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[[Image:mine.jpg|thumb|400px|A typical mining colony]]
[[Image:mine.jpg|thumb|400px|A typical mining colony]]


Once you have a [[:category:farming|farm]] producing food to feed your workers you will want to build a '''mine'''.  A mine removes the resources contained within a plot for you to use or sell.
We recommend that you first have a [[Farming|farm]] producing food to feed your workers. <br>
<br/>
The higher the [[survey]] concentration is, the better the production once you are finished building. <br/>
A plot that has trace as a survey value will often not be worth the effort to build on.  
<br/>


===Command Center===
A mine removes the resources contained within a plot for you to use or sale. The higher the [[survey]] concentration is, the better the production once you are finished building. A plot that has trace as a survey value will often not be worth the effort to build on.  
*Need one to open the Mine
[[image:minecommand.jpg]]<br/>
The command center is the brains of the operation. This one building is the seed that let's you build every thing else. <br/>You can access all the menus to change what the mine is doing or charging from the command.  


=====1. Survey=====
A mining operation that is on an excellent [[Assay|assayed]] plot can be profitable for upwards of 10 years at full extraction capacity.
Check the plot to see what type of ground the mine is on.
=====2. Rename Plot=====
Most [[township]]s, villages, worksites have a name.  You can name your mine here.
=====3. Expansion=====
This menu list the building types, how many you have, how many you can have, the benefit of the building, the cost in material, and the labor required to build it.
=====4. Demolition=====
This menu list the building types, how many you have, how many you can have, the benefit of the building, the material you could salvage from it, and the labor required to raise it.
=====5. Manage Trade=====
Here you can store money for the [[ATM]] and purchases, list what items you want to buy and how much you will pay for them, what you want to sell, and the min and max you want.
=====6. Cargo operations=====
This list what storage space you have, how much of each item you have, and lets you move things to or from you vehicle and the plot with out visiting the marketplace your self.
=====7. [[ATM]] Fee=====
How much do you want to charge visitors for the privilege of not having to fly with [[CR|cash]] that they could lose if they died in route to your mine.


 
===Mining Basics===
===Raw Material Storage===
* Extraction
Once we have to start thinking about power management you will need the raw material storage. <br/>
** Ore is the raw material that is extracted from the ground and heads to separation
The dirt that has not been separated in to spoil and product is kept here while your mine waits for power to run the separator.
* Separation
 
** This is the process where the raw ore that was extracted is separated into 4 buckets
===Separator===
*** [[Rare Materials]] - these are rare materials like precious metals or gems
*Need one to open the Mine
*** [[Common Materials]] - these are common materials like iron, aluminum, or silicon
[[image:seporator.jpg]]<br/>
*** [[Fuel Ore]] - contains fuel which can be further refined to produce [[Iagreous]]
The Separator takes dirt, pulls out the product (rare, fuel ore, common) from the spoil (junk dirt). The product is moved to the processed storage, and the spoil is thrown out.
*** [[Tailings]] - worthless waste material byproduct
 
* Obliteration
===Material Obliteration===
** Uses a fusion process to remove [[tailings]] from accumulating and produce electrical power
On a plot the is surveyed as poor and running at 150% you will have approximately 30 [http://en.wikipedia.org/wiki/Metric_ton MT] product and 140 [http://en.wikipedia.org/wiki/Metric_ton MT] spoil you have to get rid of it somehow.
This is not, however, currently enforced
 
===Processed Material Storage===
*Need one minimum to open the Mine
[[image:storage.jpg]]<br/>
The command center has some secure storage but not enough. Material not stored in the command center or here have to be stored outside. <br/>
Outside the rain will wash it away, it will spoil, and it can get stolen. If you run out of secure storage the mine will shut down.
===Support Structures===
=====Support structures directly affect the output of the mine, [[:category:farming|farm]], [[township]]=====
When you first build the Mine it will have a 50% efficiency. <br/>
By the time you have the processed storage, the separator, and all 11 extractors, even with the population at the maximum of 30 workers<br/>
You will be down below 30% efficiency. To many jobs and not enough workers.
===Power Production===
It converts [[Iagreous]] fuel to power.
===Defensive Platforms===
Guns to defend the plot from people that would do it or you harm.
Available for construction but not active


[[Category:Colonies]]
[[Category:Colonies]]

Latest revision as of 17:39, 18 April 2025

A typical mining colony
We recommend that you first have a farm producing food to feed your workers. 

A mine removes the resources contained within a plot for you to use or sale. The higher the survey concentration is, the better the production once you are finished building. A plot that has trace as a survey value will often not be worth the effort to build on.

A mining operation that is on an excellent assayed plot can be profitable for upwards of 10 years at full extraction capacity.

Mining Basics

  • Extraction
    • Ore is the raw material that is extracted from the ground and heads to separation
  • Separation
    • This is the process where the raw ore that was extracted is separated into 4 buckets
  • Obliteration
    • Uses a fusion process to remove tailings from accumulating and produce electrical power

Subcategories

This category has only the following subcategory.

Pages in category "Mining"

The following 9 pages are in this category, out of 9 total.