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I'm thinking of adding back a few tables so players can still have some control, but maybe limit it so they don't control ALL pillars in the mine. And maybe adjusting growth times for those to compensate for high value minerals in some way.
And this is why we give our feedback. Thank you for listening.
I feel like having both types of pillars could be good to provide a good experience for both the players that liked it the original way and for the players that like it the current way, so I think your idea is a good one.
Why not just separate the mines - have an iron mine (cheap, fast respawning) and a topaz mine (expensive, slow respawning) and everything in between.
The main frustration (at least for me) with the mine in its current state is the lack of availability of minerals when quests require them, resulting in an often days-long backlog. When this happens with any other crop or commodity, you can plant more, or simply wait until the next ones are available (such as with flowers, animals, trees). With mining, you have to clear ALL the ores, even the common ones you have no use for, to try and free up columns to "maybe" get what you want. Its extremely tedious.
Separating the mines would fix this while still allowing rarer things to be more expensive to set up and less frequent to collect.
You could even go further and have "levels" in the mine, where you need to unlock all of level 1 (iron) to open up level 2 which has a different mineral, and so on. As with other crops and commodities, players wouldn't start seeing quests for things that they hadn't accessed yet.
Bulk collection would also make this less tedious.