But for the first few months it can yield some. The Afflictor-class Phase Frigate is a deadly hull with a unique Entropy Amplifier, which temporarily makes ships more vulnerable to damage. By default, only one can be built per system, but this can be modified using the settings file. [. The Ziggurat is a unique phase capital ship encountered at the Alpha Site as part of the Project Ziggurat quest, where it is an extremely dangerous enemy. Your best bet is weapon caches, which seem rare but they are loaded with blueprints and good stuff. They don't need a speficif role, except take the stress away from tanks and flankers. Mining: 100000¢ 60 days (Size - 2) * 1000¢ Metal Ore, Transplutonic Ore, Organics, Volatiles (depend on planetary features) Heavy machinery equal to colony size - 3 Recreational drugs equal to colony size Deposits may be ore, rare (transplutonic) ore, organics or volatiles Tech-Mining: 150000¢ 45 days (Ruin size) * 500¢ These ruins have been comprehensively combed over multiple times, and there is little chance of a new valuable find. r/starsector • tech mining with alpha core. Instead, it's run on meat, on the poor unfortunates that get in it's way and the lost souls decieved by profits and advancement until it's too late. Center of the Arcadia System Planetary Conditions Population: Thousands of people call Nomios home. Tech mining only requires 1k crew, the initial cost of the tech-mining industry, a management slot, and have at least 1 stability or more. Mining Lasers are a poor man's PD laser equivalent, having longer range but horrible damage. 1a] Better Colonies 1. Backwater farm colony is. Added to the game Only up to date for version. Colonies are player-owned settlements on planets within the sector. This effect can be superseded by other mods. But for the first few months it can yield some really sweet loot, namely rare blueprints and beta/alpha cores. in the first month. Finally, you can build a colony on a planet with ruins and set up tech-mining. Culann Starforge sells high tech ships (capitals or otherwise), as Tri-Tachyon is the only faction to use them (the Church and Hegemony use low tech ships, while the Persean League and Sindrian Diktat use midline ships). - Discord: Twitch: a few ships to act as glue, bolster your fleet in combat. It is a religious terrorist organization made up of radical adherents of the Luddic faith. Any ship you stick a mining tool on can mine, and will be at risk of damage. 3. and ample ruins for tech-mining. Overall, I received nothing more than hardly any fuel, heavy armaments, heavy machinery and supplies, far less than I could buy with the money from any other industry, and sometimes some gamma level AI. Apex is basically premium lowtech, with shields that transfer some of the damage they take to armor instead and shipsystems that remotely repair armor in combat. Plurpo • 1 yr. Civilian ships are usually awful for stealth. 95. Socials. This amazing game just got even BETTER! | Starsector . Try “Slightly better tech mining” mod, you can remove decay with story points and it no longer gives useless resources, but the value of excavated stuff is the same. 1a Modded] - KADUR SWARM I. for when survey missions pop up for mining, research, caches, etc. Midline is kinda wonky. In fact, it always pays for itself. 6. Think of it as linear warriors and quadratic wizards, where tech mining is the warrior and other industries are wizards. It can be installed into Light Industry. Never mind how my guys missed. Use any extra deployment points to deploy long ranged ships to support your station, hit autopilot and go make a sandwich or something. " Fractal Softworks Forum November 04, 2023, 02:19:58 AM Welcome, Guest; Please login or. Check close by the star/black hole, all the planets, rings, asteroids, and warp points. . Re: [0. You never got that muh out of it, maybe a blueprint or 2 for the second tier but that made it basically impossible to get anything. Hazard Mining is one that everyone else has mentioned, and for good reason. Changed a file name to help Linux users. 