PC Mining for Resources

Khyber

Refugee
I've done a few test for how to get the most resources per surface boulder in order to figure out my skill points I want to spend. The results were a little confusing. I tested using a lvl 6 iron pickaxe, and a level 6 steel pickaxe. I tested base line lvl 1 character, and a lvl 100 character with maxxed out str. I then tested Max str+ Miner69er, then Max str+Mother Load, and finally max str, mother load and Miner 69er

As expected having max Motherload and max 69er gives the most resources, however the unexpected result is that a lvl 1 character gets the same amount of resources as someone who has MAX strength and maxed out one of Miner 69er or Motherload.

A character who has maxed out strength but not put any points into either 69er or Mother Load only gets HALF of the resources they would get from that same boulder at level 1, meaning you have to spend 5 points as you level str to not fall behind.

In my final testing, breaking boulders with the Iron pickaxe also gave more iron+stone than breaking the same boulders with the steel pickaxe (though it was the matter of 2~3 iron at that point).

THe mod that specifically increases damage to stone reduced the total time to break a boulder by 1/3 but dropped the iron recieved by around 5.

I can understand the mods that make you break quicker reducing received resources if you are going with the idea that the mods is more for carving out bases in stone, not one to speed up gathering. However having a 5 point tax on STR based builds simply the not lose out on effective resources seems punitive.

 
The more damage per swing the less resources because of fractions. On the other hand the more damage the faster you gather resources. It’s been like this since at least A16 and is unlikely to change.

 
The more damage per swing the less resources because of fractions. On the other hand the more damage the faster you gather resources. It’s been like this since at least A16 and is unlikely to change.
If it was just less resources b/c of fractions it wouldn't be so bad, but we're talking HALF of the amount of iron, going from around 30 iron per boulder at lvl 1 to 15 iron per boulder when you max strength, that's not losing a single iron per swing due to fractions.

so results with iron pickaxe (no mods):

Lvl 1 no points spent: 91 Stone 29 Iron, 13 Nitrate, 7 lead, 11 coal and took 22 swings to break

Lvl 100 with 10 Str: 48 Stone, 15 Iron, 4 Nitrate, 2 lead, 3 coal and took 15 swings to break

10Str + ML maxed: 99 Stone, 33 Iron, 10 Nitrate, 10 lead, 4 coal, 15 swings

10STR + 69er: 71 Stone, 22 Iron, 4 Nitrate, 7 lead, 5 coal and took 8 swings to break

10STr, 69er and ML maxed: 144 Stone, 49 Iron, 10 Nitrate, 26lead, 16 coal, 8 swings

The Nitrate, lead and coal are very swingy as they are only gained on break, not per swing so it's harder to guage without a larger sample size. But you can see from the iron and stone that there is clearly something off.

 
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The dropoff is pretty severe for startup.

Strength 3, stone axe: 8 raw iron / surface boulder level

Strength 4, stone axe: 4 raw iron / surface boulder level

and early on stamina management is key, stamina is basically the only currency, it's the bottleneck, the frustrating thing, the "get better" thing. Doubling the startup cost for an iron club by surprise is a distinctly unfriendly act. Contemptuous, even. Leaves a bad taste. Doesn't transform the game in a good way.

There's plenty of nasty surprises that wind up fine with me, they're minigames, melee mechanics are artificial, learn how it works, fine. I kinda like that the crawlers have such surprising reach, the game-of-thrones-level speed with which any inattentiveness can get you killed, the be-very-fast-and-be-very-careful tradeoff, I _hate_ vultures, but I don't hate the gameplay mechanics that make me hate them, they're fine no matter how artificial they are. Combat's basically 2D-platformer-level artificial and arbitrary, okay, nothing wrong with that. But there's something wrong with this.

 
There is also a known bug, which probably causes quyxkh's problem:

if your last hit (on boulders, the last hit for any "stage") takes the block/boulder/tree to exactly 0, you don't get the bonus resources.

This means that if your stone axe is hitting for 12, 15, 16, 10, 20, or any other number that will take -A- stage of a boulder exactly to 0, you will be shorted about 4 iron and a bunch of stone and a handful of other resources for that stage.

give the boulder/tree/block a quick punch if you notice you're doing an exact multiple of the total block hp and you'll get full resources again. And prioritize changing your strength or Miner69er quickly after that so you won't have to punch anymore.

Annoying AF? absolutely, but the workaround is easy, if irritating to have to do all the time.

 
There is also a known bug, which probably causes quyxkh's problem:
if your last hit (on boulders, the last hit for any "stage") takes the block/boulder/tree to exactly 0, you don't get the bonus resources.

