Mining finder radius fake

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Question is, the most cost effective form of mining may be at most 7 entmatter drops if I am correct... 6 doubles are just way too inefficient and they only give half the picture.. going to try 7 entmatter tonight I think...
 
Question is, the most cost effective form of mining may be at most 7 entmatter drops if I am correct... 6 doubles are just way too inefficient and they only give half the picture.. going to try 7 entmatter tonight I think...

I can say that I used to be anal about where I dropped as I tried to carpet bomb. Last 2 years I don’t care I drop random mostly dropping as soon as the tool reload is ready. Always double dropping unless ore or enmatter in an area is really bad. I always end up around 95% to return. Moral of the story, stop being anal just drop like ya can’t stop. Time is money
 
Question is, the most cost effective form of mining may be at most 7 entmatter drops if I am correct... 6 doubles are just way too inefficient and they only give half the picture.. going to try 7 entmatter tonight I think...
WOAH YOU'RE GOING TO DROP 7 TIMES!?!?!? Wow...wow wow wow...wow


Save some ped for the rest of us.
 
So this is some basic IT systems that I think the game uses.

1st off - base x binary encoding..

This is extremely easy to pull off. Entmatter mining would use base 2 ie binary, it's either a hit or a miss, you need 7 bits of data normally to form a character in simple ASCII, which I think this game is using.

Ore alone would be tricky it's also binary.

Double drops, now heres the fun part.. 4 states ie a 4 bit system. You would only get 6 bits of data in 3 drops, so that's half of ASCII.. let's take a look at 100100 IE the pattern that I kept on getting. That's 36 in ASCII or $...

If we typically look at most miners, they double drops all the time so 111111 would be ?

It's simply another way to approach mining.
 
So this is some basic IT systems that I think the game uses.

1st off - base x binary encoding..

This is extremely easy to pull off. Entmatter mining would use base 2 ie binary, it's either a hit or a miss, you need 7 bits of data normally to form a character in simple ASCII, which I think this game is using.

Ore alone would be tricky it's also binary.

Double drops, now heres the fun part.. 4 states ie a 4 bit system. You would only get 6 bits of data in 3 drops, so that's half of ASCII.. let's take a look at 100100 IE the pattern that I kept on getting. That's 36 in ASCII or $...

If we typically look at most miners, they double drops all the time so 111111 would be ?

It's simply another way to approach mining.

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so you say if you move in one direction 1m let’s say North you drop, then after your finder search for resources , move another meter North drop another probe and so on… let’s say 100 times till you reach 100m to the N with 100 drops I can have a tt return to let’s say 90% and I don’t need to waste time to drop 100 probes 55 m apart ??
So in general we get around 30% hit ratio, if I do this what you are saying moving 1 m can get you a resource means , in 100m I expect to see 30 claims very close to each other , my radar will look full of reds dots with claims. Good lord 🫣
 
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so you say if you move in one direction 1m let’s say North you drop, then after your finder search for resources , move another meter North drop another probe and so on… let’s say 100 times till you reach 100m to the N with 100 drops I can have a tt return to let’s say 90% and I don’t need to waste time to drop 100 probes 55 m apart ??
So in general we get around 30% hit ratio, if I do this what you are saying moving 1 m can get you a resource means , in 100m I expect to see 30 claims very close to each other , my radar will look full of reds dots with claims. Good lord 🫣
Also keep in mind that he drop one probe every 15 minutes, so it will take a while to drop 100 probes 😁 Or maybe drop every 15 min was in some other theory of his how mining works 😁
 
I am so sleep deprived at the moment it is not even funny any more. I am going to scale back on EU and also create a lot more logs so that I can go back and reference what I am seeing, but yes..

The mining finder does not scan and area around the avatar, it checks the coordinate pair of where the avatar is standing and generates based on that.
 
Update, this bug still exists. Mindark has been informed multiple times and has taken no actions.

Hex based mining is no longer efficient, you can move literally 24m away from a miss and get a hit.
 
There is no path or vein of deposits anymore. Its all just RNG with some modification. You can just go 10m away from where you stood and get another claim and repeat. Hell i've ran around in a circle the size of a finder radius and got the same hit rate i would have got by dropping every 50m or 100m. Some days you get a better hit rate than others. It's up to you to stop when it's going south.
How cute. MA has dumbed down mining.....

This encourages lazy and uninteresting gameplay.
 
How cute. MA has dumbed down mining.....

This encourages lazy and uninteresting gameplay.
Out of curiosity, have you tracked total TT value cycled in mining over account lifetime?

Where"s your total TT return is atm at % wise?

Friend seem's to be doing pretty good MU wise mining.

To me it seem's mining is alot more volatile TT wise compared to hunting.

But mining having better MU's then most hunting targets.

Just gotta ride that hi and low out and focus on MU.

I agree there is no skills required to know or understand beside cycling enough and knowing the server or spot for certain mats. 🙂
 
The finder's radius is soooo fake. Drop probe miss, move ONE METER, hit ...... This can be done multiple times with multiple finders.
 
