Mining mods? Spitball away!

Saw this reply by V8UC Alicorn https://forums.frontier.co.uk/showthread.php?t=246096&p=3835354&viewfull=1#post3835354 and it got me thinking about mining mods, especially now that we'll be able to ice mine.Any ideas? Here's a couple to get the ball (chunks) rolling:1. Obvious one: mining laser mod that increases overall yield or mines faster 2. Mining laser mod that makes the chunks fly towards your ship's underbelly (this would be awesome) 3. Refinery mod that you can set to automatically vent certain types of materials 4. Collector limpet controller mod that increases their speed/range, or perhaps allows the limpets to pick up more than one item at a time 5. Prospector limpet controller mod that increases the limpet's velocity? Let's hear some ideas from the grizzled prospectors out there! *On a separate note, anyone know why when I add a blank line when I'm writing a post it disappears once posted?
 
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Deleted member 110222

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Automatic venting. Now that one I like. Another way to look at is, worded in a way I better understand it (no disrespect of course, I'm just dumb), is that your refinery will only accept ores that you pre-select.
 
Maybe a beam laser mod that allows them to mine asteroids? I've always wanted some sort of turreted mining lasers, and they'd also act as a defense. --Momentai :3
 

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Bingo. I'd love to be able to say no thanks to anything but the 3 Ps and maybe gold.

Too right. I already do this manually. Believe it or not, but my dedicated mining rig only uses a 2A refinery. That's six bins. Having an automatic system would be great.

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Maybe a beam laser mod that allows them to mine asteroids? I've always wanted some sort of turreted mining lasers, and they'd also act as a defense. --Momentai :3

Based off some of the effects Engineers can produce, being similar to PP equipment, I am predicting a Mining Lance effect somewhere in those mods'.
 
The ability to select which prospectors to kill by line-of-sight.
Prospector Overdrive for larger yields.
L.E.D. lights for certain materials.
Ability for prospectors to be carried by collectors to next-closest rock.
Auto-Destructing prospectors after 0% reached. Also somehow marking the rock as a depleted one.. perhaps a paint bomb or something similar.

Better would be a new scanner that scans an asteroid field (or local portion) for the potential for high yields/certain materials.

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Deleted member 110222

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The ability to select which prospectors to kill by line-of-sight.
Prospector Overdrive for larger yields.
L.E.D. lights for certain materials.
Ability for prospectors to be carried by collectors to next-closest rock.
Auto-Destructing prospectors after 0% reached.

Better would be a new scanner that scans an asteroid field (or local portion) for the potential for high yields/certain materials.

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Spike553


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You already have this information. Pristine belts have the highest yields. It's that simple.
 
Too right. I already do this manually. Believe it or not, but my dedicated mining rig only uses a 2A refinery. That's six bins. Having an automatic system would be great.

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Based off some of the effects Engineers can produce, being similar to PP equipment, I am predicting a Mining Lance effect somewhere in those mods'.

I'd love it considering how I run four turreted beam lasers on my Cutter, it'd save me some room for the multi-canons I've come to love so much. --Momentai :3
 

Deleted member 110222

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I'd love it considering how I run four turreted beam lasers on my Cutter, it'd save me some room for the multi-canons I've come to love so much. --Momentai :3

Honestly I don't think turrets would work too well. As soon as an enemy pops up it'll screw with your targeting, IMO.

Gimbals, however...
 
Pristine belts have the highest yields. It's that simple.
So at your local site.. which rocks are the highest of the high.
All I mine is pristine, and I always see 8% this, and 12% that. I want to 'see' the 40-60% ones' before I pull the prospectors out.

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Deleted member 110222

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So at your local site.. which rocks are the highest of the high.
All I mine is pristine, and I always see 8% this, and 12% that. I want to 'see' the 40-60% ones' before I pull the prospectors out.

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There's RNG within belts. I honestly don't understand what you want changing.

Each asteroid is different. You can only find out their details by launching a prospector at them. That's what a prospector is for.
 
Honestly I don't think turrets would work too well. As soon as an enemy pops up it'll screw with your targeting, IMO.

Gimbals, however...

Not really, turrets don't seem to fire randomly unless there's something I'm missing.

I select a target, push my red button, target gets lit up until I kill him or retract hardpoints.
I select a target, hold my red button, target gets lit up until I release trigger.
I select a target, push my red button, turrets fire straight ahead.

Those are the three fire modes turreted weapons have so I doubt an enemy randomly poping up would mess with my targeting, just make it were the beam lasers only act as mining laser when targeting a prospector limpit attached to an asteroid.

Of course I won't be getting my hopes up for such a weapon. --Momentai :3
 
Not really, turrets don't seem to fire randomly unless there's something I'm missing. I select a target, push my red button, target gets lit up until I kill him or retract hardpoints.I select a target, hold my red button, target gets lit up until I release trigger.I select a target, push my red button, turrets fire straight ahead.Those are the three fire modes turreted weapons have so I doubt an enemy randomly poping up would mess with my targeting, just make it were the beam lasers only act as mining laser when targeting a prospector limpit attached to an asteroid. Of course I won't be getting my hopes up for such a weapon. --Momentai :3
But asteroids aren't able to be targeted so neither gimbals nor turrets would work. I imagine making each and every asteroid a targetable object would be basically impossible.

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This wouldn't be a mod, but how about an overall increase to the power of the exterior lights! I always have them on when I'm mining but their usefulness is pretty limited considering they don't light up an asteroid until you're basically on top of the thing. It would also make bounty hunting in a dark RES that much more immersive.
 
