Thank you for the detailed feedback. I’m glad you are enjoying the mining and exploration system.
The Cave deliberately separates ore patch size from depth-based richness:
- Resource scaling
The “Resource Level” setting controls the physical width and coverage of normal ore veins. Level 1 uses a 1× width multiplier, Level 2 uses 2×, and this continues up to Level 8 at 8×. The default is Level 2.
Depth does not make the veins physically wider. Instead, it increases the amount of ore contained in each tile. With the default Mixed Resource Patches enabled, the current ranges are:
- Easy: 250–625 ore per tile
- Medium: 625–875
- Hard: 875–1,250
- Nightmare: 1,250–2,000
Your point about repeatedly building mining outposts becoming tedious later in the game is fair. I would like to monitor more long-running games before changing the balance, but I will specifically review late-game ore longevity and the number of outposts players need.
- Resource Level versus Depth
If you mean the difference between Resource Level 1 and Level 2, Level 2 doubles the vein-width multiplier, but it does not double the amount of ore in every tile.
If you mean cave depth, the current system has four distance-based zones:
- Easy: 0–299 tiles from the centre
- Medium: 300–699
- Hard: 700–999
- Nightmare: 1,000+ tiles
These zones increase ore richness, enemy danger and rewards. Your question shows that the distinction between Resource Level and cave Depth is not currently explained clearly enough, so thank you for pointing that out.
- Scanning and map-reveal cheats
Ore does not generate simply from scanning or charting the map. The location of every vein is calculated deterministically from the map seed and coordinates, but the actual resource entities only materialise when the covering cave rock is physically opened by digging or cavern generation.
Therefore, revealing the map with cheat commands and seeing no ore is expected behaviour. Scanning alone cannot reveal the hidden deposits.
If possible, please let me know which Resource Level you selected, approximately how far you had travelled from the centre, and whether Mixed Resource Patches was enabled. That would help me evaluate the late-game scaling more accurately.