Gold Mining Simulator

Gold Mining Simulator

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Workers Explained
Workers specifications explained

Salary: $70.00/day - Each worker has a set salary that they will be paid at the end of each day.

Ratio: 17% - Each worker will have a ratio in percentage(%).
The higher the ratio the more this worker will be paid and the better the perks will be.

Main Skill: Hog Pan Container - Each worker will be specific to one bit of equipment or vehicle, there is also a mechanic.

Levels: Each worker will have 3 levels of skills. You need to upgrade your worker to access their next level.

Re-Train: Once you have trained your worker to Level-3 you can then opt to Re-Train that worker for a fee, the new Main-Skill will be random.

Worker Upgrades:

Hog Pan Container: Using a worker with a ratio of 17%
Level 1: 4.24% to Hog Pan Performance
Level 2: Increased Worker Performance
Level 3: Increased Worker Performance

Hog Pan Sluicebox:
Level 1: Auto Swap Matts on Sluicebox when they are full.
Level 2: Two More Slot for Hog Pan Matt
Level 3: Two More Slot for Hog Pan Matt

Mobile Wash Plant: Using a worker with a ratio of 2%
Level 1: Auto Swap Buckets from Area Nearby
Level 2: -0.43% Malfunction Rate
Level 3: 1.08% chance to Auto Repair to 30% durability on failure

Shaker: Using a worker with a ratio of 17%
Level 1: 3.3% to Washplant System Performance
Level 2: -3.3% Malfunction Rate
Level 3: 8.25% chance to Auto Repair to 30% durability on failure


Trommel: Using a worker with a ratio of 14%
Level 1: 1.41% to Washplant System Performance
Level 2: -2.82% Malfunction Rate
Level 3: 7.05% chance to Auto Repair to 30% durability on failure

Duplex Jig: Using a worker with a ratio of 10%
Level 1: Auto Swap Buckets from Area Nearby
Level 2: -1.93% Malfunction Rate
Level 3: 4.82% chance to Auto Repair to 30% durability on failure

Conveyor Belt: Using a worker with a ratio of 14%
Level 1: 0.96% to Washplant System performance
Level 2: -2.73% Malfunction Rate
Level 3: 6.83% chance to Auto Repair to 30% durability on failure

Conveyor Belt Hopper: Using a worker with a ratio of 42%
Level 1: 2.97% to Washplant System performance
Level 2: Increased Worker Performance
Level 3: Increased Worker Performance

T-DJ Sluicebox: Using a worker with a ratio of 7%
Level 1: Auto Swap Mosses from Area Nearby(6 slots)
Level 2: 0.13% to Washplant System performance
Level 3: Additional Slots for Mosses Swap

S-T Sluicebox: Using a worker with a ratio of 36%
Level 1: Auto CleanUp Grates
Level 2: One more bucket for Grate Cleanup
Level 3: One more bucket for Grate Cleanup

Excavator: Using a worker with a ratio of 27%
Level 1: Hydraulic Speed +5.46%
Level 2: -5.46% Malfunction Rate
Level 3: 13.66% chance to Auto Repair to 30% durability on failure

Front-End Loader: Using a worker with a ratio of 18%
Level 1: Hydraulic Speed +3.52%
Level 2: -3.52% Malfunction Rate
Level 3: 8.8% chance to Auto Repair to 30% durability on failure

Bulldozer: Using a worker with a ratio of 31%
Level 1: Hydraulic Speed +6.13%
Level 2: -6.13% Malfunction Rate
Level 3: 15.33% chance to Auto Repair to 30% durability on failure

Dump Truck: Using a worker with a ratio of 5%
Level 1: Movement Speed +0.8%
Level 2: -1.06% Malfunction Rate
Level 3: 2.66% chance to Auto Repair to 30% durability on failure

Frankenstein: Using a worker with a ratio of 12%
Level 1: Movement Speed +1.85%
Level 2: -2.47% Malfunction Rate
Level 3: 6.18% chance to Auto Repair to 30% durability on failure

Drilling Machine: Using a worker with a ratio of 12%
Level 1: Automatically reveal one random square on parcel (every 30 mins)
Level 2: -0.22% Malfunction Rate
Level 3: 0.56% chance to Auto Repair to 30% durability on failure