42K subscribers in the starsector community. I plopped down a planetary settlement on a world with Vast Ruins, placed an alpha core and made an improvement to stop depletion. Features. When I found out about Starsector, truly a hidden gem, I was amazed and fell in love with it. Throughout the first half of the. You export 14 money-generating goods with this setup, but for salvage yards to over-produce your system needs good combat action-The Moth phase 'carrier', heavily armoured phase ship using gremlin level phase tech. Well, in base game the omega are out there. * Footnote: Why you'd install even a beta core in tech mining I really don't. An outpost option is added in addition to "colonize" option for planets with ruins. nexerelin is like THE mod for starsector, all the other mods are sorta built with it in mind, so it. ) Commence on steroid (implied) Decrease planet hazard by 50% (require habitaitable and mild condition. " Powered by SMF 2. Upon seeing the upgrade mechanics, I was very excited to see a. 2. I get them from exploring in caches, research labs, and planetary ruins. Reply reply the_gamers_hive • I find it easier to just get a commission with UAF and start hunting stations, having a commission seems to greatly increase blueprint drop rate for said. I cannot hear you over the sounds of "Danger Zone" playing loudly on my command center. EDIT: 2 hours later (mar 1, 207; 1 month report) Monthly salary report: ~48,000cr paid; 83,000cr received. 4476 Posts 61 Topics. The remnants of a people murdered by the Hegemony in a brutal conflict, they desperately cling on to the remnants of their once-great fleet in a. close. In-Game DescriptionMining Stations may contain hull-mod modspecs and significant amounts of. Is tech mining even worth it? So far I started tech mining on tier 3 ruins, got an alpha core assigned to it and improved it with story points, so far I get mostly low tier weapons around 10 ordnance points some supplies fuel and metal regularly and once a gamma core. It used to be called Starfarer. yes mjlornirs are Flux hungry and not very fit for low tech ship but consider majority of legion role was for supporting purpose having fast turn rate and good accuracy weapons was a better trade rather that having good flux and bad turn rate weapons who eventually make the ship it self moving for chasing a running opponent for entirely game. New interesting faction, and stuff to explore. ) (One of the custom starts you can get for Nexerellin involves you having a personal quest for revenge on the head of the Sindrian Diktat. Really speaks to me. It can be built at any Colony that has a Spaceport. Lukas04 1 yr. - Fixed crash when tech expedition's source market is destroyed Version 1. Of that list, Star Federation is the closet to vanilia balance, followed closely by HMI and Kadur. I find Tech Mining is best as the first industry (1/1) while the colony is tiny and just starting to grow. By default, they occupy an ideal star system located near the Core Worlds, with the best planetary conditions and industries for maximum commodity production and defenses. check the governor. . Pirate Mule is probably your best bet for vanilla. I have one size 10 colony with a tech mine, and several size 3 colonies with tech mines, but only the production report only mentions the size 10 colony receiving weapons and LPCs. So probably not worth it if you have access to most and can farm AI cores but can be useful in the mid game I guess. Fourth slot is High Command. Elevate your Starsector gameplay with the Whisper's Techmining Alteration Mod, the choice for serious players seeking advanced features and customization options. I've grown fond of this combat ring/star type of abomination. Hazard mining inc. [0. Hazard Mining Incorporation. : high flux, low hull, engines disabled etc. 4) Note: you do not need an account to download from dropbox. Bellow are pictures of the system and the distance between the two systems (the upper being the system I've currently colonized) Colonized sector with the mining hub of Echion. 96,. r/starsector • tech mining with alpha core. 51K subscribers in the starsector community. Elevate your Starsector gameplay with the [0. Any planet with either a heavy industries or an orbital works can be raided for blueprints that faction knows. For example my usual exploration fleet consists of falcons, hammerheads and drovers escorting 4 or more buffalos, 2 or more phaetons, 2 salvage rig or 4 shepards. Finding a gas giant with abundant/plentiful volatiles is just about the only way to get enough volatiles for the safe operation of the fusion lamp & coronal hypershunt: super powerful endgame colony tech. Fastest way I've found at least. The base tech-mining in Starsector 0. It can be built at any Colony that has some degree of ruins. ago. The-world-ender-jeff • 8 mo. ago. Run em until you get the text that the ruins have been 'comprehensively combed over' on hover then close them. Added Herald-class battle-carrier (midline). It is highly likely you will get something of value in the ~10 months that it is operated. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Core Worlds, or they can simply produce lots and lots of credits. The usual go-to tip is 14 months or on average 2 cycles, but who has time to keep track of that? Better Colonies has a tracker on tech-mining so whenever you hover over the industry you know to disband them or not. Increased monthly drops for smaller ruin sizes 0. Slightly Better Tech-Mining Hotfix. Premium Powerups Explore Gaming. