Feedback on mining in 3.0

IMO the Beyond upgrade has been the best change to mining since collector limpets were added.


I think mining is now in a much better place. But there are still a few issues.


The Good

  • Ignore function. No more stopping to purge unwanted minerals from the refinery. This is an awesome change.
  • The material limit increase, No more purging materials every few minutes makes mining much more enjoyable.
  • The increase in materials spaw rates is nice, though I tink they should be increased a little more. However, I think the thresholds for displaying Low, Medium and High now need to be reset.
  • Sold some painite last night. At 120K per tonne it was quite profitable. But I wonder if it's less common now.

The Bad

  • The new class 1 materials aren't "very common" at all. So all everyone will do is trade for heaps using the materials traders. I think FD have missed the mark on these.
  • Rhenium - very common? If FD want this to be common, they should rename it as Handwavium. (also see the previous point)
  • The ignore function only works by selecting a fragment or canister. This is fine, but to un-ignore something, you also need to select a fragment. So it would be very easy to forget that you previously ignored a material or mineral because you can't see them on the scanner. I think ignore/unignore should be added to the materials screen.

The Ugly
The "refinery Full" bug is still a thing. Even with half the minerals being ignored by the limpets and refinery, the refinery still thinks it's full when there is plenty of space in the cargo hold and ther are a few empty bins in the refinery.



Here are some previous suggestions for mining, a couple of these have been implemented:
  1. Refinery that doesn't lock up
  2. Stop displaying the incorrect "Refinery Full" message (it makes the info screen completely useless when mining)
  3. Remove the unnecessary delay when deploying a limpet - particularly prospectors
  4. Balance pass over collector controllers (is 128 tons for 4 limpets in a class 7 controller reasonable?)
  5. Add some engineer upgrades that are actually useful to miners (currently the only useful engineer upgrade is weapon focused distributor, as module weight or integrity are irrelevant to miners).
  6. Allow limpets to be synthesized. This would make long range prospecting (see 12) possible. - we now have this one. \o/, though I'm not convinced that 7% of used limpets replaced is really QoL.
  7. Rethink the mechanic of having pirates spawn every time you drop into a ring - especially in remote systems
  8. Display the material percentages of a ring on the system map
  9. Add class-5 element materials to rings, also add yttrium now it's class 4. Maybe just in 0.5%-1% amounts
  10. Balance pass over the ore yields in the different ring types - particularly icy, which is less than 1/3 the yield per roid compared to metallic
  11. Add some rare profitable ores for rocky and metal-rich rings, more gem types would be good
  12. Add some reason to mine well away from the bubble, such as extremely rare ores (see 19), radioactive isotopes, rare vacuum life forms (see 14), jackpot roids (see 21)
  13. Add LTDs, painite (and the new ores from 11) to ores available in asteroid clusters
  14. Add vacuum krill as a minable resource - particularly in Baltha'Sine 4B, and similar small lifeforms for the dangerous ones (see 15) to eat when they can't get miners
  15. Add some dangerous vacuum life forms, especially where minable life forms (see 14) are present. They could also be valuable resources.
  16. DSS scan displaying areas of the ring with varying ore concentrations, also show points of interest (see 22)
  17. Specialised mining ships - mostly multi-purpose, important features are: power distributor, lots class 3 modules, cargo space, specialised modules (see 18)
  18. Specialised mining modules for the specialised mining ships (see 17)
  19. Gold-rush mechanic for very rare ores in remote locations (see 12) that eventually deplete from players mining them
  20. Add some skill based mechanic to the fragment chipping part of mining. - Currently, the only skill mechanics are: directing the fragment stream so that your limpets are more efficient, and how to chip fragments of wildly tumbling roids without losing all your limpets. If there were techniques that maximize the yield of metal per fragment, and others that maximized crystals, or materials. This would make mining much more interactive, immersive and fun.
  21. Add rare "Jackpot" roids. Ones that have 100 fragments of 100% platinum, or 100 fragments of class 4 and class 5 elements. These roids shouldn't be persistent.
  22. Points of interest within a ring containing unusual stuff (see 12, 14, 15 ,21). They would be unknown unless the CMDR has investigated the same type previously.
  23. Tourist missions to take prospectors to unusual mining places (see 22), particularly big game hunters (see 15)
  24. Large and Huge mining lasers
  25. Balance pass over the distributor drain and heat generation of mining lasers
  26. Increase the materials storage. - \o/ this is very nice now
  27. Mining missions that take you to USS in a ring, e.g. tip a-off for a jackpot roid (see 21)
  28. Hotkey to cycle targetting prospector limpets.
  29. Ability to create a small area with RES type fragment yield increase by dropping a load of bioreducing lichen. Will need to create a semi-persistent USS.
  30. Missions to drop bioreducing lichen into RES (see 29)
  31. Prospector limpets that move a tad faster. It's a bit of a joke in the Clipper, Orca or Cutter to sit and wait in front of a roid for your limpet to catch up.
  32. Ability to package partial tons of an ore instead of venting it, automatically reloaded into the refinery when a bin has been allocated to this ore.
  33. Rings thick enough to get lost in
  34. Rings dense enough to be a hazard in a large ship
  35. Very sparse rings - so sparse they seem more like how asteroid clusters have been implemented, until you fly a little further
  36. Chaotic rings, very recently formed. These will be hazardous places, but possibly good sources of rare ores (see 12)
  37. Display the refinery bars on the HUD
  38. Display the limpet lifetimes on the HUD
  39. Alternative to lasers for mining, maybe projectile and/or explosive based
  40. Balance pass over the profitability of mining compared to other professions
  41. Mining of volatile gasses that is a very different mechanic than collecting fragments
  42. To be able to set a limit of how many times a limpet will suicidally be sent after the one fragment
  43. Display which fragments are currently targetted and/or carried by limpets.
  44. Graphical overlay of roids displaying the axis of rotation
  45. Seeker prospector limpets that search for roids with a particular mineral
  46. An indication of the direction of rotation of a planet's ring would be handy.
  47. Prospector limpet information added to the journal
  48. Prospector targeter that doesn't keep dissapearing from the HUD
  49. Prospector limpets should leave a stub in roids so you know you have already prospected or mined the roid
 
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I think there is enough here to bring out the old mining Python from deep storage.

