I really hope dirty mining (Long term mining drills in FFF-129) will make it in 1.0.
I suggest 2 main features in completion to the main concept:
-A part of each ore field have an additional dirty ore layer
-The fluid inserted in miner drills determines if the dirty ore layer is depleted or infinitely exploited
The long term mining feature has been announced 1 year ago, but the developers decided that it wasn't a priority anymore. I'd like to share my vision about dirty mining.
Each ore patches would have 2 layer of ores:
-The normal one
-The deep one (dirty mining) that is present only in the center of the biggest ore patches
Once the normal ore is depleted, we need an end-game research to access to the deep one.
Then you can choose to make a long term mining outpost that will no longer disappear. If you supply the drill with water or lubricant, the deep ore layer is exploited at a low yield speed, then the dirty ores need to be washed in something like the centrifuge.
Or, if the ore patch is too small, or if it's in your main base and you want to get rid of it, you can choose to deplete it at fast speed by using sulfuric acid.
The developers gave few answers in FFF-129
In my opinion, the current limited resources prevent us to enjoy a lategame base in default options. Because while rockets are launched, the mine outposts get depleted. Most of the time is spent replacing outposts. It feels like we're only sustaining the base, not improving it.
The long term mining feature would allow to improve the base in a permanent way.
Also, without dirty mining, in mid-game I feel like I have to push the Mining Productivity research at maximum, and use as much productivity modules as possible, otherwise I'm wasting ores. Long term mining would solve this problem.
I hope this suggestion can give some food for thought.
What do you think about these ideas?
Here is an example from Angels Infinite Ores, that works in a slightly different way: