Let me save you the wasted time on Miners

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aquatica
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Re: Let me save you the wasted time on Miners

Post by aquatica » Mon, 10. May 21, 21:53

al_dude wrote:
Mon, 10. May 21, 21:47
I do not use any probes.

Just assign miners to my station and job done. I can even provide my save if you want to take a look at it. It just works.

So, I don't understand why people are saying mining is broken.
Speed increase (I think it was 50%?) is considerable for mining effective.

Kpla Keltak
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Re: Let me save you the wasted time on Miners

Post by Kpla Keltak » Tue, 11. May 21, 14:30

aquatica wrote:
Mon, 10. May 21, 21:53
al_dude wrote:
Mon, 10. May 21, 21:47
I do not use any probes.

Just assign miners to my station and job done. I can even provide my save if you want to take a look at it. It just works.

So, I don't understand why people are saying mining is broken.
Speed increase (I think it was 50%?) is considerable for mining effective.
I have dropped a lot of probes....but i don't think the miners actually use them.
they even ignore sectors next door full of them and go half way around the galaxy instead. they mine in complete void spaces sometimes.
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Re: Let me save you the wasted time on Miners

Post by -=SiR KiLLaLoT=- » Tue, 11. May 21, 15:16

There are some fundamental rules for the correct functioning of current mining.

1) For each silicon wafer module use 1 M ship, 3 S ships (I personally use Manorina Sentinel and Tuatara).

2) Find asteroids with 500+ income, place probes yourself, place probes no more than 3km away from these asteroids. (The miners will automatically work within a 75km radius of the probe.)

3) Use ONLY ONE PROBE per sector and place them every 4/5 sectors away.

4) Having reached a certain number of silicon wafer modules (for example 12), add ONLY ONE mining vessel L.

5) Make sure there are no khaaks in the areas where your mining ships operate. The presence of khaak induces the ships to flee in the event of an attack "wasting time" and greatly delaying the delivery of raw material.
I have assigned Kuarokami (or Nemesis) escorts (one is enough) by setting the behavior to "attack" and setting the "counterattack" command on the mine ship to be defended (instead of "flee").
By doing so, whenever a miner is attacked by the khaaks, she will return fire and the escort ship will fire instantly, bypassing the current "defend" command that doesn't work.

6) Create mining ships capable of self-defense. This is why I chose the Manorina Sentinel. A Manorina with a Tau Accelerator main weapon, 2 Argon mining turrets, two Terran shields and Argon travel drive, allow her to kill 2/3 "Queen's Guard" ships on her own.
While the Tuatara is configured with 1 mining laser and 1 Tau Accelerator and Terran shields, but in this case some escort is needed.

These are my two cents and I have solved all my mining problems, even in the case of a huge HQ.

PS: Apply these rules with any type of mining, it will work the same way.
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grapedog
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Re: Let me save you the wasted time on Miners

Post by grapedog » Tue, 11. May 21, 15:40

Your stations/miners will tell you which sectors they want probes in. Look in your missions tab, under upkeep missions, and you might see a LOT of requests for probe drops. They also tell you what they are looking for.

I am guessing this is another part of the reason my miners have largely no issues. I fulfilled all but like 3 requests which i can't seem to find the right densities. But i must have had like 100 requests when i first looked at it. Though sometimes a single probe would fill 6 requests... because 6 different stations miners wanted an ore spot of 1.5 in GEIII for example.

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KextV8
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Re: Let me save you the wasted time on Miners

Post by KextV8 » Tue, 11. May 21, 16:11

I just have like 50 L miners floating around per production station. The war missions reward L miners so I didn't even buy them. And my hubs are slowly increasing in stock instead of going down.

aquatica
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Re: Let me save you the wasted time on Miners

Post by aquatica » Tue, 11. May 21, 18:27

grapedog wrote:
Tue, 11. May 21, 15:40
Your stations/miners will tell you which sectors they want probes in. Look in your missions tab, under upkeep missions, and you might see a LOT of requests for probe drops. They also tell you what they are looking for.

