Mixed mines

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juliejayne
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Mixed mines

Post by juliejayne »

I have a patch of mixed Uranium and coal..... I placed miners across it and it was mining coal as I have no sulfuric acid there yet.... but it has now stopped. There is still space on the belt, there is still coal, but nothing is being mined...am I missing something. Those on the upper right have coal and uranium and are not mining.
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Ranakastrasz
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Re: Mixed mines

Post by Ranakastrasz »

The miner covers both resources. Without sulfur, it cannot mine the uranium, so when it tries to mine the uranium it gets stuck.
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Re: Mixed mines

Post by Kametec »

Place electric mines in a way that they cover most of the coal without reaching any of the uranium. Even if there is 1 piece of uranium and 10k coal, the uranium stucks the mine really soon. There is no way to forbid them from trying to mine it. Use burner miners for edges. Burners cannot mine uranium, so they will not detect it and will not get stuck because of it.
juliejayne
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Re: Mixed mines

Post by juliejayne »

OK, so this only happens because it is mixed with uranium yes...
ible
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Re: Mixed mines

Post by ible »

This could really annoy new players, I recommend this gets a solution.

Proposal: Miner must have sulfuric acid to attempt mining uranium.
vanatteveldt
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Re: Mixed mines

Post by vanatteveldt »

Better proposal: make separate tech and mines for uranium that need acid so there is no magic different picture depending on placement and mods can use the new mines as well for eg dirty mining
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Re: Mixed mines

Post by AndrewIRL »

vanatteveldt wrote:Better proposal: make separate tech and mines for uranium that need acid so there is no magic different picture depending on placement and mods can use the new mines as well for eg dirty mining
That's a worse suggestion. No new item clutter. I have enough to manage in my inventory and toolbelt as it is, I don't want one more just for mining uranium, the current multi-purpose design is better and intuitive.
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Re: Mixed mines

Post by juliejayne »

AndrewIRL wrote:
vanatteveldt wrote:Better proposal: make separate tech and mines for uranium that need acid so there is no magic different picture depending on placement and mods can use the new mines as well for eg dirty mining
That's a worse suggestion. No new item clutter. I have enough to manage in my inventory and toolbelt as it is, I don't want one more just for mining uranium, the current multi-purpose design is better and intuitive.
Agreed.... but there should be some sort of warning, to alert the player as to the reason why the miners have stopped. Personally I can't see why they can't just keep mining the coal out and then stop. That is what I had expected to happen. Then I planned to come back with sulfuric acid later and pull out the uranium.
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