This means that if your stone axe is hitting for 12, 15, 16, 10, 20, or any other number that will take -A- stage of a boulder exactly to 0, you will be shorted about 4 iron and a bunch of stone and a handful of other resources for that stage.

give the boulder/tree/block a quick punch if you notice you're doing an exact multiple of the total block hp and you'll get full resources again. And prioritize changing your strength or Miner69er quickly after that so you won't have to punch anymore.

Annoying AF? absolutely, but the workaround is easy, if irritating to have to do all the time.
The bug is not that sometimes you don't get the bonus. The bug is that usually you do. As per Dev Gazz. Bonus is NOT intended behavior, it is a bug.

 
There is also a known bug, which probably causes quyxkh's problem:
if your last hit (on boulders, the last hit for any "stage") takes the block/boulder/tree to exactly 0, you don't get the bonus resources.
Ah, thank you, that's a workaround.

The bug is not that sometimes you don't get the bonus. The bug is that usually you do. As per Dev Gazz. Bonus is NOT intended behavior, it is a bug.
Except the tradeoff is interesting, spend substantial time on a task and you can do a better job and spending time focused on _any_ task is a risk inthis game, so it's a good gameplay mechanic, gauging when to take how much of a risk for a noticeable reward. If that's a bug, it's a damn tasty and nutritious one.

 
The bug is not that sometimes you don't get the bonus. The bug is that usually you do. As per Dev Gazz. Bonus is NOT intended behavior, it is a bug.
I'll tell you what bugs me.

That they removed the bonus.

I strongly feel that was a mistake.

 
I'll tell you what bugs me.
That they removed the bonus.

I strongly feel that was a mistake.
Oh I agree. Don't get me wrong. I looked at the bonus as incentive to stick with a tree/boulder etc til it was done regardless of the zombie heading your way. It is far easier to just hit randoms and not needing to worry about finishing them off. I do finish them off almost always btw.

 
I can understand the mods that make you break quicker reducing received resources
I can not. This is unacceptable. Improving my tools/mods/perks should NEVER reduce the amount Im receiving.

I hope this gets fixed fast. Tool progression already got dumbed down a lot in a17 with the removal of 1-600, and even worse, q1-6 not mattering at all except for mods. If now we cant even trust the few tool progression we have left, it's terrible

 
I should also add that this dumbing down with resource gathering is a little off.

The main thing for everyone now it seems are just boulders - all the mining aspect of the game from A16 and before is just lost. I loved to mine, but now honestly i don't really do much of it only for some iron that I get from boulders and few other resources. i mostly just loot and scrap - mining is non existent almost ATM.

Been digging some treasure today in desert - dug down quite a big hole but I only got like 300ish of sand?

I think whole resource gathering needs some rebalancing otherwise it would be shame to take away the fun of mining aspect, that was a big part of the game before.

 
I should also add that this dumbing down with resource gathering is a little off. The main thing for everyone now it seems are just boulders - all the mining aspect of the game from A16 and before is just lost. I loved to mine, but now honestly i don't really do much of it only for some iron that I get from boulders and few other resources. i mostly just loot and scrap - mining is non existent almost ATM.

Been digging some treasure today in desert - dug down quite a big hole but I only got like 300ish of sand?

I think whole resource gathering needs some rebalancing otherwise it would be shame to take away the fun of mining aspect, that was a big part of the game before.
That the best manual tools gives least resources was a thing in A16 too.

And it was either intended, or very difficult to fix. Or both. I think an auger is the best

but it would be nice if i could fit a silencer mod on it. hmm, maybe that actually works, have to try.

Also , if resource pr boulder or ore is very important, don't use modded tools. It helps a little bit.

Perhaps the death penality could be abused a bit if it lowers strength, if needing to temporary

lower attributes.

Oddly enough, resource gathering in A17 is imo, not bad at all. Thing is with A17, most stuff

sucks REALLY bad at the beginning, but works better and better as you get higher levels. I

started mining at level 70-80. Best part, one gets xp from mining, and from selling ore/stones too.

And the auger is not broken for powerlevelling anymore, so props to gazz for fixing that issue. :)

 
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I'll tell you what bugs me.
That they removed the bonus.

I strongly feel that was a mistake.
Iv pointed this out before:

The ending bonus was supposed to be a 'selling point' of the new harvest system, it mirrored how things were before where you had to chop down a tree to actualy craft things out of it, instead we end up with hit tree = get wood...

and the developers ask why people are batting around terms like 'lite version of 7 days'? -.-

Game has been simplified so much over the years that its lost an soul it ever had.

 
The auger gave lower resources because it was for terraforming not resource gathering. Grouping it with the resource collection tools is a mistake. The highest tiered resource gathering tools did not give less resources. The steel pickaxe was better than the iron, and the chainsaw better than the fireaxe.

 
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