Mining units you can place over any ore patch to generate ore over time without damaging voxels.
This version is heavily balanced to fit well into a standard survival game, will scale automatically with your world settings, and should be easy to understand and use.
Node Miners placed within 200m of each other have their output reduced evenly to encourage logistics. There is no bonus for placing more than one in an area.
Contains
Portable Node Miner
- Gathers Stone or Ice
- Stone keeps up with Survival Kit input
- Used instead of hand mining
- No conveyor or mount points
- Power cost: free
Node Miner Mk1
- Gathers Stone, Ice, and all ores
- Stone keeps up with Survival Kit input
- Ores keep up with a Basic Refinery (or half a large)
- Ice keeps up with 1 O2 gen (unless refine speed is over 5x)
- Power cost: 500KW
Node Miner Mk2
- Gathers Ice and all ores
- No Stone (or other non-ice voxel)
- Ores keep up with 1.5 Basic Refineries
- Ice keeps up with 1.5 O2 gen
- Power cost: 1MW
Node Miner Mk3
- Gathers Ice and all ores
- No Stone
- Ores keep up with 2 Basic Refineries or 1 normal Refinery
- Ice keeps up with 2 O2 gen
- Power cost: 2MW
- Accepts upgrade modules
Mining Speed Module
- Requires Superconductors and Gravity Generator components to craft
- Must be used instead of the normal Speed Module
- Ores keep up with 2 Refineries
- Ice keeps up with 4 O2 gen
- Increases power cost to 6MW
Placement & Scanning
- The voxel check reaches about 4 blocks, so you can build around your miner without issues.
- The default ore scan range is 200m, which covers vanilla fully. A drop-down extends the range at a power cost if you're running deep ores (up to 1550).
- Landing gear locks count as static, just be aware it will turn off on server restart (so consider a timer).
- The miner has a light on it that will light up turquoise if its place over an ore.
Progression (if enabled)
- The portable miner has no requirement (since it replaces hand mining)
- The Mk1 unlocks after wind/solar
- The Mk2/Mk3 unlock after a Basic Refinery
- The mining Speed module unlocks after a Large Refinery
Servers
- Offline pause: miners pause if no one in the faction is online, which keeps servers feeling much more balanced. Can be disabled in config.
- Ore blacklist: block specific ores if you don't want people mining Uranium, or want to keep a mod item like Organics from showing up.
- Scaling with Settings: Ore generation directly scales with Refining speed. Stone scales with Assembler speed. Ice Scales with high refinery speeds but at a lower rate since you need more o2s to process the higher output.
- Works with refinery rate changing mods like Slower Uranium Refining 4x
- Extensive work has been done to keep this light for servers.
Compatibility
- I did my very best to keep this compatible with other mods, including custom ores or voxels.
- Uses completely different naming and IDs than other ResourceNodes mods, so you can run both if you wanted.
Credits
- Based on the Resource Nodes Mod by Math, who is no longer updating it. Thank you!
- If you're looking for a well maintained, less restricted version of the original mod, check out this excellent one by ❤Alexis(Mssun21)❤
- Sound fix by KeithFromCanada. Thank you!
Reviews/Playthroughs
Other mods that pair well
- Pipelines And Powerlines | Video Guide Here
- Ore Detector 150 Small 200 Large Apex
- Ranged Welder
- PCD Power Cell Discharger
- Complete Production and Storage System
- Magnesium Reactors
- TeleportGateway
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