The finder's radius is soooo fake. Drop probe miss, move ONE METER, hit ...... This can be done multiple times with multiple finders.
Check the depth. It's not just the radius but depth varys as well per drop from 100 well up to 500 meters from the stated parameters.

Easy test if the finders radius is fake during a non wave period drop 500 ped in one spot literally don't move just auto cycle your finder after about 5 or 6 drops nothing then every 15 to 25 mins your probably get a claim again.
 
So the way I think that it works, is that the game checks your drop coordinate, if it passes a test, generates a claim randomly in an area. Simple Its looking at the x and y coords
 
So the way I think that it works, is that the game checks your drop coordinate, if it passes a test, generates a claim randomly in an area. Simple Its looking at the x and y coords
I Don't think it's massively random tbh you still need people to drop before hand and lose ped for the system to pay out.

So with that in mind the system will only pay out what had been lost through drops so your more likely to get a tower on argus then in some random backwater place.

As for what drops it's most likely somewhat random with skills and depth added to calculation as well as if the materials are available.

I still think it works on a grid based system with each tile assigned a payout after a cycle at a certain depth and drop amount with higher depth taking precedent over lower on a small percentage.
 
if it passes a test, generates a claim randomly in an area.

And this test does not contain the variables mining finding radius and / or depth?

Fuel to the fire.
 
Check the depth. It's not just the radius but depth varys as well per drop from 100 well up to 500 meters from the stated parameters.

Easy test if the finders radius is fake during a non wave period drop 500 ped in one spot literally don't move just auto cycle your finder after about 5 or 6 drops nothing then every 15 to 25 mins your probably get a claim again.
Depth doesn’t affect hit rate. If you drop a probe with a shallow finder until NRF and the go for a 1000m finder, that area is basically cleared out already. You’ll still get an occasional hit with that deep finder because you’ll sometimes get lucky on the respawn rate, but the find rate will be very reduced even if it’s non-zero. That also plays into some of the confusion on finder radius mentioned here.
 
Ok, let's not go off track with MU and that crap. This is to talk about HITRATE, MINING SYSTEM, etc. All mechanics of EU.

I have a few weird facts to make you all THINK. Please contribute if you have any idea:

- Why does RANGE to claim have decimals but depth doesn't?
- How does HEIGHT factor into mining and does it affect range when running to a claim or from it?
- Why are there finders with a 54m range, 54.2, 54.8, 55... etc... ? How is 1 lame meter gonna change the game enough to play with range that way? Isn't that just an excuse to represent a whole new system?
- Finders have these depths: 104.5 / 109.5 , this jumps to 204/206, then to 213.9/223.9... and so on. WHY these pairs? why the .9 at the end? It makes no sense. How is depth so relevant to use decimals here, but not when finding a claim?
- Why do i hit a claim, move 2m and hit?
- Why does ingame radar have 8 cardinal points around it, and 5 zooms? Each zoom giving different measurements between each radar circle? Much of these being: 11, 22, 32, 43, 55, 66, 88... very important numbers.
I KNOW the following from my testing: Finder range indicates range at which a claim rod will pop, not range at which it SCANS the underground. What do i mean?

I move to X, drop, miss. Move 5m away, drop , HIT. A claim rod pops up at point X, why didn't i find it before? Simple. You must PRECISELY bomb a rich place to find something, but the claim ROD can be anywhere within them 55m (110m total). System is dynamic in the sense that you can't predict what resource the game will give, or HOW BIG, but FOR SURE there are hot spots, and if by a miracle u know WHERE to bomb... you need not miss! I've had up to 8 non misses... maybe more. It's just knowing where to bomb. How? Let's test and find out!
at the extremity of the radius the actual ground area in the .5m (annulus!) extra range is actually a fairly large area, if you imagine a 55m blue circle then u extend the whole 55m circle by .5m ,colour that bit in green .
Blue circle area:9,503.32 m²
Green ring area:
173.57 m²
i find a fair few claims at 55m, or within a few m of max range, i never double drop in same place if the range to claim is over half my max because that means there is less than 50% of the chance!
i never find a claim closer to me than the last claim (if i mine same spot.ie it radiates out and finds closest range from probe!)i find it best to move at least the same distance that the claim was from the probe, to avoid re mining a dead area.!!!
(i have never found a claim over the max range of the finder from the probe, so in that respect max range means max range!!!!)

average depth means sometimes your finder does not reach the required depth (miss) but does on second this is something i dont "play by" because it is quite rare in my experience and chance of any claim after nrf is vvv low (so I consider it mined)

ideal pattern for me = mine N+55m of claim1, mine S+55m of claim1,mine E+55m of claim1,mine W+55m of claim1 .
if claim 2 found, run from claim1 to claim2 and beyond claim 2 by 55m in same direction ,drop again(repeat until area clear)
55m is just inside the second ring on the radar, i can run 55m in 20 seconds, the detector takes 10 seconds to scan, i run 27m in 10sec aprox
110m probe distance can be inefficient area blanket, try 95m u overlap a little,but leave no gaps!
today i found a terrudite abundant, in same 55m area as it was in 2015 (iv had a long break)
why do i do what i do? because my hit rate improves greatly compared to line runs or grid runs.
 
