Difference between revisions of "Mining"
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Revision as of 13:16, 19 December 2018
- Player's start the game with the ability to construct small beron and farsu mines only, and must research relevant technologies to unlock other types of mines.
- Mines are undesirable structures. Each mine constructed on a colony contributes negatively towards colony happiness (for civilizations affected by happiness). To offset their negative affect, other structures that contribute positively to colony happiness should be constructed e.g. entertainment centers.
- Small and standard mines are used when there is an accessible resource deposit (indicated by a size larger than 0 and a density of either POOR, MEDIUM, or RICH, e.g. 16,675 RICH)
- When there is no accessible resource deposit (indicated by a 0 and DEEP), only deep mines can be used to extract resources
The speed at which small and standard mines produce, depends on the density of the deposit (POOR, MEDIUM, or RICH). If the density is POOR, it could take three or more mines to achieve the same production rate per hour than a single mine could produce if the density was RICH.
Deep mines produce at a fixed rate of around 2 units per hour (any previous deposit and its density has no effect on deep mining).
The image to the right shows the resource deposits for an example planet:
- Small and standard mines can be used to extract the accessible resource deposits of beron (16,675 RICH) and limbalt (7,849 POOR). One beron mine will produce more beron per hour than one limbalt mine due to the differences in density (RICH and POOR).
- Deep mines can be used to produce farsu, limbalt, or ziryl as there are no deposits of these resources (0 DEEP).
- If the current beron and limbalt deposits were mined empty, beron and limbalt could continue to be produced by upgrading standard mines to deep mines.
The image to the right shows the colony stockpile levels for each of the natural resources, along with the current rate at which they are being mined (as well as mining, these stockpiles can be affected by existing surface resources when the planet was colonized, or orbiting ships transferring resources to or from the colony).
While a resource is being actively mined, the mining rate per hour is shown as a small green number (in this image, beron is being mined at 30 units per hour, farsu and limbalt at 4 units per hour, while neither ziryl or olzine are being mined).
Hovering any of the resource rows will show a breakdown of the mines contributing to the mining rate.
At times, the mining rate could show as 0 per hour despite there being a resource deposit remaining, or deep mines constructed. Mining activity can be halted in the event of certain situations that affect the colony e.g. loss of power, rioting due to unhappiness, etc. A red warning triangle will be visible over the colony population or colony power supply icons during such an event, and a notification about the situation on the planet should also be received.