Your objection to the low rate comes from an in-universe rationale (which is good!) but my objections come from a gameplay perspective: It cost a bunch of money and uses an Industry slot that could otherwise be filled with something better. That said, I'm pretty sure this is being addressed next patch but nothing is guaranteed. Alex really liked a suggestion for using the new Progress Bar mechanic for Tech Mining, but who knows what (if anything) has been implemented.
Thank you Foof that is a really interesting post you linked!
You make a great point that Techmining isn't a core industry: as-is it declines fairly rapidly over time rather than being consistently gathering food/ores or manufacturing/refining stuff. This means that it would be more considered a sideline, an archaeological/prospecting/scavenging sideline. That would mean a Structure rather than the core Infrastructure of a world.
The Prospectors Rest
*good food and booze*
*safe rooms*
*grubstakes available*
Utilizing that perspective as a starting-point, the type of planet and size of the ruins would dictate what and how much could be found on location for things like special items (
https://starsector.fandom.com/wiki/Market_Conditions#Ruins_conditions). Some things would be exclusive, for instance I have no idea if ruins can be found on Toxic or Irradiated planets.
Some modifiers could be:
* cold/dark world - Orbital Fusion Lamp
* hot or extremely hot world - Cryoarithmetic Engine
* pollution - Nanoforge, Corrupt or Pristine (higher chance of Pristine on a Size 5+ world because it would be better-protected)
* within 10ly of a Coronal Hypershunt and Size 4+ world - Hypershunt Tap
Scattered Ruins (Size 3, 1k population, one industry only - find 1 item and that is
it, all that's found from then on is small-scale stuff - so pack up shop and move to another planet):
Farming world - Soil Nanites (if it's got farmland then this is as good as it gets, food would unfortunately degrade after 200+ years)
Mining world - Autonomous Mantle Bore
Gas giant - Plasma Dynamo
Airless world - Catalytic Core, Synchrotron Core
Toxic world (Organics) - Autonomous Mantle Bore
Toxic world (no Organics) - research (maybe manufacturing) facility, literally any special item possible
Irradiated world - research (maybe manufacturing) facility, literally any special item possible
Widespread Ruins (Size 4, 10k population, 2 industries only - find an extra 1-2 items over and above Size 3 and that is
it, pack up shop and move to another set of ruins):
Habitable world (with or without Organics) - Biofactory Embryo
Combat Drone Replicator
Fullerene Spool - 50/50 chance unless extreme weather or tectonic activity
Extensive Ruins (Size 5-6, 100k-1m population, 3-4 industries (+1 with nearby Coronal Hypershunt) - find an extra 1-3 items over and above Size 4):
Dealmaker Holosuite
Fullerene Spool
* This was an important planet, a hub of expansion
* Pretty-much anything else can also be found, being sent for either later use here or in-transit to other colonies
* The chances of finding special items will drop, yet won't entirely go away - there's always a chance to find a lost warehouse which is a motherload of special stuff
* The standard items (metal, supplies, fuel, machinery) are so extensive (hah!) that they'll be exploitable for decades to come
Vast Ruins (Size 7+, 10m-10+b population, 5+ industries (+1 with nearby Coronal Hypershunt) - anything, never ends):
* This was a major planet, a major hub (Size 7-8) and/or a center of culture and manufacturing (Size 9-10)
* Literally anything can be found - in the ruins of 10+ million peoples lives there are caches and motherloads everywhere, even though the chances will slowly drop
* The standard items (metal, supplies, fuel, machinery - even weaponry) are effectively infinite, exploitable for generations to come
The idea of a progress-bar would 100% fit with Extensive and Vast Ruins.
"Hey boss. We found where they used to make hypershunt taps. A busted-up mess now, we got one intact and maybe some lines on a storage warehouse."
"Here's a goodie boss. We found a crashed ship with AI Cores. Most of them are smashed, still a couple in working shape though."
"Wow boss. We found an old untapped military warehouse: supplies, fuel, armaments, a bunch of weapons. A real motherload."
"A bit different boss. A warehouse of organics, still quite a lot that hasn't degraded. We might be able to trace it to the factory it was supplying too, maybe even further to warehouses of finished goods."
"This one's beautiful, boss. We managed to reconstruct data from some old systems - looks like something special was shipped to Z system, via X and Y. Might be worth hunting the fringes of those systems, see if you can find the ship. Not sure what's on it, however it had a small flotilla guarding it - must have been the good stuff."
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And that up there is I suppose the start of a modspec. Might eventually learn enough to be able to write it.