I am considering this a bug and have reported it to Mindark on many occasions. I can (if I wanted to) deliberately trigger it which is just a waste of peds as Mindark just ignores the issue.

The bug occurs when the spiral reorientates itself every 15 minutes.
 
Also why do mining tools not have a radius in their tooltip ?
 
Oh here is Something new this finding also applies to the z axis, you can miss, switch to a finder with similar depths and find deposits within the depth range of the original finder, A ticket has been opened for this issue.

Any bug that causes me to loose Peds unnecessary, will result in a ticket.
 
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Please dont overburden and flood support with issues that are between ears rather then in game.
This is an in-game bug that effects everyone here as most miners only use one finder. I suspect that EACH mining tool has a loot pool. These pools are independent and don't mix, the issue is that if the resources were on the ground a tool with the correct depth should be able to find the resources that are there, you should not have to switch tools to find it.

Now I have to buy every single mining tool in the game.

Remember each tool has a pool.

Updated ticket with screenshots showing the bug.
More screenshots showing that the bug is not an isolated incidence and that it can be easily replicated.
More screenshots showing that the bug is not an isolated incidence and that it can be easily replicated.
 
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average depth!average depth means sometimes your finder does not reach the required depth (miss)
 
average depth!average depth means sometimes your finder does not reach the required depth (miss)
I opened a ticket with Mindark who did confirm that it is the MAX depth of the tool not the average. The word maximum is clearly visible on the tooltip.

But basically you are doing my job for me, if a tool cannot scan the range that is reported on the tooltip, the tool is faulty.

I know how it works, that's why I am brining up all the inconsistancies with the tools.

The effective radius of all mining tools is 1m the game only checks the avatars x and y coordinates in order to determine loot. That explains why this original bug still exists X years after it's discovery. Searching a radius is too resource intensive, checking a single X and y coord is so much efficient.

As for the z version of the bug, if the other 2 axes are doing it, it makes sense that the z axis would have the same flaw.

Also how many times are you going to drop in the same place in order to make sure that your mining finder works properly ?

I say open a ticket and let the support agent ask Mindark's AI to check.
 
ok so my finder is bugged when it finds things over what it says is the average search depth????
"Also how many times are you going to drop in the same place in order to make sure that your mining finder works properly ? "
i try not to ,u wont ever know because it doesnt give depth of NRF, so i only do it by accident, miss pressing F etc. i usually only drop again after a claim somewhere near it. i might do it on an old find just once, but so far if its not there on the 1st,its not there on the second from the limited amount of times this has happened in memory.
and as others here say there may be a re-spawn event and nothing to do with finder.
 
ok so my finder is bugged when it finds things over what it says is the average search depth????
"Also how many times are you going to drop in the same place in order to make sure that your mining finder works properly ? "
i try not to ,u wont ever know because it doesnt give depth of NRF, so i only do it by accident, miss pressing F etc. i usually only drop again after a claim somewhere near it. i might do it on an old find just once, but so far if its not there on the 1st,its not there on the second from the limited amount of times this has happened in memory.
and as others here say there may be a re-spawn event and nothing to do with finder.
The resources are not in the ground......

I have opened another ticket with Mindark regarding another in game observation, which I may share depending on Mindark's reply.
 
"The resources are not in the ground......" -well thats abstract, depending how you visualize it , a pre determined set of coordinates with a random position generated within a set range of those coordinates may as-well be said to be in the ground(if the depth is always bellow the terrain height). so if the detection is just numbers matching against a list and not some kind of collision detection or ray cast between 3d objects, it makes no difference really!
set point A , point B=A+random, B is what you have to match with your coords/range/depth. Add to that a time which could be preset or when its refilled with lost ped in the area. Time is the main constraining variable, you can have "the right" everything else and fail , the time needs to be exeeded!
 
"The resources are not in the ground......" -well thats abstract, depending how you visualize it , a pre determined set of coordinates with a random position generated within a set range of those coordinates may as-well be said to be in the ground(if the depth is always bellow the terrain height). so if the detection is just numbers matching against a list and not some kind of collision detection or ray cast between 3d objects, it makes no difference really!
set point A , point B=A+random, B is what you have to match with your coords/range/depth. Add to that a time which could be preset or when its refilled with lost ped in the area. Time is the main constraining variable, you can have "the right" everything else and fail , the time needs to be exeeded!
If user drops probe matching valid x and y coordinate of tool, generate resource else miss.

There is no randomness here, time does make an appearance, one instance that controls the "sign" of the trig functions which is 60 minutes IE 4 changes per minute, the other is the depth range of the tool.

Of course these are absolutely useless if the tools just don't generate resources, which leads me to suspect that each mining tool and / or avatar has a personal loot pool attached to them.

I have run a few tests with regards this, allow my peds to drain using the same excel sheet, deposit more cash and watch my absolute shock and horror that the mining deposits are now back.

So let me just summarise that. Can't find resources ?, deposit more money, it works for me..... (Disgusting mechanic)
 
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