Suggestions to improve my mining python (New player)

Im loving my mining in my python atm, only thing i dislike is its poor jump range when fully loaded. Im currently doing deep core mining.

My setup is

Lightweight alloy
7A power plant
6A thrusters
5A frame shift
4D Life support
7A power distributer
6D sensors
5C fuel tank

3x 6E cargo racks
5A shield generator
5A collector limpets
4A fuel scoop
3A refinery
3A prospector limpets
detail scanner
advanced docking computer

2x 2B seismic charge launchers
1D abrasion blaster

0A Pulse wave analyser
3x 0A shield boosters

Anything you'd instantly change?
I haven't touched any engineering yet or the G rated stuff, I've not looked into how you get any of that stuff yet
 
I use a Class 4 Refinery, just for the highest number of bins, though it's not really needed, because you're usually mining for something specific.

You've got all the basic bits needed to take care of mining, really, and engineering has very little impact on mining, except for a little boost to maneuverability and stronger shields, lighter components - nothing really hugely impactful for performance.
 
For deep core mining you need a detailed surface scanner to locate the hotspots in the rings.

Each successfully cracked roid yields on average 15 tons so you've got around 14 roid cargo capacity, typically each roid needs 4-5 seismic charges so a single launcher should be enough to fill the hold.

Engineering the FSD should be the first thing you do as it'll make further engineering a lot easier

Here's you build in Coriolis

https://coriolis.io/outfit/python?c...hBmUA5QFMCGBzANokICMF8hRFA&bn=Python DC miner
 
Im loving my mining in my python atm, only thing i dislike is its poor jump range when fully loaded. Im currently doing deep core mining.

My setup is

Lightweight alloy
7A power plant
6A thrusters
5A frame shift
4D Life support
7A power distributer
6D sensors
5C fuel tank

3x 6E cargo racks
5A shield generator
5A collector limpets
4A fuel scoop
3A refinery
3A prospector limpets
detail scanner
advanced docking computer

2x 2B seismic charge launchers
1D abrasion blaster

0A Pulse wave analyser
3x 0A shield boosters

Anything you'd instantly change?
I haven't touched any engineering yet or the G rated stuff, I've not looked into how you get any of that stuff yet

engineer your FSD and send it on a diet, also get a guardian FSD booster to some extra range

^^ this will mean you wont even have to scoop to get to a market selling VO at 1.6 mil although keep the scoop just in case.

scrap the docking computer, stick in a 1A prospector instead (only need one at a time for VO), in the freed up class 3 slot stick a 3A collector. (3 is plenty)

which frees up the class 5 slot for more cargo or the FSD booster i mention above

my 2 cents at least and how i'd roll (i mean to be fair i'd sell it and buy an Orca but there you go)
 
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You don't really need a 3A prospector controller for core mining - you'll only going to fire a prospector on crackable roids anyway (on visual inspection).
 
Er you don't need 2x 2B seismic charge launchers 1 will do even when missing every other shot you won't run out before the python is full...
The time is taken finding and fly two rocks and then waiting for collection with limpet collectors...
If you can find a system with a station in it, leave the fuel scoop behind at the station then add another A build limpet controller...
You have about 15 items to collect each rock, 1 limpet controller is going to take double the time...
 
I do the same thing; everything on every ship is A-rated. There are experiment mods (engineering) on many modules that take weight off, also a Guardian FSD booster is a must-have on my book. You trade a module slot for ~10 ly jump range, so it would depend on how all that plays in to your play style..

One more edit THEN I QUIT! (lol): I've had Guardian FSD booster for quite a while and I still have never once been interdicted by a potted plant-er-Thargoid. Not once. And I was out to Palin's previous digs numerous times for thruster upgrades (if this had ever crossed your mind).

You'll want to be collecting MATs every chance you get, they are weightless, a little time consuming sometimes but you will thank yourself a lot eventually for doing yourself that favor..
 
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There's not much you can do to improve it a lot without diving into engineering.

The only way I can think to improve your jump range without engineering is:

  • Downgrade your power distributor to 6D -- Saves you 64 tons. Your deep core mining tools are nowhere near taxing your PD enough to warrant a 7A.
  • Downgrade your powerplant to 6A -- Saves you 20 tons. This will put you over your power budget, but you can temporarily power off your fuel scoop and docking computers while actively mining to keep yourself under the power budget. Turn them back on when you've finished mining and stowed your hardpoints (or remove one of the two seismic launchers to avoid having to manage power at all). Make sure you don't have every module in your ship on power priority 1!
Those two things will get you an extra 1.58 LY jump range when full and an extra 3.76 LY when empty.
 
