Resources mined as one (no "red" miners anymore)

Post your ideas and suggestions how to improve the game.

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Green Cat
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Resources mined as one (no "red" miners anymore)

Post by Green Cat »

This is more a cheat-like for some while other will just sugest the mod that allows auto deconstruction, but nevertheless, I want to suggest a quality of life feature that's a bit different. If anything, before start of game, we can have a tick box where, just like with pollution and evolution, it's on because default is default, nothing gets replaced.

So what's happening when it's unticked? The miner's area will not be the default one but the whole ore patch. As in, when you open the map and you hover the mouse over the ore patch, it shows how much there is. And this is exactly what the miners will mine, not the ones that are right next to them but the whole thing. This means 2 things: you can place 1 single miner and never need to move it unless the whole ore patch is empty, because this one will mine the whole patch, as in, you can shape the miners in any way you want because you don't need to maximise to cover the ore patch. The second is that we finally get rid, no mod needed, of any case where, after hours of mining, a circle of red shows up, since the miners don't have anything to mine. So now you either ignore them for hours and even more hours until the whole thing is empty, or you manually remove the ones that are empty. Like this, you place miners just one single time and you don't need to touch them since they will work until the whole thing is empty.

Second suggestion is for pumpjacks. They get a longer area (still one pumpjack per one vein). This is in case you are doing city blocks or similar and, due to a vein or more, you need to create "holes" OR ignore said vein completely and construct over it. Also in case of cliffs and lava preventing the placing of a pumpjack due to random map generator (does this even happen? or am i just paranoid). But again, it's not as with the miner, it's still one pumpjack per one vein, the idea is just quality of life improvement via flexibility due to the veins never getting empty and no possibility to move them (like a way to drill "new holes" do redirect the veins would also be a perfect solution). Since, like I said, this is a quality of life feature that you have in case you want to improve your gameplay experience.
crimsonarmy
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Re: Resources mined as one (no "red" miners anymore)

Post by crimsonarmy »

These seem like great quality of life mods but I am not sure why they should be in the base game.






Two things that aren't about the substance of this: Please use the template for suggestions in the future and this is two (albeit related) suggestions.
Tertius
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Re: Resources mined as one (no "red" miners anymore)

Post by Tertius »

Sometimes, you simply need to make compromises with item placement.

https://terriblerealestateagentphotos.c ... the-stairs?

I don't feel it's a good idea to adapt the game to specific play strategies (city blocks) or to your laziness. Getting rid of tedium is desirable, but managing ore mines isn't about tedium, really not. Your suggestion is not about quality of life, it's about not wanting to deal with the game world as it is.

If you even out all challenges like that, what is the point of the game after all? Do you really want a bland world like covering everything with lab tiles where you can place all your blueprints, no obstacles, no things to think about?
Necronium
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Re: Resources mined as one (no "red" miners anymore)

Post by Necronium »

Not sure what this suggestion is even aiming for? It isnt QoL in the first place. You want to put one miner instead for example 50 or more. How would you baalnce cost of making that miner, nevermind footprint of it. This screams like you invented problem and now you want others to solve it. Same goes for pumpjack one.
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