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Modding your way to profitable remote mining
I just wanted to share with you the small(?) changes I made to make remote mining profitable w/o allowing it to become an abuse...
First, I added a -20% maintenece reduction to all transport vessels... they are afterall utility designs w/o many systems. After that I made these changes to the actual robo miners/farmers/extractors... Name := Robo - Miners I Description := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their value permanently. Pic Num := 243 Tonnage Space Taken := 100 Tonnage Structure := 100 Cost Minerals := 250 Cost Organics := 0 Cost Radioactives := 50 Vehicle Type := Ship\Base\Sat Supply Amount Used := 100 Restrictions := None General Group := Remote Mining Family := 30 Roman Numeral := 1 Custom Group := 0 Number of Tech Req := 1 Tech Area Req 1 := Minerals Extraction Tech Level Req 1 := 1 Number of Abilities := 2 Ability 1 Type := Remote Resource Generation - Minerals Ability 1 Descr := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn. Ability 1 Val 1 := 800 Ability 1 Val 2 := 0 Ability 2 Type := Cargo Storage Ability 2 Descr := Ability 2 Val 1 := 0 Ability 2 Val 2 := 0 Weapon Type := None (I kept the costs constant for each upgrade, but increased the amount harvested by 100 per upgrade level bringing them in-line with equal level planetary facilities... BTW, I used 150M/100org/50R for farmers and 200M/0org/100R for extractors) This turned out to give a profit of about 1000 minerals for a small transport (w/ 2 miners... they'll fit because they toggle the CARGO flag) on a 100% asteroid field. IMO I think that's fair... |
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