What this is about
This guide shows which mining modules our game data knows and how you trigger them. What a module does is not yet in our data – so it is not here either.
Modules in the blueprints
Names as in the game data. “Ingredients” are the blueprint materials – not the effect.
| Name | Crafting time | Ingredients (blueprint) |
|---|---|---|
| Modules Active Clearcut | 1 min 35 s | Eisen 0.2 SCU, Copper 0.1 SCU |
| Modules Active Stampede | 1 min 35 s | Eisen 0.2 SCU, Copper 0.1 SCU |
| Modules Passive Deluge | 1 min 35 s | Eisen 0.2 SCU, Copper 0.1 SCU |
| Modules Passive Torrent MK3 | 1 min 35 s | Eisen 0.2 SCU, Copper 0.1 SCU |
| Overrun Module | 1 min 35 s | Eisen 0.2 SCU, Copper 0.1 SCU |
The internal identifier calls two modules “active” (Clearcut, Stampede) and three “passive” (Deluge, Torrent MK3, Overrun).q1 What “active” and “passive” mean in game is not said by that.
Triggering modules
The controls have three functions: Activate Mining Module (Slot 1), (Slot 2) and (Slot 3) – one key press each.q2 Internally they are called “consumable”.q2 There is also Toggle Laser Beam (High / low), internally “permanent modifier”.q2
Consumables
The Chronist currently lists no consumables for mining as equipment.q1 The resource data has exactly one entry with “MiningGadget” in its name: “MiningGadget Sabir”, type “HarvestablePreset”, without values.q1
Names like “Surge” only appear in our data for power plants and coolers, not for mining.q1 So there are no consumables here – not from memory either.
What a module changes
Which lasers exist: Mining heads explained.