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Author Topic: Tech mining in .97 (Updated)  (Read 4001 times)

majk

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Tech mining in .97 (Updated)
« on: February 12, 2024, 05:34:11 AM »

I decided to do a full archeologist run and instead of serious colonies i built size 3 ones whenever i found vast or extensive ruins.
So far i had fully excavated (combed over multiple times message) 5 vast and 8 extensive ruins.
Results:
-A bunch of standard resources (metal/fuel/supplies) and weapons.
-Two new blueprints: vanguard and monitor.
-0 colony items.

Am i having a horrible case of bad luck or is tech mining seriously that bad?

!!!Update:
I explored the whole sector and after farming alpha cores colonized and tech mined ALL vast and extensive ruins.
Results:
-more junk
-no blueprints
-1 pristine nanoforge, 1 orbital fusion lamp

Final conclusion: tech mining is almost 100% worthless.
« Last Edit: February 12, 2024, 01:03:24 PM by majk »
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Megas

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Re: Tech mining in .97
« Reply #1 on: February 12, 2024, 05:46:55 AM »

Tech-mines (if they have not changed since previous releases) are generally bad, a bad case of gacha for their trouble.  You may find an alpha core, colony item, or rare blueprints, but they are more of an exception rather than the norm.  Vendor trash is mostly what you get.

However, tech mines do not spawn blueprints you already know, so if you knew a lot already, you miss out (and have less loot to sell).
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Princess of Evil

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Re: Tech mining in .97
« Reply #2 on: February 12, 2024, 07:08:26 AM »

Didn't the game reroll known blueprints into basic resources? I swear it was the case.
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Amoebka

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Re: Tech mining in .97
« Reply #3 on: February 12, 2024, 08:04:37 AM »

Didn't the game reroll known blueprints into basic resources? I swear it was the case.
Any known blueprint and hullspec just disappears, and you get nothing to compensate for it.
See api\impl\campaign\econ\impl\TechMining.java lines 257 to 296.
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nathan67003

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Re: Tech mining in .97 (Updated)
« Reply #4 on: February 13, 2024, 06:19:10 AM »

To get the most out of tech-mining, iirc, you need to only set it up when the colony is at max size AND immediately slot in an Alpha core (story point improvements probably aren't worth it due to its temporary nature and the likelihood that you get 0% boost towards next SP).
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Amoebka

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Re: Tech mining in .97 (Updated)
« Reply #5 on: February 13, 2024, 06:27:30 AM »

The only case where the colony size matters is calculating upkeep/demand for precisely vast ruins on a size 3 colony (in which case it's the same as size 4 colony).
The amount of finds doesn't depend on colony size in any way.
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mosshadow

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Re: Tech mining in .97 (Updated)
« Reply #6 on: February 13, 2024, 08:04:24 AM »

I got an alpha core, a colony artifact and a couple blueprints this playthrough on an extensive ruins mine. I think its fine to setup tech mining for a couple months or a year while the colony grows and then you delete and replace it once you are done with the easy finds.
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Ragnarok101

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Re: Tech mining in .97 (Updated)
« Reply #7 on: February 13, 2024, 09:09:29 AM »

Tech-Mining to me is only useful when running the TASC mod - because then you'll want to run the 'Domain Archaeology' building to retrieve components that'll supply your terraforming efforts.
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Brainwright

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Re: Tech mining in .97 (Updated)
« Reply #8 on: February 13, 2024, 12:10:40 PM »

One of the things that miffed me was how small the supplies and fuel payouts are.  Months of work at an extensive location only got me 150 fuel and supplies.  Didn't even pay for the trip out.
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