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. It is essentially just unlimited tech mining and i received 5 pristine nanoforge from it with less time than finding 1 in entire run. 17. Once I got the colony's stability handled, it was simply a matter of having enough money to handle. A selection of low tech ships, [insert more description when not shattered]. 49K subscribers in the starsector community. Valheim Genshin. Low risk of losing a ship because the star fortress does all the tanking. As for new extra content mods, Apex Design Collective and Kyeltsiv Technocracy are both great up-and-comer mods. When I try to fight one, I just watch as my entire fleet overloads in less. culann is the only one with heavy industry so therefore its the only one that can drop without intervention*. 95a was generally considered superior despite losing 5 OP, as it can fit a Railgun for shield-breaking. They have teleporting mines, fortress shields and drone defence platforms with guardians and fortress shield. And by storage I mean clicking on the storage button when looking at your colony, which is separate to the first thing you see: your colonies resource stockpileUnderworld adds some new content for pirates and more ships. 95. If you don’t have weapons for them, it would be a bunch of mining blasters. Especially if you have the better tech mining mod. Nothing too game-breaking in there. And the. As a low tech "upgrade" over the Eagle, a cruiser with 1000 armor, I kind of expect it to have at least 1k, maybe even 1200 armor. Yes, generally 0. For larger mining fleets add a support ship like a castle so that as CR is lost it is replenished efficiently. Ed. A major freeport colony has been setup at a gas-giant, and Tri-Tachyon has established a light presence in system to establish easy trade access. Mining stations might need to fabricate new mining equipment and maybe even mining vessels from the resources they have. 95. Sojurn - Lots of small energy mounts and. Do not build tech-mining, fuel production, turn on free-port or use AI cores. Hazard Mining Incorporated: it's very well done and adds a ton of new content that doesn't break anything. Possession and sale of AI cores is banned by the Hegemony, Persean League, Luddic Church, Luddic Path, Sindrian Diktat and Tri-Tachyon, and they may be seized as contraband if found by patrol inspections. When I tech mined, I got some rare items, mostly mod specs and various weapons, maybe a blueprint or two as well. They're shady as hell and do a good amount of scavenging and tech-mining too. Lion's Guard HQ is a structure. Tech-mining is an industry you keep for a year at most at a colony as it will start giving worse and worse loot over time. 6. useless materials that other industries supply in vaster quantities. Well, you should never stop during. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. Heavy Industry has a base upkeep of 6 000 credits, increasing by. 95. Torpedo upon your shieldless gas can. It can only be found on the planet Nomios (controlled by Independents) in the Arcadia star system. Go to starsector r/starsector • by. 95. Starsector Beginner’s Guide Part 2 – Colony Building Various structures can be built to increase this rating such as an orbital station, patrol HQ (for in-system NPC patrol fleets), ground defenses,. 1a] Hazard Mining Incorporated (THE POWER IS YOURS! Ed. Low Tech Best Tech! Join Hazard Mining Incorporated Now!it is profitable but you have to buy mining lazers for your ships or salvage ships . an industry. -Shatterer Artillery, fire shells arcing into the z-axis, also has a neat crosshair. 4/ has no "dramatically" higher chance of finding things on the first mining. guarded in a Redacted system, with a warning beacon on it not to go to the surface, that was a host for tech mining. Uncategorized. Tech mining world filled with AI cores gets pathers. Better Tech-Mining makes tech. Setting up a colony with tech mining has a net cost of $135,000. HMI does add ships and stuff that make mining easier. Given how many players seem to happily satbomb millions, we've no place to judge though. Easier to build your own from the resources you have, rather then order a new mining ship because Jimmy from Celeste 5 didn’t get his small vessel certification. Everything should be in the main settings file, i wouldn't mess with any of the other data of the mod. I have seen plenty of corrupted nanoforges, colony items of all kinds, a bunch of weapons, and many many blueprints. The ore mined should cover the maintenance cost, so I intended to just build the station and the sling and forget about it (unless I use it for something else a little more important)Mod Details This mod adds the "Adversary", a player-like faction equipped with nearly all vanilla ships, weapons, fighters, and hullmods. Welcome back guys today we are looking at long requested mod in starsector Hazard Mining Incorporated. Try insulated engines and augmented drive. 