I am guessing this is another part of the reason my miners have largely no issues. I fulfilled all but like 3 requests which i can't seem to find the right densities. But i must have had like 100 requests when i first looked at it. Though sometimes a single probe would fill 6 requests... because 6 different stations miners wanted an ore spot of 1.5 in GEIII for example.
Wait, what?

I haven't seen a single request for probes :roll:

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grapedog
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Re: Let me save you the wasted time on Miners

Post by grapedog » Tue, 11. May 21, 19:11

aquatica wrote:
Tue, 11. May 21, 18:27
grapedog wrote:
Tue, 11. May 21, 15:40
Your stations/miners will tell you which sectors they want probes in. Look in your missions tab, under upkeep missions, and you might see a LOT of requests for probe drops. They also tell you what they are looking for.

I am guessing this is another part of the reason my miners have largely no issues. I fulfilled all but like 3 requests which i can't seem to find the right densities. But i must have had like 100 requests when i first looked at it. Though sometimes a single probe would fill 6 requests... because 6 different stations miners wanted an ore spot of 1.5 in GEIII for example.
Wait, what?

I haven't seen a single request for probes :roll:
They get posted under upkeep missions.

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Re: Let me save you the wasted time on Miners

Post by Splendar » Tue, 11. May 21, 21:31

al_dude wrote:
Sat, 8. May 21, 19:13
?
Miners work fine for me as is. Just need twice number.
and that's called broken :)

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Re: Let me save you the wasted time on Miners

Post by al_dude » Tue, 11. May 21, 21:56

Nerfed, not broken.

Broken would mean mining not working at all. So, for me, instead of 10 M miners, I use 10 L miners. Using L miners solves the issue of Kha'ak harassment also, so not sure whether it's really a nerf since I'd need to use L miners anyway.

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Re: Let me save you the wasted time on Miners

Post by Splendar » Wed, 12. May 21, 00:12

steph_m37 wrote:
Sun, 9. May 21, 01:35
hi !

Miners work yes, miners operate as an automatic merchant and live their lives it's ok.

But for the rest nothing works!!
My Q.G. needs Ice and methane, I tested with economic rules, tested the function loop mining instructions it's ok but the function sell does not work the cargo leaves without emptying the cargo and return to mining.
Pilots absolutely do not want to sell their ice at HQ let alone exchange their cargoes the option does not appear in loop mode
I test the auto mining sector is the same with commercial restrictions limiting only to my faction, the pilot continues to sell his ice on other stations and not for QG.
And for the option assigning a pilot to the station commander for mining, I also saw on the forum that this function and bugged because I have several wares (ice, ore, silicon, methane) and it did not work from what I saw.
The Q.G manager have five stars, miner 3 stars minimum...

Being French I have a lot of trouble following the forum and explanations, I do not understand the principle "mining station" and how it works, I will have to resolve myself used this means if the rest does not work, but it means stations in addition ....

It's still a shame to have mining management options by the station commander and not be able to use them properly (view on the forum of explanations about it but it's in English....)

I'll try to search the forum for posts regarding the technique of "mining station".

steph.
Here are two problems about mining behaviour in my small player group:
1.If a station needs more than one kind of resource(ore and silicon for example),it's assigned miners would continuously collect one kind of resourece and ignore the other (or just few ships collecting the other resource).
2.Assigned miners have a tendency to mine resources in sectors far away from their homestation(even more serious when the station has a 5-star manager).