Automatic venting. Now that one I like. Another way to look at is, worded in a way I better understand it (no disrespect of course, I'm just dumb), is that your refinery will only accept ores that you pre-select.

I haven't done any mining in a long time (exploring at the moment) but if your refinery is auto-rejecting ores you don't want, isn't there very little for the miner to do?

Easier is certainly better, but wouldn't it get boring? Ideally, they'd also add some way of sniffing out more interesting ores (something akin to a Wave Scanner for materials) , rather than simply shooting rocks at random. Or some way of shooting the rock "better" / more accurately so you get more out of it.
 
Perhaps a Refinery that only requires 75% of the mineral to refine it? Or has a n% chance to create two tonnes of the item when refined? I don't mine so I don't know what would be useful and what would be pointless.
 
But asteroids aren't able to be targeted so neither gimbals nor turrets would work. I imagine making each and every asteroid a targetable object would be basically impossible.

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This wouldn't be a mod, but how about an overall increase to the power of the exterior lights! I always have them on when I'm mining but their usefulness is pretty limited considering they don't light up an asteroid until you're basically on top of the thing. It would also make bounty hunting in a dark RES that much more immersive.

Must not have read my post very well, I said make the prospector limpits act as the target and switch for the beam lasers to go into mining mode. As long as you're targeting the prospector limpit the laser would targeting the asteroid. --Momentai :3
 
Some good ideas for sure. I'd throw my vote behind:

A) An auto venting refinery. Select/deselect the items you do or not want refined. I only keep PPPOGS. And will ditch O/S if i come across a large deposit of the PPP's.

B) Some way to determine which asteroids have already been depleted or prospected. (Doesn't really help me as I usually just shoot off a few chunks and inspect them before I send a prospector...if at all.)

C) I don't know if there is a way or not. But I need my limpets to not pick up cargo that I jettison AND the cargo I abandon. Let them pick up jettisoned cargo, but leave abandoned stuff alone. I'm trying to make room dang-it!

D) Give me a mining lance type weapon. Gimballed. It can be a beam weapon as far as cost and power draw and weight and heat goes, but I'll take the damage of a turreted pulse pulse as a trade off against it. Small, medium and large would be wonderful.
 
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Ideally, they'd also add some way of sniffing out more interesting ores (something akin to a Wave Scanner for materials) , rather than simply shooting rocks at random. Or some way of shooting the rock "better" / more accurately so you get more out of it.
That's basically exactly what the Propector Limpet does. Firing one at an asteroid tells you it's composition, and increases overall yield.I don't think it would make it boring. I'm usually pretty busy during mining between venting materials, making sure my ship is oriented correctly so the chunks move to the bottom of the ship so they collect quicker, and scouting out which asteroid I'm going to prospect next based on distance, size, shape, and rotation. Besides, mining is kind of a zen activity to begin with. If you're looking for excitement it's probably not the best activity in the game.

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Must not have read my post very well, I said make the prospector limpits act as the target and switch for the beam lasers to go into mining mode. As long as you're targeting the prospector limpit the laser would targeting the asteroid. --Momentai :3
Oh I see now. Thanks for the clarification. Only issue I see with this is that I think you can only have one prospector active at a time, even if you have multiple controller mods equipped. Is that correct?
 
That's basically exactly what the Propector Limpet does. Firing one at an asteroid tells you it's composition, and increases overall yield.I don't think it would make it boring. I'm usually pretty busy during mining between venting materials, making sure my ship is oriented correctly so the chunks move to the bottom of the ship so they collect quicker, and scouting out which asteroid I'm going to prospect next based on distance, size, shape, and rotation. Besides, mining is kind of a zen activity to begin with. If you're looking for excitement it's probably not the best activity in the game.

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Oh I see now. Thanks for the clarification. Only issue I see with this is that I think you can only have one prospector active at a time, even if you have multiple controller mods equipped. Is that correct?

Not sure on the prospectors though I have one on that says it can fire four at a time, either way I'm yet to find a way to get turrets to fire by themselves as they only seem to engage once I've told them to. They only seem attack a single target as well.

I'd just like the idea of turreted mining lasers since I'm a turret freak and loved watching turrets fire off the deck in my old Anaconda. --Momentai :3
 
Some good ideas for sure. I'd throw my vote behind:B) Some way to determine which asteroids have already been depleted or prospected. (Doesn't really help me as I usually just shoot off a few chunks and inspect them before I send a prospector...if at all.)C) I don't know if there is a way or not. But I need my limpets to not pick up cargo that I jettison AND the cargo I abandon. Let them pick up jettisoned cargo, but leave abandoned stuff alone. I'm trying to make room dang-it!
As for B), I just try to always move in one direction, usually towards the planet. A more elegant solution would be nice though.As for C), I totally hear you. To this day I have no idea what the functional difference is in-game between jettison and abandon. What I do is deactivate my collectors before jettisoning, and then I thrust straight down and ram whatever I've jettisoned to destroy it. Really a waste of collectors and must look sloppy as heck.

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Not sure on the prospectors though I have one on that says it can fire four at a time, either way I'm yet to find a way to get turrets to fire by themselves as they only seem to engage once I've told them to. They only seem attack a single target as well.I'd just like the idea of turreted mining lasers since I'm a turret freak and loved watching turrets fire off the deck in my old Anaconda. --Momentai :3
No doubt it would look soooo awesome to see an Anaconda mining like 6 different asteroids at the same time all in different directions.
 
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