will not be efficient to do all scanning using the directional technique.
The Territory Scanner element can be attached to a construct and is used to scan the resource contents of an entire tile and return a report listing these resources. The scanning procedure takes 15 min adnd the scanning unit cannot be moved during this time or the scan will be terminated.
These territory scans can prove to be invaluable and as such can be sold as a commodity themselves, providing the source is trusted.