To solve the problems, our solution is:
1.Build a local miner fleet to collect a single kind of resource. It's easy to set trading rules and blacklists because fleet mumbers will automaticly sync the settings with commander.The "sector auto mine(it's the 0-star one, i'm also not using english version)" task is recommended to restrict your fleet in rich local sector.
2.Build a station with plenty of docks and lots of cargos to receive and restock resources. Then attach a huge amount of miners to the station with "trade for commander" task.
3.If you don't like miner fleets, you can build several stations with single resource demand and attach miners to them with "mine for commander" task. And still,you need to attach a huge amount of miners to the station with "trade for commander" task.

By doing like this you can avoid the 2 problems above and you can extremely extend your trading and manufacturing range. Look at the plan below:
Mining stations: Asteroid Belt, Pious Mist XI & IV, Grand Exchange (Oort Cloud is also a good place if you like). All trading miners attached to them.
Trading stations: Grand Exchange, Profit Center Alpha, Second Contact II, Jupiter, Pious Mist II(the sector which has space highway). All trading cargo ships attached to them.
Factories:Anywhere you want, I prefer Grand Exchange.
With facilities above you can easily extend your influence to the whole galaxy(except Emperor's Pricle, Litany of Fury, Tharka's Ravine IV, and The Boneyard).And if you want to expand your bussiness, simply build a new factory using blueprints and add more miners/tarders/cargos to your fleet or stations, no more settings anymore.
Also the disadvantage is obvious: you need miners and traders one time more than before.But I think that's acceptable compared to the benefits.

aquatica
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Re: Let me save you the wasted time on Miners

Post by aquatica » Wed, 12. May 21, 17:14

Splendar wrote:
Wed, 12. May 21, 00:12

Here are two problems about mining behaviour in my small player group:
1.If a station needs more than one kind of resource(ore and silicon for example),it's assigned miners would continuously collect one kind of resourece and ignore the other (or just few ships collecting the other resource).
2.Assigned miners have a tendency to mine resources in sectors far away from their homestation(even more serious when the station has a 5-star manager).

To solve the problems, our solution is:
1.Build a local miner fleet to collect a single kind of resource. It's easy to set trading rules and blacklists because fleet mumbers will automaticly sync the settings with commander.The "sector auto mine(it's the 0-star one, i'm also not using english version)" task is recommended to restrict your fleet in rich local sector.
2.Build a station with plenty of docks and lots of cargos to receive and restock resources. Then attach a huge amount of miners to the station with "trade for commander" task.
3.If you don't like miner fleets, you can build several stations with single resource demand and attach miners to them with "mine for commander" task. And still,you need to attach a huge amount of miners to the station with "trade for commander" task.

By doing like this you can avoid the 2 problems above and you can extremely extend your trading and manufacturing range. Look at the plan below:
Mining stations: Asteroid Belt, Pious Mist XI & IV, Grand Exchange (Oort Cloud is also a good place if you like). All trading miners attached to them.
Trading stations: Grand Exchange, Profit Center Alpha, Second Contact II, Jupiter, Pious Mist II(the sector which has space highway). All trading cargo ships attached to them.
Factories:Anywhere you want, I prefer Grand Exchange.
With facilities above you can easily extend your influence to the whole galaxy(except Emperor's Pricle, Litany of Fury, Tharka's Ravine IV, and The Boneyard).And if you want to expand your bussiness, simply build a new factory using blueprints and add more miners/tarders/cargos to your fleet or stations, no more settings anymore.
Also the disadvantage is obvious: you need miners and traders one time more than before.But I think that's acceptable compared to the benefits.
And this is exactly the issue I did have. Until...

1) Added enough money for the station to have at least near to recommended budged (Forum moderator suggested on one of the threads iirc)
2) Added resource probes for every location my miners actually went to mine to (some in the middle of no-resource zone according to the map)

X_30002000
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Re: Let me save you the wasted time on Miners

Post by X_30002000 » Wed, 12. May 21, 19:32

This highlights the problem with absence of information about how miners work. How am I suppose to decide if I need extra miner or just fill miner with engineers of 5 stars if I have no clue how extra engineer affect efficiency, how extra * on engineer affect efficiency, how probes affect efficiency, how pilot * affect efficiency, how manager * affect efficiency, how available funds affect efficiancy? What I suppose to invest credits in (ships, engineers, pilots, *)? If it is the same for L/M/S ships or different, if it is same for all resources or some affected more then others?
No wonder some complains about it broken and some says all is fine, depends if by an accident you did thing right or not.