91, 0. 0 coins. Fuel Production (2) (+4 Synchrotron Core) + Light Industry (0) + High Command (0) = 6. High Tech Expansion 1. . 1a] Better Colonies 1. Especially early you just put your first AI cores into tech mining extraction and AI training then you'll be swimming in alpha core/weapon. Advertisement Coins. 1) If stats need to come out of somewhere burn isn't it. Other than that i don't really bother with spending story points there. Essentially a larger version of the Dominator. Sometimes you luck out, sometimes you get nothing. r/starsector. Max Industry Cap at Population 1/2/3/4/5/6/7/8/9/10 increased from 1/1/1/2/3/4/4/4/4/4 to 1/1/1/2/3/4/4/4/5/5. Now, humanity is reduced to about 20 star systems in a sector that they used to rule entirely, split between. Orbital stations are equipped automatically. Some of these are the time between the first patch notes and release; the big updates usually have multiple stages. It sets up a an "outpost" with essentially the same GUI as a colony which costs around $1000 per month (dependent upon ruin type, and hazard rating) to sustain, has a "landing pad. Some nice things like blueprints and rare items are dropping some time after you build tech-mining. Ed. 1] Slightly Better Tech-Mining (Read 685 times)Where earth is destroy by a blue alien and a ship escape with all earth seed,animal dna , knowledge and has the capability to build a planet. yep, and make notes. If one fleet doesn’t cut it bring 2, if that doesn’t work bring 3. 2)Mining (Ores, Rare Ores, Organics, Volatiles) 3)Light Industry (Goods, Lux Goods, Drugs) 4)Salvage Yards (Ship Parts, Ship Hulls, Metals) 5)Farming (Food) Variable Assembler (Supplies, Fuel VPC) Size 6: Organs . Cryosanctum produces the following. « Reply #37 on: February 28, 2022, 01:57:13 PM ». 96a] Unusually Gullible Hullmods. 95, and 0. Wall collapse that had buried a co worker under 4 foot of brick. Haven't used it but mod desc says it's better tech mining so you would probably get more industry items. It used to be called Starfarer. Just off the top of my head, Hazard Mining Incorporated, Roider Union, Mayasuran Navy, and XIV Battleground are all faction/ship mods I've used in recent. - Hull 419M - Midline self-propelled battlestation; main module has burn drive; side modules have accelerated ammo feeders. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. A single alpha core is worth $450,000. . 3 (2023-08-24). It randomly spawns in mines near to enemy ships. search the big drone motherships and look through abandoned colony stations as well as tech mining. Depends on the size of the ruins. Starsector Beginner’s Guide Part 2 – Colony Building. And the planet name is bob. • •. 4. These ships can also be broken down into three major tech levels: Low Tech, Midline, and High Tech . Added one new Utility ship that has tugs and mining lasers. Logged. # 2 - All midline sprites. The Path controls the markets of Chalcedon in Kumari Kandam and Epiphany in Al Gebbar. PS: Mercy system, there's an abandoned station at the edge of the system that you can see on the. When playing the game, my first assumption was that tech mining was Starsector's equivalent of research from other games. Care needs to be taken with facings as the Burn Drive is only useful. I wonder how you'll balance Starsector-tech in this fic because some of it is hilariously bullshit at times like dimensional-shifting,. It is going to find more than that in…170 votes, 33 comments. 3/ provides *no* benefit to the colony. 2D RPG/Trade/Fleet Combat GameTech Level OP Wing Size Broadsword: Heavy Fighter Low Tech 8 3 Cobra: Bomber High Tech 15 1 Claw: Fighter High Tech 8 5 Dagger: Bomber High Tech 18 3 Gladius: Fighter Midline 6 2 Khopesh: Bomber Low Tech 12 2 Longbow: Bomber High Tech 12 2 Mining Pod: Drone Low Tech 0 4 Piranha: Bomber Low Tech 10 3 Perdition: Bomber Low Tech. Tech-Mining is an industry. I went and checked the size 3 colonies, and. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. A lot of ship mods are also bundled with faction mods. In Vanilla Starsector, the faction wide quality is determined by the largest exporter of hulls. Tech mining is 1 or 2. