Automation
Drill output, power, and the chunk-loading question — sourced from the game files rather than from forum threads.
Drill output
A drill mines by dealing mining damage on a fixed cooldown. Throughput is therefore damage ÷ cooldown, measured against the target's own health.
| Drill | Mining damage | Cooldown | Damage per second |
|---|---|---|---|
| Crude Drill | 30 | 1s | 30.0 |
| Drill | 60 | 1s | 60.0 |
Throughput calculator
Target health for common blocks is listed below. This is the arithmetic the files support; it does not model conveyor backlog or power loss.
Block health, for the calculator above
Player-placed blocks all carry health 1. These are the mineable objects that actually take time.
| Block | Health |
|---|---|
| Wall Excavation Dungeon Block | 2,778 |
| Great Wal Block | 1,812 |
| Wall Obsidian Block | 1,812 |
| Wall Excavation Void Block | 1,667 |
| Wall Excavation Border Block | 1,631 |
| Wall Excavation Block | 1,528 |
| Wall Passage Block | 1,415 |
| Pandorium Crystal | 1,287 |
| Wall Excavation Rock Block | 1,250 |
| Cryo Pod1 | 1,186 |
| Wall Lava Block | 1,086 |
| Small Pandorium Crystal | 1,029 |
| Crystal Meteor | 988 |
| Wall Desert Explosive Block | 988 |
| Wall Desert Temple Block | 988 |
| Wall Desert Temple Block2 | 988 |
| Wall Alien Block | 950 |
| Wall Crystal Block | 950 |
| Wall Gleam Wood Block | 950 |
| Wall City Block | 892 |
The very large health values are not drill targets
21 mineable objects — the large ore boulders — carry a health value of 999,999,999. At a Drill's 60 damage per second that would take over 60 hours, which is not a real mechanic. Treat that number as a marker meaning "not meant to be drilled" rather than a duration, and do not put it in the calculator. We report it because it is what the file says; we just do not pretend to know why.
Do drills work off screen?
The evidence says no — drills stop when nobody is nearby. Here is exactly what that conclusion rests on, so you can weigh it yourself.
- The game has an explicit chunk-loading system. The compiled code contains
UnloadedChunkCD,AreaLoadedCDandFindUnloadedChunksToLoad— entities are gated on whether their chunk is loaded. - There is a component whose whole purpose is to exempt something from that gating:
KeepAreaLoadedCD. - No drill, conveyor or robot arm prefab is authored with it. We checked every prefab in the package; none carries a keep-area-loaded component.
- Drills do carry
NearbyEntitiesTrackerAuthoring(detection radius 1.45) andOverrideNetworkSyncDistanceAuthoring, which are proximity-based by definition.
What would settle it beyond doubt: reading the mining system's update loop
(UpdateMinerJob in Pug.Automation.dll) to confirm it skips unloaded
chunks. That is compiled code, not data, and we have not decompiled it. So this is a
well-evidenced answer, not a proof, and we would rather say which it is.
Power
103 objects carry electricity data
(sourceEnergy, whether they block current, and whether they act as wire).
Generators and consumers are listed on their own item pages.