Star Citizen Mining Guide

Refinery Yield Bonuses

This information comes from direct observation in game and now includes the three jump point stations!

Mining Lasers

Lasers, modules, and gadget parameters haven’t changed recently, although I do finally have the inventory for the jump point stations included.

Mining Modules

Gadgets

Mineable Material Properties & Prices

Average sale prices for all refined ores as well as the specific properties for each material.

These used to be in separate tables but I decided it was time to combine them.

Prices have been moved to the backend database as of 3.19 so we’re going to see a lot more dynamic pricing moving forward. These values have been updated for 3.22, but dynamic pricing means that it will only be an average. Please check out UEXCorp for regular pricing updates!

Ore Percentages by Location (Surface)

Mineral distribution has seen a significant amount of change thanks to density differences. See the paragraph up at the top for an explanation of Average Mass Index, Mass Index Range, and Desirability Index.

Ore Percentages by Location (Space)

Similar to surface locations, space locations got an update. The average mass for M and Q types got a boost, so the deep space asteroid fields should provide some larger mass rocks to break.

Gem Likelihood by Location

Aberdeen is still the Hadanite ROC mining paradise it’s always been! I’ve updated to an index system here as well, with higher numbers being more likely. FPS and ROC deposits have nearly identical probability, so I’ve combined them here.

Janalite is also not listed since it can only spawn in certain caves. Not exactly sure how to data mine that one.

Mineral Chances by Deposit

I’ve added a lot more context for this report. You’ll notice the new average scale (0.6 is normal) as well as an Average Mass which uses a weighted density calculation for the possible materials. I also included the probability for each material, minimum percent, and maximum percent that can be included. The rest of these values are directly from game files.

Common materials can vary by location but will always appear in a 30-70% range. I’ve left a generic “Common” material placeholder here.

PLEASE NOTE: My assumption is that, when a rock is generated, it starts from the top of the list and works it’s way down until it reaches 100% assigned volume and then stops. That means that the materials at the bottom of the list, our Tier 1’s and Quantainium, will have a MUCH LOWER ACTUAL PERCENTAGE chance to appear than is shown here.

Copyright

Mining Charts provided by @RedMonsterSC and can be downloaded from https://redmonstergaming.com/mining-cheat-sheets/

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