Resource node

Resource nodes are specific locations spread across the world where resource extractors (Miners and Oil Extractors) can be placed to automate ore (or Crude Oil) harvesting, solid resources to be extracted manually by the pioneer, or power to be generated using Geothermal Generators on Geyser nodes. Three nearest resource nodes (or batches of them) from the pioneer can be located with the Resource Scanner. 
Nodes have three possible purities, which affect how fast are resources extracted (see below). All resource nodes are infinite which means they cannot be depleted.
== Resource deposit ==
Resource deposits are hand-mineable rocks that are found commonly on top of resource nodes as well as in the world. There can be a deposit on a node, which blocks the building of Miners, until removed.
Deposits cannot be scanned for by any means, and do not show up on the resource scanner. Finding and mining some resource deposits (for example, Caterium, Sulfur, and Raw Quartz) is beneficial, as they can be used to unlock the corresponding MAM trees.
Uranium deposits are often found in areas of interest such as Crash Sites and SAM Ore Nodes, to deter players from accessing the area. Some collectibles such as Power Slugs can be hidden behind deposits, that need to be mined out first.
The locations of deposits in the world are fixed, however the resource type is randomised (some specific deposits, such as the aforementioned uranium deposits, will not be random). Deposits are always displayed to have a purity of pure, however the amount of items received when mining them is random and typically less than 100. 
== Accessing ==
Solid resource nodes will often have resource deposit(s) on top of them, which must be mined out by hand before a miner building can be placed on them. Portable Miners can be placed on them without clearing the deposit. There are also often hostile creatures spawned nearby to make accessing the node more challenging.
Some resource nodes, such as Caterium Ore, can be blocked by large round boulders with cracks on them. These boulders can be detonated using a Nobelisk Detonator. These boulders block the placement of buildings, but not the placement of Portable Miners.
File:Iron deposit.png|An Iron deposit in the wild.
File:Iron nodes with deposits.png|Three iron nodes, each with iron deposits which are to be mined out before miners can be placed on.
File:Iron nodes.png|Iron nodes with deposits mined out.
== Extraction ==
There are a few ways to extract from a resource node:
* Solid resource nodes:
** Manual hand-mining with a chisel. Simply approach it and interact (default ). At the same time, open the inventory so that you can release the mining key, and the manual mining will continue until the inventory window is closed.
** Placing a Portable Miner on it. Equip the portable miner, to place down. You can place multiple portable miners on the same node. As the internal storage of a portable miner is limited, and the lack of a belt output, you need to take out the mined ores manually.
** Placing a Miner building on it. This is the only way to fully automate the mining process. Only one Miner can be built on each resource node.
*** Miner buildings can be only placed on resource nodes that are clear of resource deposits. However, they work through foundations.
* Fluid resource node (Crude Oil):
** Building an Oil Extractor on it. There is no other way to extract Crude Oil.
* Geyser:
** Building a Geothermal Generator on it. This is the only purpose of Geysers.
File:Manual mining deposit.jpg|A deposit being manually mined by holding down .
== Purity ==
Node purity 	Building multiplier 	Manual mining amount
Impure 	× 0.5 	1
Normal 	× 1.0 	2
Pure 	× 2.0 	3
Resource deposit	N/A (can only be hand mined)	6
== Types ==
Solid resources
Resource	Deposits on node	Impure	Normal	Pure	max rate(per min)
 	varies 	33 	41 	46 	70380
 	varies 	9 	28 	12 	28860
 	varies 	12 	47 	27 	52860
 	no* 	6 	29 	15 	30900
 	no* 	- 	8 	8 	11040
 	no 	- 	11 	5 	10500
 	no 	1 	7 	3 	6840
 	no 	1 	3 	- 	2100
 	no 	5 	6 	6 	9780
 	no 	8 	5 	- 	5400
* Coal and Caterium nodes sometimes have boulders obstructing them, which must be destroyed using explosives.
