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Mining: Difference between revisions

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Asteroid belts can be found in most systems either on the overview window or by right clicking and using the Asteroid Belt section([http://www.ombeve.co.uk/ Ombey's 2D Maps] contains information on the number of asteroid belts in a system).  Each asteroid belt has several properties: what asteroids compose the asteroid belt, what asteroids are present and the overall quantity and quality of the asteroids.  In empire space there are six asteroids: Veldspar, Scordite, Pyroxeres, Plagioclase, Omber and Kernite. However only a subset of these six asteroids can be found any system depending on which faction controls the region.  Low-sec and 0.0 space each have their own respective set of asteroids (which is compounded, so low-sec space contains all the empire space asteroids and 0.0 space contains both empire and low-sec asteroids).  A complete list can be found at [http://www.fluidorbit.co.uk/ ToxicFire's ORE Map].  Keep in mind that asteroids only spawn after downtime so there will be belts that are devoid of a certain asteroid (or any asteroid in some cases) because other miners have already mined it out.
Asteroid belts can be found in most systems either on the overview window or by right clicking and using the Asteroid Belt section([http://www.ombeve.co.uk/ Ombey's 2D Maps] contains information on the number of asteroid belts in a system).  Each asteroid belt has several properties: what asteroids compose the asteroid belt, what asteroids are present and the overall quantity and quality of the asteroids.  In empire space there are six asteroids: Veldspar, Scordite, Pyroxeres, Plagioclase, Omber and Kernite. However only a subset of these six asteroids can be found any system depending on which faction controls the region.  Low-sec and 0.0 space each have their own respective set of asteroids (which is compounded, so low-sec space contains all the empire space asteroids and 0.0 space contains both empire and low-sec asteroids).  A complete list can be found at [http://www.fluidorbit.co.uk/ ToxicFire's ORE Map].  Keep in mind that asteroids only spawn after downtime so there will be belts that are devoid of a certain asteroid (or any asteroid in some cases) because other miners have already mined it out.


Missions also often yield significant asteroid belts. Keep an eye out for those, and you may reap in more ore than a couple of belts combined.
Another important factor is the size of the asteroids in a belt: smaller asteroids will require more laser management and cause more wasted laser cycles. Using a survey scanner to scout belts is highly recommended; the difference between a belt freshly respawned after downtime and one that hasn't been touched in a few days is very noticable. Missions also often yield significant asteroid belts. Keep an eye out for those, and you may reap in more ore than a couple of belts combined.


Hint: Set your overview to "default mining" (click the triangle next to overview -> load -> mining) to see asteroids other than veldspar.
Hint: Set your overview to "default mining" (click the triangle next to overview -> load -> mining) to see asteroids other than veldspar.
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| '''Capital Industrial''' || Rorqual || Capital ship, Bonuses towards gang link modules, can compress ore in cargohold vastly increasing capacity
| '''Capital Industrial''' || Rorqual || Capital ship, Bonuses towards gang link modules, can compress ore in cargohold vastly increasing capacity
|}
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===Skills===
Basic Skills:
* {{sk|Industry|Mining}}: 5% extra yield per level.
* {{sk|Science|Astrogeology}}: 5% extra yield per level.
Specialty Mining Skills:
* {{sk|Industry|Ice Harvesting}}: Required for [[Ice Mining]].
* {{sk|Industry|Gas Cloud Harvesting}}: Required for [[Gas Cloud Mining]].
Fitting Skills:
* {{sk|Electronics|Electronics}}: Increases CPU available, a common bottleneck for fitting lasers and upgrades.
* {{sk|Electronics|Electronics Upgrades}}: Required for fitting and using co-processors.
* {{sk|Electronics|Mining Upgrades}}: Required for fitting and using Mining Upgrades; reduces their CPU penalty.
* {{sk|Mechanic|Hull Upgrades}}: Required for fitting and using Expanded Cargoholds.
* {{sk|Mechanic|Astronautics Rigging}}: Required for ''fitting'' Cargohold Optimization rigs.
Tank Skills:
* {{sk|Engineering|Engineering}}: Increases available powergrid, a common bottleneck for tank modules.
* {{sk|Engineering|Shield Operation}}, {{sk|Engineering|Shield Upgrades}},{{sk|Engineering|Shield Management}}
Drone Skills:
* {{sk|Drones|Drones}}: Increases number of available drones.
* {{sk|Drones|Drone Interfacing}}: Increases mining drone yield by 20% per level.
* {{sk|Drones|Mining Drone Operation}}: Increases mining drone yield by 5% per level.
Leadership skills:
* {{sk|Leadership|Leadership}}/{{sk|Leadership|Wing Command}}/{{sk|Leadership|Fleet Command}}: Increases the number of people you can give mining bonuses to.
* {{sk|Leadership|Mining Foreman}}: Increases the mining yield of your boosted fleet members by 2% per level.
* {{sk|Leadership|Mining Director}}: Increases the effectiveness of Mining Foreman link modules (ie, Orca boosts) by 100% per level.
* {{sk|Leadership|Warfare Link Specialist}}: Increases the effectiveness of Mining Foreman link modules by 20% per level. Level 5 grants the use of Command Processors, which allow more ships to fit more than one Warfare Link.
Spaceship Command Skills:
* '''Racial Frigate, Racial Cruiser''': Racial Mining Ships
* {{sk|Spaceship Command|Mining Barge}}: Procurer, Retriever, Covetor
* {{sk|Spaceship Command|Exhumer}}: Skiff, Mackinaw, Hulk
* {{sk|Spaceship Command|Industrial Command Ships}}: [[Orca Guide|Orca]]
* {{sk|Spaceship Command|Capital Industrial Ships}}: Rorqual


== Solo Mining ==
== Solo Mining ==