Difference between revisions of "Mining"

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         This also works for RP Sources. Draining them by only 2/3rds of the resources gained from the source
 
         This also works for RP Sources. Draining them by only 2/3rds of the resources gained from the source
  
{| class="wikitable"
+
=== Formula ===
 +
The exact formula directing what you get from mining is the following (from my limited understanding of MUF):
 +
 
 +
'''A/ Density '''
 +
 
 +
* "amount" is a value that seems to always be 1, but it's an awful lot of spaghetti to set it to 1, so maybe not
 +
 
 +
 
 +
'''B/ Randomness'''
 +
 
 +
* a random number between 1 and 100 is taken and compared with another number between 1 and 100
 +
  * if they are equal -> you hit the motherload (*50 multiplier)
 +
  * within 10 of each other -> You direct your efforts efficiently (*20 multiplier)
 +
  * within 20 of each other -> An acceptable attempt (*3 multiplier)
 +
  * within 30 of each other -> Are you sure there's salvage here? (*2 multiplier)
 +
  * anything else -> You're disastrously off track. (*1 multiplier)
 +
* there is unused code to do "mega" mining (probably from rusted promise) that would add another *10 multiplier to the result if it could be called with the mining command in FS
 +
* mining with patrol adds a *5 multiplier
 +
* finally, a "tunning" *7 multiplier is added no matter what
 +
* the resulting number is your "quantity" value, which should be between 7 and 350 during normal mining (or 35 and 1750 during patrol mining)
 +
* the average result of this "quantity" value is '''42.7''' (213.5 with patrol)
 +
 
 +
 
 +
'''C/ Processing'''
 +
 
 +
- a random number is taken between 1 and "quantity" / 2 and the program "greater" is called on this and "quantity" (I'm unsure of what "greater" does, but actual result seems to indicate that the final value is anywhere between "quantity"/2 and "quantity")
 +
- you get "quantity" * "amount" common salvage in the end
 +
 
 +
 
 +
'''D/ Perks'''
 +
 
 +
- If you have the "Prospector" perk, you have 10% chance to get an extra "quantity" salvage. As a result, Prospector increases the amount of salvage you get on average per mine by 3.2 salvage, which can add up!
 +
 
 +
 
 +
'''E/ Notable absent'''
 +
 
 +
There is a large number of notably absent variables in mining output namely:
 +
* all forms of salvage status have no effect on what you get per mine
 +
* all forms of crafting skill have no effect on what you get per mine
 +
* group perks have no effect on what you get per mine
 +
* area maximum or current density have no effect on what you get per mine
 +
 
 +
Do note however that those value ''may'' have an effect on the cost of mining, effectively reducing the value per nanite of mining (density notably)
 +
 
 +
{| class="wikitable sortable" border="1"
 
!+ Salvage table list
 
!+ Salvage table list
 
|-
 
|-

Latest revision as of 20:56, 15 June 2021

Certain rooms have the ability to be mined, using the mine command and spending builder nanites or a patrol point in exchange for an attempt at retrieving common salvage.

Builder nanite cost of each use of the mine command depends on the density of the deposit, and each use will deplete the density.

Defeating enemies in an area increases the salvage density in the area, and lowers the associated builder nanite cost of mining. The difficulty of such fights is not relevant.

Mining attempts made with patrol points scale with builder costs, from 2 points to well over 10 per attempt.

There are several perks related to mining, and some relating specifically to salvage;

Prospector increases chances for higher rarity salvage while role playing and from combat results
Conservative miner reduces the amount your mining attempts reduce the density in an area by 33% of normal
       This essentially translates as a 33% increase in the number of mining attempts you can make relative to density.
       This also works for RP Sources. Draining them by only 2/3rds of the resources gained from the source

Formula

The exact formula directing what you get from mining is the following (from my limited understanding of MUF):

A/ Density

  • "amount" is a value that seems to always be 1, but it's an awful lot of spaghetti to set it to 1, so maybe not


B/ Randomness

  • a random number between 1 and 100 is taken and compared with another number between 1 and 100
 * if they are equal -> you hit the motherload (*50 multiplier)
 * within 10 of each other -> You direct your efforts efficiently (*20 multiplier)
 * within 20 of each other -> An acceptable attempt (*3 multiplier)
 * within 30 of each other -> Are you sure there's salvage here? (*2 multiplier)
 * anything else -> You're disastrously off track. (*1 multiplier)
  • there is unused code to do "mega" mining (probably from rusted promise) that would add another *10 multiplier to the result if it could be called with the mining command in FS
  • mining with patrol adds a *5 multiplier
  • finally, a "tunning" *7 multiplier is added no matter what
  • the resulting number is your "quantity" value, which should be between 7 and 350 during normal mining (or 35 and 1750 during patrol mining)
  • the average result of this "quantity" value is 42.7 (213.5 with patrol)


C/ Processing

- a random number is taken between 1 and "quantity" / 2 and the program "greater" is called on this and "quantity" (I'm unsure of what "greater" does, but actual result seems to indicate that the final value is anywhere between "quantity"/2 and "quantity") - you get "quantity" * "amount" common salvage in the end


D/ Perks

- If you have the "Prospector" perk, you have 10% chance to get an extra "quantity" salvage. As a result, Prospector increases the amount of salvage you get on average per mine by 3.2 salvage, which can add up!


E/ Notable absent

There is a large number of notably absent variables in mining output namely:

  • all forms of salvage status have no effect on what you get per mine
  • all forms of crafting skill have no effect on what you get per mine
  • group perks have no effect on what you get per mine
  • area maximum or current density have no effect on what you get per mine

Do note however that those value may have an effect on the cost of mining, effectively reducing the value per nanite of mining (density notably)

+ Salvage table list
Area Chemical density Edible density Electronic density Energy density Mechanical density
barn 0 10 0 0 0
Black Butte Mine 0 10 0 0 25
Corn Maze 0 10 0 0 0
Deeper in the East Forest 0 20 0 0 0
East Forest 0 15 0 0 0
Fairhaven Chemical 30 0 0 0 0
Fluffy Happy Meadow 0 10 0 0 10
Heavenly Planes 0 0 0 1 0
Latex Factory 1 30 0 0 0 0
Latex Factory 2 35 0 0 0 0
Military Base 10 0 20 0 15
Mountain Trail 0 20 0 0 0
NeoGAMES Lab 15 0 20 10 0
Ocean Depth 1 10 0 0 0 0
Ocean Depth 2 15 0 0 0 0
Ocean Depth 3 20 0 0 0 0
Ocean Depth 4 25 0 0 0 0
Ocean Floor 30 0 0 0 15
Ocean Harem 20 0 0 0 0
Private Garden 0 15 0 0 0
Promethean Farms 0 100 0 0 0
Seelie Sweets Factory 0 20 0 0 0
Seelie Sweets Factory 1st Floor 0 20 0 0 0
Seelie Sweets Factory 3rd Floor 0 20 0 0 0
Termite Hive - Ground 0 0 0 0 300
The City 0 0 0 0 5
Toy Factory 0 0 10 0 20
Tropical Jungle 10 15 0 0 0
Wastelands - Fairhaven 0 0 0 10 0