1. Tech-Mining - StarSector Wiki - Fandom
Techmining is the motley art of recovering valuable artifacts from Domain ruins. Requires special tools to deal with unique hazards and expert judgement to ...
Tech-Mining is an industry. It can be built at any Colony that has some degree of ruins. Tech-Mining does not provide any benefits to the colony. Tech-Mining has a base upkeep of 1 000 credits, increasing by the same amount for every colony size past 3. However, the upkeep cost is limited to 1 000 credits for Scattered Ruins, 2 000 for Widespread Ruins, 3 000 for Extensive Ruins, and 4 000 for Vast Ruins. Tech-Mining has a construction cost of 150 000 credits, and a build time of 45 days. Unlike
2. Tech mining in .97 - Fractal Softworks Forum
Feb 12, 2024 · I explored the whole sector and after farming alpha cores colonized and tech mined ALL vast and extensive ruins. Results: -more junk -no ...
Tech mining in .97 (Updated)
3. [0.95.1] Slightly Better Tech-Mining - Starsector
Dec 31, 2021 · First your mod is a fantastic idea. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with ...
[0.95.1] Slightly Better Tech-Mining
4. Is tech-mining still worth it somehow? - Starsector
May 5, 2021 · Tech-mining is technically always profitable, but it's a very small profit margin for a lot of tedious clicking. Buying crew on the cheap, ...
Is tech-mining still worth it somehow?
5. Tech mining drops - Starsector
Jan 26, 2022 · Soak some mismanagement penalties and operate a couple extra tech mines at a time for more finds. Your tech mines only need 1 stability to not ...
Tech mining drops
6. Tech-mining colony size? - Starsector
May 30, 2023 · Wiki has this line: "Tech-Mining has a base upkeep of 1 000 credits, increasing by the same amount for every colony size past 3.
Tech-mining colony size?
7. [GUIDE] When To Fully Stop Tech-Mining? - Starsector
Sep 29, 2019 · You're wondering when to stop your tech-mining when ruins become literally unattainable. The usual go-to tip is 14 months or on average 2 ...
[GUIDE] When To Fully Stop Tech-Mining?
8. Tech-mining for Domain artifacts - Starsector
Sep 1, 2022 · The first level - techno-mining exactly on the constructed planet - extracts resources and puts them in the player's warehouse, over time the ...
Tech-mining for Domain artifacts
9. Whisper's Techmining Alteration - Starsector - Nexus Mods
Jun 3, 2023 · About this mod. Base-game techmining is lackluster. This mod makes several changes. For game version: 0.95.1a-RC6 (should work okay with 0.96 ...
Base-game techmining is lackluster. This mod makes several changes. For game version: 0.95.1a-RC6 (should work okay with 0.96.x)
10. Tech Mining (Read 204 times) - Fractal Softworks Forum
Feb 19, 2024 · Starsector >; Suggestions >; Tech Mining · « previous next ». Pages: [1]. Print. Author Topic: Tech Mining (Read 204 times). Serenitis. Admiral ...
Tech Mining
11. Mining | StarSector Wiki - Fandom
Mining is an industry. It can be built on any Colony with access to at least one deposit of Ore, Transplutonic Ore, Volatiles, or Organics.
Mining is an industry. It can be built on any Colony with access to at least one deposit of Ore, Transplutonic Ore, Volatiles, or Organics. Mining does not provide any benefits to the colony. Mining has a base upkeep of 1 000 credits, increasing by the same amount for each colony size past 3. Based on available resources, Mining can produce the following commodities: Ore, requiring Ore Deposits: equal to colony size, plus the deposit's modifier (between -1 and +3) Transplutonic Ore, requiring Ra
12. Starsector Tech Mining - shirtazgard
Nov 29, 2021 · Starsector Tech Mining. Game set in a high-tech version of the 19th century I am happy to see 1d4chan back up. Soon, you will coloony be able ...
Mailing ListPurchase and repair a longhouse in town and build a research bench. And almost every single one of these ships can be further customized to fit your needs. Through blood and sweat you...
13. [0.95.1] Slightly Better Tech-Mining - Starsector
Jan 13, 2022 · For adding them to the drop group, I'll get back to that once I'm at computer. Update: The easiest way to work out the drop group is to copy the ...
[0.95.1] Slightly Better Tech-Mining
14. Industry - The Starsector Wiki
Apr 11, 2024 · Tech-Mining, 150,000¢. 45 days. (Ruin size) * 500¢, Fuel, Supplies, Weapons, and Blueprints, None, Production Diminishes after some times.
Industries are buildable colony improvements at player and AI owned colonies. The economy for the whole starsector is based on industry production, and trade shortages. See the colony page. Upgraded player colonies or AI colonies will provide a market to buy and sell goods.
15. [0.95.1a-RC6] Whisper's Techmining Alterations - Starsector
Mar 5, 2023 · One was progressively searched out, the other was randomly found. Credits / Inspiration: Better Colonies Slightly Better Tech Mining Alex's post ...
[0.95.1a-RC6] Whisper's Techmining Alterations
16. [0.95.1] Slightly Better Tech-Mining - Starsector
Jan 25, 2023 · You can safely put a story point on the industry though without crashing the game, so if you want to use an alpha core improve the industry ...
[0.95.1] Slightly Better Tech-Mining
17. Techmining seems to have rather low returns? - Starsector
Jan 21, 2023 · Note that I wasn't expecting Slightly Better Tech Mining levels of return for special objects. Given (arguably) 10k people combing an ...
Techmining seems to have rather low returns?
18. Colony Crises - The Starsector Wiki
Feb 19, 2024 · Does not have industries they disapprove (Mining, Refining, Heavy Industry, Fuel Production, Tech-Mining); Does not have a Military Base or High ...
Colony Crises (previously known as Hostile Activity) is a major event in Starsector. It begins when a colony is established by the player.
19. New Tech Mining / Outpost Approach - Starsector
Oct 10, 2021 · For $75,000 you can create a spaceport (for outfitting, getting crew), and for $150,000 you can create a waystation. All other buildings are not ...
New Tech Mining / Outpost Approach