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Re: Let me save you the wasted time on Miners

Post by abisha1980 » Wed, 12. May 21, 21:07

Nort The Fragrent wrote:
Sun, 9. May 21, 03:07
No longer have any miners, abandoned any hope they will do as requested.
So until the game gets a big boot up the the mine shaft.
I shall not use them.
ah yea i stop playing CoH after 3 day's to many problems around miners and resources
i don't think i will play a other DLC consider i need to buy the next one and i not gonna pay for a shit product
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Re: Let me save you the wasted time on Miners

Post by aquatica » Thu, 13. May 21, 07:28

X_30002000 wrote:
Wed, 12. May 21, 19:32
This highlights the problem with absence of information about how miners work. How am I suppose to decide if I need extra miner or just fill miner with engineers of 5 stars if I have no clue how extra engineer affect efficiency, how extra * on engineer affect efficiency, how probes affect efficiency, how pilot * affect efficiency, how manager * affect efficiency, how available funds affect efficiancy? What I suppose to invest credits in (ships, engineers, pilots, *)? If it is the same for L/M/S ships or different, if it is same for all resources or some affected more then others?
No wonder some complains about it broken and some says all is fine, depends if by an accident you did thing right or not.
I completely and totally agree.

If the probe's description said something like "boosts yields in range up to 40%" or something, it would be very clear.
Also mentioning how much boost fully crewed L miner with good captain & al have a difference in yield, people would understand the difference of poorly crewed low-skilled vs. fully crewed high-skilled. Can't remember if it was only the captain's skill that affected its speed on mining, but still. Some vague description of "affects how well the ship operates" in some text piece somewhere isn't giving much information.
Proper window to show "min mining at yield x; current skill/crew yield; max yield with bonuses" explained would give so much more information and help understand the whole process.

Also that available money is a weird one: If I have a factory that is completely self-sufficient, why the hell do I need to have budged for it? With low money, miners went for cheap minerals or gases. With a lot of money, they did go for Silicon (much more expensive than Ore for example). This is, I believe, due to the system having only one way to "trade" and handle those "trades" - same issue with repeat orders. You need to have the cash available on the station to use it, even though no money changes place.

With proper descriptions much of these complaints about broken system would not be.

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Pitagora
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Re: Let me save you the wasted time on Miners

Post by Pitagora » Sun, 16. May 21, 14:24

For anyone interested, I've installed THIS mod and everything works flawlessly now.

I've just had to wait for about an hour of game time for the new behaviours to kick in and fix the mess I was into with vanilla miners management.
Ricarica et impera!

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grapedog
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Re: Let me save you the wasted time on Miners

Post by grapedog » Sun, 16. May 21, 15:15

Pitagora wrote:
Sun, 16. May 21, 14:24
For anyone interested, I've installed THIS mod and everything works flawlessly now.

I've just had to wait for about an hour of game time for the new behaviours to kick in and fix the mess I was into with vanilla miners management.
"10) Throws overboard stuck wares at the start of the mining phase;"

This, in my eyes, might be the one of the biggest, easiest things, that would solve many issues.

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Pitagora
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Re: Let me save you the wasted time on Miners

Post by Pitagora » Mon, 17. May 21, 08:31

grapedog wrote:
Sun, 16. May 21, 15:15
"10) Throws overboard stuck wares at the start of the mining phase;"

This, in my eyes, might be the one of the biggest, easiest things, that would solve many issues.
Yup, I think so, and the other important point is to force the miners to stay as close as possible to the station.
Ricarica et impera!

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