All ores have their own resource deposits that are present all over the world. SAM Ore nodes behave strangely, as they only produce ore in batches after the game is reloaded (see SAM Ore for details). Uranium nodes and deposits, just like all Uranium-based items, are radioactive.
Other resources
Resource	Impure	Normal	Pure	Max rate (per min)	Note
 	10 	12 	8 	9900 	Extracted as a fluid using Oil Extractors
 	3 	9 	6 	- 	Used for power generation using Geothermal Generators
These resource nodes do not allow the construction of Miners and the usage of Portable Miners on them.
== Tips ==
* Using an online resource map to determine where to build a factory can be very useful.
* When mining a pure deposit by hand, it will yield twice as much as a pure node.
* If Crude Oil is extracted using both resource nodes and resource wells, the upper limit is 11700 
== See also ==
* 
* 
== History ==
* Patch 0.4.0.0:
** Geysers now have purity
** One Uranium and several Bauxite nodes were added to the world
* Patch 0.3.4.15: Fixed some Uranium and SAM nodes that had the Iron material on them instead of their own
* Patch 0.3.4.11: Small visual tweaks on Limestone node meshes in the world
* Patch 0.3.4.10: Fixed up some Limestone resource node locations 
* Patch 0.3.3.2: Bauxite resource nodes now have their own textures
* Patch 0.3.3.0: 
** Fixed a crash on load when a Miner is placed on a removed resource node
** Fixed a crash when upgrading a Miner built on a removed resource node 
* Patch 0.3.2.1: Resource Deposits now have the correct materials again (Iron, Copper, Caterium etc. no longer look like Bauxite)
* Patch 0.3.2.0: 
** Portable Miners now only work on solid resources
** Oil nodes show purity again
** Switched out all Limestone resource nodes with new meshes
** Quartz resource deposits now have their own mesh and material
* Patch 0.3.1.0: Adjusted a few faulty resource nodes in the Dune Desert (not high enough hitbox, hidden in a cliff or that wasn’t removed from an earlier iteration of the Dune Desert)
* Patch 0.3: 
** Crude Oil and Geyser resource nodes no longer show "(resource) can not be picked up" when approached, and instead just tell the name of the node. Node purity is no longer shown on Crude Oil nodes, an Oil Extractor has to be built to detect it
** Crude Oil is now extracted as fluid instead of in barrels
** Overhauled Dune Desert visual & design as a new starting area
** Tweaked mesh and colours for the Limestone resource node
** Tweaked Limestone deposit textures to match the resource node better
*** Complete resource & reward overhaul
** Resource Deposits are far more likely to be MAM related resources
* Patch 0.1.20: Uranium nodes and clusters now radiate
* Patch 0.1.14: 
** Tweaked resources in several areas
*** Red Jungle (Plateau northwest of Grass Fields)
**** Added Bauxite, Uranium and Coal
*** Bamboo Fields (Plateau north of Grass Fields)
**** Added Bauxite and Coal
*** Swamp (Northeast of Grass Fields)
**** Completely overhauled resource placements and added new nodes
* Patch 0.1.5: 
** Moved all Oil Nodes in the Dune Desert (northeast corner of the map) west to the Spire Coast
** Adjusted purity of Oil Nodes in the Desert Canyons east and west of the Northern Forest
** Adjusted and fixed gameplay and resource nodes in several locations - Northern Forest Limestone location
* Unknown patch before Patch 0.1: Crude Oil can no longer be mined by hand
* Patch Closed Alpha 5: Added sounds for resource deposits being destroyed
* Patch Closed Alpha 4.1: 
** Fixed Oil Node placements
** Implemented Grass Fields Stone Node and grass fixes
* Patch Closed Alpha 3: 
** Playability pass over all resource nodes
** New mesh for Sulfur resource nodes & deposits
** Implemented the Significance Manager and added support for several elements of the game - Resource nodes
* Patch Closed Alpha 2: 
** Updated Stone and Coal resource nodes mesh.
** Updated Stone and Coal resource deposit material.
* Patch 2018-10-11: Initial design. Various resource nodes were updated throughout Closed Alpha
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