Try using the scanner to estimate where the ores are and you won't need the detector at all.
The trick I use is that I only move in 6 possible directions when searching for ore:
Cardinal: 0, Angle 0
Cardinal 180, Angle 0
Cardinal 90, Angle 45
Cardinal 90, Angle -45
Cardinal 270, Angle 45
Cardinal 270, Angle -45
Try using the scanner to estimate where the ores are and you won't need the detector at all.
The trick I use is that I only move in 6 possible directions when searching for ore:
Cardinal: 0, Angle 0
Cardinal 180, Angle 0
Cardinal 90, Angle 45
Cardinal 90, Angle -45
Cardinal 270, Angle 45
Cardinal 270, Angle -45
Try using the scanner to estimate where the ores are and you won't need the detector at all.
The trick I use is that I only move in 6 possible directions when searching for ore:
Cardinal: 0, Angle 0
Cardinal 180, Angle 0
Cardinal 90, Angle 45
Cardinal 90, Angle -45
Cardinal 270, Angle 45
Cardinal 270, Angle -45
I only started playing 4 days ago, but I've found dozens of ore deposits and never really had to excessively search for any of them.
Dig east/west until closest point of approach
Dig north/south until closest again
Note distance, move that distance in a cardinal direction and dig a 45 degree tunnel back up/down. Should be right on target.
Alioth has a lot of ore underground as well as surface rocks. Without wanting to rain on any parade, "an inventory full" of ore isn't really a boatload... Just trying to massage your expectations. You're going to want a *lot* more than that to do anything significant, like set up a bit of industry at your new home.
You can *try* and clear out the rocks... But they respawn! Which isn't really very fair... But it does mean you have infinite amounts (though gathered quite a lot more slowly than if by mining) of T1 and T2 ores to play with or sell for money.
First, you have to disassemble your ship and put it in your nanopack (colloquially: pocket). There are three stages, as I see it, to taking a construct to bits.
Grab all the voxels
Go into Build Mode (B);
Select the "Voxel selection" tool (7 by default);
Draw a box of volume around your speeder which covers all the volume occupied by the speeder;
Press the Delete key [DEL]. NOT the Backspace key, Delete.
This should pick up all the voxel cubes and other shapes that make up your speeder, leaving the elements and core.
Grab all the elements
Still in Build Mode;
Select the "Deploy Element" tool (1 by default)
Point your targeting pip at an element and hold ALT down;
Press Delete (again Delete not Backspace)
Repeat for every element. Some of them are quite small and easy to miss. But if you have missed one you won't be able to complete step 3 below.
Leave Build Mode (B).
If any of the elements are damaged, you'll have to repair them before you can pick them up. For that you'll need some "Scrap" which you can make in your nanoconstructor (again, Colloquially: pockets) from the rocks that are lying everywhere. Use the 9 (repair) tool when not in Build Mode.
Pick up the core.
By now you should be left with just the naked core. You should be able to pick that up with the Deploy Ground Element Tool (5 by default I think). If you can't, you've probably missed an adjustor somewhere, go back to step 2 and check.
After successfully completing these three steps, you should have all the components of your speeder back in your pockets. You can check this by right-clicking the speeder Blueprint you have, and Inspecting it. There will be a list of required components, and what you have and do not have available "Dynamic Core XS 1/1". From this state, you can deploy the blueprint in the same way you did initially.