Mechanic: Using a worker with a ratio of 18%
Level 1: Slowly repairs most destroyed equipment at the high cost of maintenance
Level 2: Mechanic repairs equipment faster
Level 3: Mechanic repairs equipment faster
Last edited by CodeHorizon_CoffeeBean; Nov 22, 2018 @ 6:14am
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Showing 1-15 of 29 comments
Pwnocchio Nov 22, 2018 @ 8:48am 
Awesome. I'll splice this into my guide and move it into the Guide section.
Last edited by Pwnocchio; Nov 22, 2018 @ 9:06am
vega Jan 1, 2019 @ 4:16am 
i have 2 hogpan workers wanting jobs, im about to fire up a t3 washplant with 2 hogpan slucebox setups from the 2 duplex.

question. do i hire the 14% guy or the 40% guy or both? does hiring the 40% guy give anything extra over the 14% guy and will 1 guy take out the mats for both hogpan suceboxes or do i need to assign 1 worker to each?

edit ok found answer in another thread. 1 worker per piece of equipment.

apologies metallos i cant find the thread now. took me 40 mins to find it last night. codehorizon headmod has confirmed now too

still unsure as to the benefits of hiring a more expensive guy for the sluceboxes, i will hire both and make a comparison and update this later. there must be a benefit, either he works faster or beter yield.

update on the hogpaan slucebox workers there doesnt seem to be any benefit with a beter % worker and you need lvl 2 upgrade, its only $2500 upgrade to swap out the 4 mats. lvl 2 upgrade allows you 6 spare mats. lvl 1 its only 2 spare mats so kinda pointless when theres 4 in the slucebox ! reallly need lvl 3 upgrade (8 slots) if you want to keep running uninterupted. i didnt check the yield from each washout yet, i forgot and threw all 8 small mats in the washer without thinking. the mats in both sluces were fiing equallly though.

also the duplex machine guy theres only 1 bucket swap yet theres 2 on the machine, maybe he empties both buckets into the spare bucket? kinda hope so. if not he's getting fired the lazy sod.

the ST slucebox guy is worth it as that box seems to fil with nuggets faster with a worker assigned than the other sluces, saves having to shut down.

T DJ slucebox guy is great as you dont have to lift out the grates to get to the mats.

another thing crossed my mind, it woud require a quick run to the laptop in the tent but you could hire 1 worker and reassign when the mats are full make him work for his money. saves paying 2 guys to do the same job.
Last edited by vega; Jan 2, 2019 @ 7:51pm
Metallos Jan 1, 2019 @ 8:53am 
Originally posted by vega:
ok found answer in another thread.
Then please link to that thread / answer because some people with your problem wil get to this thread but there's no answer.
JMH714 Jan 1, 2019 @ 9:49am 
Can we have this thread pinned?
Originally posted by vega:
i have 2 hogpan workers wanting jobs, im about to fire up a t3 washplant with 2 hogpan slucebox setups from the 2 duplex.

question. do i hire the 14% guy or the 40% guy or both? does hiring the 40% guy give anything extra over the 14% guy and will 1 guy take out the mats for both hogpan suceboxes or do i need to assign 1 worker to each?

edit ok found answer in another thread.
Well, since you assign the worker to the equipment I would assume it's 1 worker per piece.
vega Jan 3, 2019 @ 5:24am 
i came across something in another thread (and cant find it again now) does it stil apply if you assign 5 workers to washplant or transport you get a 20% bonus. it was something like -20% fuel usage to transport and 20% to washplant throughput?
Last edited by vega; Jan 3, 2019 @ 5:42pm
JMH714 Jan 3, 2019 @ 1:25pm 
This thread have been around since Nov 22 and no sticky/pin?
Babalonkie Jan 4, 2019 @ 4:20am 
I would like my workers to actually work and generate profits please...
Originally posted by Babalonkie:
I would like my workers to actually work and generate profits please...
they do, as a bonus . they no longer provide a magical generation of gold
Babalonkie Jan 4, 2019 @ 6:20am 
Originally posted by codehorizon_mod_Egoon:
Originally posted by Babalonkie:
I would like my workers to actually work and generate profits please...
they do, as a bonus . they no longer provide a magical generation of gold

Cutting SOME costs or failures is not generating profit, it's called perks in the gaming world....

You are either a simulation game, a fun game or both... not having them is none of those. I do hope that you have not sacrificed them for leaderboards... which add little to the game for all and nothing for me, i am not playing Gold Rush to compete, i am playing to have fun... of which was hampered by your removal of them.

You could of made them cover their own costs, or generate only from available dirt to circumvent this, which would of literately took a employee 30 seconds to adjust script of the earlier build.