Thanks for the summary.
 
These mining updates are only teasers, though. The big mining improvements are due at the end of the year, with the exploration ones, I believe?
 
When I've the time I've a Type-9 Miner aching to eat some rocks... same one I used in the Beta. I just haven't had the time yet.. too many other new things to play with!
 
I personally would like to see a plethora of mining missions, I think that would solve a lot. I'm talking for pretty much anything a rock gives. Then possibly make a filter so non mining people could cut them out. Tie them to certain star ports to keep consistent story wise. I remember reading an FDEV didn't like us loading up on minerals, then turning them in instantaneously. I know they didn't like that, but it made it fun and profitable, for me anyways.

I love mining so much, but the current state of the game, financially it's a huge waste of time for the most part.
 

Deleted member 115407

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I personally would like to see a plethora of mining missions, I think that would solve a lot. I'm talking for pretty much anything a rock gives. Then possibly make a filter so non mining people could cut them out. Tie them to certain star ports to keep consistent story wise. I remember reading an FDEV didn't like us loading up on minerals, then turning them in instantaneously. I know they didn't like that, but it made it fun and profitable, for me anyways.

I love mining so much, but the current state of the game, financially it's a huge waste of time for the most part.

Straight up - mining missions could be given for a range of commodities. I would love to have a reason to mine rocky rings, if only there were more missions that asked me to do so.

Short of that FD needs to put, like, emeralds and rubies and pearls out there for us to find. Come on, FD, give us a reason to mine those beautiful rocky rings.
 
I just wish my NPC pilot could mine. Could use the mining lasers while I fly the fighter.

But I guess then you could just go to real life work and let the NPC make you money.
 
I remember reading an FDEV didn't like us loading up on minerals, then turning them in instantaneously. I know they didn't like that, but it made it fun and profitable, for me anyways.
When it was for stuff you had already mined, I don't see what the problem was. Maybe now that the exploit of being able to fulfill "mining" missions with commodities you could buy from the same station has been fixed, mining missions will become more varied.
 

Deleted member 115407

D
When it was for stuff you had already mined, I don't see what the problem was. Maybe now that the exploit of being able to fulfill "mining" missions with commodities you could buy from the same station has been fixed, mining missions will become more varied.

Has it been? Because I used to exploit the hell out of those when I came across them.

Hopefully, like you said, that means mining missions will be expanded.
 
I used to really love mining up a full hold, and then roaming nearby systems, going station to station and dodging pirates, looking for missions where I could sell my haul. Really awesome to feel like a spaceborne wandering-merchant like that, trying to balance the low-profit of selling now as a commodity vs the high-reward time investment (and danger, from pirates) of trying my luck at another station. I would love to see that come back.

I've not tried out 3.0 mining yet, but I'm all ready to in my newly-awesome T-7. I would LOVE to find that the mining speed of small mining lasers / mining lances has been increased to the weapon-normal of 75% as effective as a medium. That's the only thing holding back the T-7 now from being a top-notch mining ship. (and getting it's 5th hardpoint enabled)
 
Have you found any of the new materials mining

I have had no luck so far in two different systems, Major reserve Metal Rich rings
 
Have you found any of the new materials mining

I have had no luck so far in two different systems, Major reserve Metal Rich rings
i was mining last night at HIP 51652, planet 1

Ring A is pristine metallic. I found lead and boron

Ring B is metal-rich. I found boron and rhenium.

These materials were all about 1% of the total material fragments. This is the first of my "Bad" points in the OP.

(disclaimer: HIP 51652 1A was always an unusual ring for materials, as it doesn't have carbon, phosphorus and sulphur. I was testing there as I wonndered if it might have high amounts of the new mats. It might be just the opposite.)
 
My 2x mining lances feel like they might be quicker than before, but I'm also chatting to a friend, so maybe I'm just distracted.
 
I used to really love mining up a full hold, and then roaming nearby systems, going station to station and dodging pirates, looking for missions where I could sell my haul. Really awesome to feel like a spaceborne wandering-merchant like that, trying to balance the low-profit of selling now as a commodity vs the high-reward time investment (and danger, from pirates) of trying my luck at another station. I would love to see that come back.

I've not tried out 3.0 mining yet, but I'm all ready to in my newly-awesome T-7. I would LOVE to find that the mining speed of small mining lasers / mining lances has been increased to the weapon-normal of 75% as effective as a medium. That's the only thing holding back the T-7 now from being a top-notch mining ship. (and getting it's 5th hardpoint enabled)

Yeah I used to do the same, was pretty fun and made for some reasonable profits. I dont mine much these days but am looking forward to the upcoming changes in Q4. I'm still surprised that the extraction or refinery stations arent full of mining missions as that would be logical for the game world
 
The Ugly
The "refinery Full" bug is still a thing. Even with half the minerals being ignored by the limpets and refinery, the refinery still thinks it's full when there is plenty of space in the cargo hold and there are a few empty bins in the refinery.

Posted about that months back and hardly anybody had heard of it or experienced it. Drove me insane.
 
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