# Mining Hardness and Tool Rework
## About
Mining has a few issues or things that can be improved.
- A majority of asteroid walls can be mined with the base power pick.
- Available mining tools cover a broad range of uses, many of which are sort of redundant or aren't used at all in preference of the "meta" tool
- Custom built mining tool hardness is only good for fast mining and mining hard Geode type mining encounter asteroids, no improvement in tool usage after obtaining that, usually made of bohrum
The scope of this rework will include hardness of asteroids and how custom mining tools are made
## Goals
- Reduce mining tool and equipment bloat
- Give a better sense of progression for obtaining better mining tools
## Non goals
- Remove more than necessary from mining
- Make mining too simple
## Hardness rework
### General hardness of asteroid walls
- Asteroid wall hardness is now on a scale from 0 to 1000
### Asteroids at the mining magnet
- Asteroid hardness is now randomly centered around specific values, which affects the name of it at the quantum telescope.
- For example, a mauxite asteroid with average hardness of 672 will be named Mauxite-672 Asteroid on the quantum telescope, and values of hardness may be 672 +/- up to 100.
- Certain ore asteroids will have their average hardness scaled appropriately per rarity of ore.
- Ex. Char ore asteroids will be scaled much lower on the 0 - 1000 hardness range
- Ex. Gold ore asteroids will be scaled in the upper half of the 0 - 1000 hardness range
### Removals
- Asteroid walls no longer have a chance to break if your mining tool has a lower hardness rating than the asteroid wall. It must be >= the wall's rating
- Toughness rating of tools and walls is removed
- Remove mining tool, tool heads, and concussive tool mod from mining nano-fabricator
- Remove power pick, power hammer, laser drill, power shovel
### Mining tools
- Miners now start with a powered modular drill that can be augmented with tool mods from the mining fabricator, and comes with a base 100 hardness.
- Available tool mods are
- Strength mod - Increases hardness of the drill based on the material used
- Range mod - Increases range of mining based on the material used
- Width mod - Increases width of mining based on the material used
- Power cell - Standard power cell usage of the drill
- Concussive mod - Applies the old power hammer effect to the drill, depending on the material used
- Damage mod - Increases damage against mobs, depending on the material used
- Only a range or width mod may be used, not both
- Only a concussive or damage mod may be used, not both
- Now available is a powered mining gun, which fires 100 hardness mining projectiles
- Available tool mods are
- Strength mod - Increases hardness of the projectile based on the material used
- Range mod - Increases projectile fire rate
- Width mod - Increases range of the projectile
- Power cell - Standard power cell usage of the gun
- Concussive mod - Applies disorient on hits, based on the material used
- Damage mod - Adds damage against mobs
- Only a range or width mod may be used, not both
- Only a concussive or damage mod may be used, not both
- Concussive gauntlets now require a strength mod to be used, their mining power is based on the material used for the strength mod. Still functions as a one tile mining device that doesn't require something to be held
### Mining charges
- Mining charges will now reduce hardness of asteroid walls in their radius
- Low yield charges will be lower hardness by 250, breaking asteroid walls with less than 250 hardness
- Standard charges will be be the same but have a larger radius