Anything you'd instantly change?

I'd start by changing to using Coriolis for theory-crafting ships. :p

https://coriolis.io/

Beyond that, I'd change it so it looked like this: https://s.orbis.zone/4bx2
Course, I would say that, cos it's how I build my mining Python.
It's not necessarily better than any other build.

I'd get rid of the 5A shield generator and replace it with a 5C Bi-Weave.
Recharge speed is more important than ultimate strength when you're likely to be bumping up against roids or getting hit by seizmic shockwaves etc.

I also wouldn't bother fitting more than one of any of the new mining toys.
If you run out of ammo for one you can always synthesise more.
That should leave you with hardpoints for a couple of weapons to swat any pirates who show up to pester you.
 
Thanks for the replies guys!

I had 2 seismic charge launchers initially as i wasted loads of charges, but on my last run I seamed to hit most of my shots so i will do this

Downgrading my Prospector limpets, totally makes sense.

I don't feel i need weapons, I've always managed to escape from pirates. I tend not to pick fights as i'm new

I'll reduce my refinery to, I only every bother with VO's. I know you can store more VO in the bins but It'll free up a slot for something else

After that i'll look into downgrading the power plant and power distributes. tbh i just for the bigger the better, i didn't look to see if i actually needed it

That will give me to plenty to play around with tonight, trying to get enough money so i can get a decent run about ship for the engineer and G rated stuff.
 
Oh, one other thing...

A-rated sensors are handy for mining ships - especially unarmed mining ships - cos the longer range allows you to keep track of any chunks that might be floating around and gives you more warning if other ships are nearby.
 
Make the shields bigger and strap on a torpedo launcher or some plasma accelerators to make me think twice about interdicting you to steal your void opals.

The Torp launcher makes me think twice because there is a special effect that can destroy shield generators, and I have no way to know if you have it, and plasma accelerators are just scary.

If you have a spare internal slot, maybe even stick an interdictor in there, as that would confuse me too, making me think you may be more hostile than I thought when I saw that mining gear.

Then again, I'm a bit of an odd pirate. Likely many others would just go for you anyway. In truth, it'd only put you one step down the priority list if there was more than one juicy looking target in the system.
 
Make the shields bigger and strap on a torpedo launcher or some plasma accelerators to make me think twice about interdicting you to steal your void opals.

The Torp launcher makes me think twice because there is a special effect that can destroy shield generators, and I have no way to know if you have it, and plasma accelerators are just scary.

If you have a spare internal slot, maybe even stick an interdictor in there, as that would confuse me too, making me think you may be more hostile than I thought when I saw that mining gear.

Then again, I'm a bit of an odd pirate. Likely many others would just go for you anyway. In truth, it'd only put you one step down the priority list if there was more than one juicy looking target in the system.

You'd never find me anyway as i play in solo mode!!! Hence why i'm not too worried about having weapons. I've never failed an interdiction against npc's and even if they've do scan me before mining, they seam to just disappear if you have an empty cargo hold
 
I'd get rid of the 5A shield generator and replace it with a 5C Bi-Weave.
Recharge speed is more important than ultimate strength when you're likely to be bumping up against roids or getting hit by seizmic shockwaves etc.

Ok, not noticed there was other types of shield generators
 
This is something i don't really understand, how does power priority actually work? whats the difference between say priority 1 and priority 2?
Power priorities allow you to have some control over what stays powered on your ship in the event that you go over your limit, from too many modules or from taking damage to the power plant.

If you have everything on priority 1, and you are over your budget by 5%, then whenever you deploy your weapons (weapons do not draw power until deployed), you will suddenly be drawing more power than your power plant can supply -- you'll "trip the breaker," so to speak, and everything in your ship will lose power.

Your ship can compensate by shutting down lower priority modules. If you have everything set to priority 1, you'll pull too much power and everything in your ship will be turned off since everything is marked "critical." But if you put, for example, your thrusters on Priority 1, your FSD and Life Support on Priority 2, your shield and boosters on Priority 3, your weapons and sensor on Priority 4, and your fuel scoop and docking computer on Priority 5, then your ship will be able to turn off just the items on Priority 5. Everything on Priority 1-4 will still operate.

You could just simplify it down to two power priorities, but there's a reason you might not want to...

When your powerplant takes critical damage, it drops to 40% power for a few seconds, then goes back up to 50% power until repaired. Having your priorities broken down similar to the example I gave above could mean that critical damage to your powerplant might mean you lose priorities 3, 4, and 5... but at least you'd still have thrusters to run away with and your FSD would stay powered up to make your escape.
 
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