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. , 0. Hi! I developed a web app that Starsector players can use to experiment with different colony builds and find good planets to colonize. They're low-tech on steroids, have have funky weapons and ships, but nothing completely outlandish. Habitable worlds and worlds with organics and/or farmland are much rarer than ones with minerals or volatiles. Oh_Henry1. Diable Avionics is a carrier-focused faction with mech-themed fighters, walls of micro-missiles, and striking red ships. A planet must be habitable for the biofactory embryo to be installed. 95. ago. Explore a wide range of top-rated Starsector mods and take your gameplay to the next level. Increased accessibility (by 50% or more and also additional effect which I forgot if it even have. Hi-tech is the best orbital station by far Step 6: Build an Orbital Laser Drill. And if you do it too much it decivilizes and you get nothing. 6. Lion's Guard HQ produces the following commodities; Crew; equal to colony size. ago. The Dominator possesses relatively weak shields and has an underwhelming flux capacity given its typical weapon loadouts. 3. 2D RPG/Trade/Fleet Combat Game. Raiding a planet with a heavy industry or orbital works is not a guarantee for blueprints. Premium Powerups Explore Gaming. okay, i check that later. Yes, stations will be armed with your state of the Art technology, if that is mining lasers, well, better find a High Tech blueprint, or the blueprints. You can also find extra rare loot as it is excavated. Go to starsector r/starsector • by Aleksandrovitch. 1a] Hazard Mining Incorporated (Sick of Waiting Ed. It is the only frigate capable of mounting a large weapon, although there is considerable debate on how useful that is. 9. +1 production (Mining). modified version of yurnru's slightly better tech mining on starsector which removes the industry slot requirement for tech mining and adds the industrial evolutions special items - GitHub - mo. Patrol Bases are exclusively useful for eventually regaining the communications buoy and similar stations after the shooting has stopped and Military Bases just don't spawn enough to handle the bigger expeditions. Lion's Guard HQ has a base upkeep of 3000 credits, increasing by the same amount for each colony size past 3. With our comprehensive installation and usage guide, you’ll be able to install and use [0. 1] Slightly Better Tech-Mining Mod, the choice for serious players seeking advanced features and customization options. 95 and am not comfortable with switching (Plus all the tutorials are in . The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. Games. Starsector > Mods > [0. Background. It used to be called Starfarer. Tahlan adds another pirate related faction called the legio infernalis which has some pretty buff ships. Join. 91). Battered and bruised miners are less useful. 7. Ultimately I decided to settle on it and build tech mining. Industrial Planning 2: Mandatory as it lowers the base resource requirements of the primary industries, allowing far more flexibility in choice of systems to colonise. 5f) with. Explore. 95. I have the. Description: CAS adds a variety of warning sounds triggered by things that are happening to your ship in combat (ex. 95. 95. You can tweek the mining file in the mod folder to increase the yields for each category, I did this once but it's a fine balance push too much. Yeah, so I wanted to turn tech-mining industry into structure. BetterTechMining. There is also a mod in beta called exiled space on the unofficial starsector discord but it also has many bugs ad it's still under construction. As for what Alex had to say about them. Nah bro, tech mining, the ruins await Reply LOST_REAPER59. edit: so for world 2 I would have mining, refining, heavy industry +1 one of your choice. Mining has a base upkeep of 1 000 credits, increasing by the same amount for each colony size past 3. 2 – 11/12/22. Join a faction to gain useful support and represent them in war and peace, or start your own. Mount & Blade is one of those games. It's an industry. It used to be called Starfarer. I recently started a new play through and added the Exotica Tech mod. AI Cores are rare loot items found during salvage. This option requires $100k, 100 personnel, 200 supplies, 50 machinery to setup. Hazard Mining Incorporated adds a new faction, several new ship categories and. Morthra. Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense structures. AstroForge announced. Compared to installing a Beta core for the maintenance cost reduction*, this is the only thing an alpha core gives you. 0 coins. The Mudskipper Mk. QuickQuirk • 10. Don't leave anything at the colony so you can close it without having to visit (unless its vast, then for sure put an alpha core + story point it for 50% extra. Tech-Mining does not provide any benefits to the colony. Abuse by SirHartley [0. This is basically the backbone of my fleet. Adds a variety of ships to the pirate's loadout for two reasons: To make the pirates more of a threat and less of a nuisance, by giving them effective ships. 