Mineral Overhaul
By AsteroidLeaf
Community Rating
Mineral Overhaul changes how mining resources works and feels. Different classes of minerals have been implemented with different difficulties of harvesting. New attachments have been added to the Laser Cutter to make each level of mining meaningful. The goal with this mod was to make mining feel a little more diverse and less point and gather like it is in vanilla.
MAIN FEATURES:
New In Update 1.21 (1.00 reboot):
Beryilium has been changed to be Lvl 1 so as not to break the beginning of the game!
Leveled Cutters have been added to Leveled Lists where Cutters would normally appear (Used a script Injection method so it does not actually alter vanilla Leveled Lists, for compatability) - Level 2 cutters are found starting at player level 8 - Level 3 cutters are found starting at player level 15 - Level 4 cutters are found starting at player level 20 - Any level cutter has a chance of spawning in cutter crates or in mining related shops from player level 1
Cutter Ammo count has been increased accross the board by 3x, It will still say 100 but you can now essentially mine 3x longer before needing to recharge, This was done to combat tedium when mining difficult to harvest resources.
Semi Conductor part descriptions have been updated to include info about damage increase and recharge speed
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All minerals have been assigned Levels based on their rarity and it is reflected in the deposit name:
Level 1: Common Level 2: Uncommon Level 3: Rare Level 4: Exotic
Damage required to destroy has been increased for every mineral based on their real life hardness
- Based on the Rockwell Hardness Scale and the Moh's Number Scale
- This has the effect of mining on a vein for longer then a few seconds, making it feel more like you're really mining
- Ex: Iron by default requires 20dmg to be harvested. Now it is 160dmg
- This is because Iron is a decently hard metal in real life
- I based this off of hardness and not melting point because I interpreted that the Laser Cutter is meant to "cut" the stone and not "melt" it
Amount of harvestable resource veins in a single instance has been increased in descending order based on hardness
- This means mineable veins will spawn on top of each other making it so to clear a vein you might actually have to Multiple times before it's tapped
- This also means you are rewarded for the time that you put into a single vein by getting more resources, the longer you mine.
- Note: In gameplay testing, when passively harvesting resources on my way to do something else, I have often harvested maybe 2 or 3 from a deposit and actually walking away without clearing it completely. It takes a dedicated miner to clear a vein.
Min / Max spawn values for resource veins has been adjusted
- Values have been adjusted per hardness level of resource
- Ex: Iron can spawn 1 - 6 veins max, Tungsten spawns 1 - 3
- Laser Cutters now come stock with a "semi conductor Lvl 1" internal mod
- This attachment is required to mine all Lvl 1 resources
- Can be upgraded up to Lvl 4 which gives access to every resource in the game
Semi Conductors can be crafted at a weapon bench under specific conditions
- Level 1 requires a single Aluminum to craft but comes installed stock on every cutter
- Level 2 requires common resources and Geology rank 1
- Level 3 requires common and uncommon resources and Geology rank 2
- Level 4 requires uncommon and rare resources and Geology rank 3, additionally Lasers rank 1
- I tied this to Geology more than Lasers to give more meaning behind investing in Geology as a skill, I also felt like it was more relevant to Geology than Lasers, even though you are crafting Laser parts.
- Rank 4 does require at least 1 Laser rank because I wanted it to feel like in order for your character to really squeeze the most out of their tools, they have to know a little bit of the science as well.
Damage TYPE required to harvest minerals has been changed per mineral class (common, uncommon, rare, exotic)
- Ex: an uncommon resource will not break or be harvested if using a cutter with a level 1 semi conductor attachment.
- likewise, a level 3 cutter can cut level 3, 2, and 1 resources, but NOT level 4
Semi Conductor levels also boost Cutter Stats (Minerly* haha get it?)
- Each rank of Semi conductor increases Energy damage by 2 points
- Each rank also decreases the Full Recharge Time of the Cutter
- This was done so that when you ARE mining a vein that is really tough and takes awhile to harvest, you're spending more time mining, and less time recharging your tool
- Installing the Semi Conductor from Lvl 2 and up increases weight and value of the cutter a little bit
OTHER THINGS:
IMPORTANT NOTES:
- I mostly left minerals tagged as "unique" alone. They have been adjusted for hardness levels but the damage TYPE required to harvest them is level 1- I did this to ensure no quest breaking happens (Think the Caelumite at the beginning of the game, or the "heart of Mars" chunk o' Titanium)
- For Now I gave the Rev 8 all of the proper keywords allowing it to mine all levels. I may look into doing my own vehicle laser upgrade system in the future. I'd like for this to be as compatible as possible with other mods. Please let me know if you have any issues with this.
FUTURE PLANS:
- I want to make POIs of active mines (that sort of feel like the mine on Vectera) Where you can actually mine for a company and get paid for it
- Make it so some melee weapons can potentially damage and harvest simple materials
- NEW AND COOL IDEAS YOU MIGHT HAVE? I want to hear them, how else do you think mining could be more interesting on the ground? Send me a DM On Nexus, AsteroidLeaf
MOD SHOUTOUT:
Just want to say that SPACE MINING has been covered and is a great mod by QuarterOnionGames called StarSim: Mining, Check it out.
Additional Screenshots Available
This mod has 3 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Oct 05, 2024
- Last Updated
- Jan 27, 2025
- Platforms
- WINDOWS, XBOXONE, XBOXSERIESX
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