Infact this silly and unlogical behaviour to remove them has turned my positive game review to a negative. I will change it again when you guys change your direction.
Last edited by Babalonkie; Jan 4, 2019 @ 6:52am
Originally posted by Babalonkie:
Originally posted by codehorizon_mod_Egoon:
they do, as a bonus . they no longer provide a magical generation of gold

Cutting SOME costs or failures is not generating profit, it's called perks in the gaming world....

You are either a simulation game, a fun game or both... not having them is none of those. I do hope that you have not sacrificed them for leaderboards... which add little to the game for all and nothing for me, i am not playing Gold Rush to compete, i am playing to have fun... of which was hampered by your removal of them.

You could of made them cover their own costs, or generate only from available dirt to circumvent this, which would of literately took a employee 30 seconds to adjust script of the earlier build.

Infact this silly and unlogical behaviour to remove them has turned my positive game review to a negative. I will change it again when you guys change your direction.

So if i hire an accountant to do my taxes is that a perk? I don't see him do it but he helps me out and does things for me when I hire him to do so.

Some workers can be classed as perks, not all workers are perks.

Mechanic is worker.
Hog pan mat changer and bucket changer is a worker.
Sluice performance "worker" is a perk.

You see where is am going Here?

Last edited by CodeHorizon_CoffeeBean; Jan 4, 2019 @ 9:31am
Babalonkie Jan 4, 2019 @ 9:37am 
Originally posted by CodeHorizon_HeadMod:
So if i hire an accountant to do my taxes is that a perk? I don't see him do it but he helps me out and does things for me when I hire him to do so.

Some workers can be classed as perks, not all workers are perks.

No that is a employee as it's a real job and a human being... just like the people hired to dig for gold that you have intentionally ignored... and it is intentional as i have dug up comments from top tier players moaning about "workers giving them too much gold" on their super sites and how "the workers should only be perks"... and behold the patch came out... i am not that new...
Last edited by Babalonkie; Jan 4, 2019 @ 9:40am
Originally posted by Babalonkie:
Originally posted by CodeHorizon_HeadMod:
So if i hire an accountant to do my taxes is that a perk? I don't see him do it but he helps me out and does things for me when I hire him to do so.

Some workers can be classed as perks, not all workers are perks.

No that is a employee as it's a real job and a human being... just like the people hired to dig for gold that you have intentionally ignored... and it is intentional as i have dug up comments from top tier players moaning about "workers giving them too much gold" on their super sites and how "the workers should only be perks"... and behold the patch came out... i am not that new...

And like I said there are workers that give perks and workers that work regardless if you can see them or not.

My in game mechanic is no different to my example of an accountant.

I never ignored it, just tired of explaining it but again..passive gold is not what the devs wanted.

Ps - the leaderboad has nothing to do with workers.
Last edited by CodeHorizon_CoffeeBean; Jan 5, 2019 @ 2:47am
Babalonkie Jan 5, 2019 @ 2:57am 
Originally posted by CodeHorizon_HeadMod:
]

And like I said there are workers that give perks and workers that work regardless if you can see them or not.

I never ignored it, just tired of explaining it but again..passive gold is not what the devs wanted.

Ok well can you pass on to the devs that myself and others wold like to hire workers to make gold please or atleast have the option. Can you also pass on that i do not care about leaderboards and so do others.

Also can you ascertain a link to the previous build where workers made gold, even if it means losing the pressure system and other things... as it was a better build.

Also pass on that adding a feature that adds to the gameplay and removing it in the gaming industry is a very stupid thing to do, especially after build 1.0.
Last edited by Babalonkie; Jan 5, 2019 @ 4:59am
Originally posted by Babalonkie:
Originally posted by CodeHorizon_HeadMod:
]

And like I said there are workers that give perks and workers that work regardless if you can see them or not.

I never ignored it, just tired of explaining it but again..passive gold is not what the devs wanted.

Ok well can you pass on to the devs that myself and others wold like to hire workers to make gold please or atleast have the option. Can you also pass on that i do not care about leaderboards and so do others.

Also can you ascertain a link to the previous build where workers made gold, even if it means losing the pressure system and other things... as it was a better build.

Also pass on that adding a feature that adds to the gameplay and removing it in the gaming industry is a very stupid thing to do, especially after build 1.0.

I will pass on your feed back about the workers making gold, sure no problem! however your view on leaderboards is down to you, if you don't care about it then that's ok, you don't have to take part in it.

They removed something that adds to gameplay and added more that adds to game play.

Your analogy of the workers in that last comment is flawed really since workers do more now than they did in 1.0 and so to go back to them workers would be a stupid decision.

What yourself and others don't realise is that workers still earn you more gold when employed opposed to not having them.
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