91, 0. Those could be very well filler ships. 6a) "The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. It increases light industry production by 2 units. That movie was the shit. Stardeus is a base building space colony simulator where you have to rebuild a ruined spaceship to save the remains of lost human kind, and resume the journey to find a new home. Well, you should never stop during your. 1] Slightly Better Tech-Mining Post published: October 4, 2022The mechanic where you're able to find tens of thousands of the least valuable commodity in the game needs to be dialled back a bit. Its shipsystem increases damage done by fighters of all types. 25 instead of a 1. Starsector Beginner’s Guide Part 2 – Colony Building. 0 (unpackblueprints). 95. 95. Good-- you know in which systems there are profitable ruins. The "Atlas of Pain" because I haven't thought of a proper name yet. Do tech-mined blueprints and items get delivered to your rally point colony? « on: November 29, 2018, 08:57:53 PM ». Try adjusted sector, it will still be a finite amount of loot you can find, but you can edit the size of the sector, the amount of stars and the amount of ruins and salvageable stuff. ago. I'll second that DIY and Better Tech-Mining are good mods. Smuggler, trader, warlord, planet administrator, etc. But to turn it into structure just go to D:\Starsector\starsector-core\data\campaign and open industries with WordPad and find techmining,Tech-Mining,30,45,,2,,,"techmining, industry, industrial" and. Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. low/mid/high tech in. I don't know how to make proper mods, and I'm too dumb and lazy to understand it. I would recommend you to use the slightly better tech mining mod. 95. Cryorevival Facility will now produce organs when the market is a Free Port and has a certain population size above 4. Hardly useless. This is a verry interesting mod with lot of added cont. Id rather wait fir it to show up on the job postings, no need to search every solar system. The base tech-mining in Starsector 0. 2D RPG/Trade/Fleet Combat Game. 95. I wouldn't have made it in time and this colony would have died off very early. Animals and Pets Anime Art Cars and Motor Vehicles Crafts and DIY Culture, Race, and Ethnicity Ethics and Philosophy Fashion Food and Drink History Hobbies Law Learning and Education Military Movies Music Place Podcasts and Streamers Politics Programming Reading, Writing, and Literature Religion and Spirituality Science Tabletop Games. 400 crew onboard beginning of the month; mining vessels in front of fleet list (elite crew only) with 237 veterans and 27 regulars in the cargo haulers, tugs and surplus; lost 52 veteran crew; ended up with 171 extra elite end of month. It is very fast, as fast as the Falcon, which means it can easily keep itself out of trouble and quickly join the fight if it enters the battle as reinforcement. Tech-Mining does not provide any benefits to the colony. With our comprehensive installation and usage guide, you’ll be able to install and use [0. Mining does not provide any benefits to the colony. Premium Powerups . AI usage as is the nature with battlecruisers is mediocre, it's a ship that takes skill since the system propels it only forward. Elevate your Starsector gameplay with the [0. However, they can be turned in directly by talking to administrators/base commanders of. Low tech and High tech stations are virtually the same. Download link. 47K subscribers in the starsector community. Terraforming mods, I don't recall. r/starsector. Midline has a mix of both and has all of its guns on one side, plus a faster rotation speed. All planets are in the same system. It can be built on any Colony with access to. Has versions for 0. Thankfully we were all able to act fast and help find our brother under the rubble. The first roll that you make from each ruins you tech-mine has a vastly increased chance to get special items like AI cores, blueprints, and colony items. Re: effect of alpha core on tech-mining? It makes the pathers just a little bit angrier at you. An in. Here what i got from this bug with 1 tech mining(mod "Slightly better tech mining" included) without AI. I'd say read both descriptions and figure out whichever you prefer if you just want to use one. Yeah a planet with "no atmosphere" is best for refining because of some secret domain tech that you can find. 4/ has no "dramatically" higher chance of finding things on the first mining. They're essentially worthless.