• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:42
CEST 13:42
KST 20:42
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins HomeStory Cup 2914Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
ZeroSpace Early Access is Now Live!5Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters2Balance hotfix patch 5.0.16b (July 16)69Reynor: GSL Loss Wasn't About Preparation Format16[IPSL] Spring 2026 Grand Finals - This Weekend!18
StarCraft 2
General
Weekly Cups (July 13-19): Terran & Protoss rise; Zerg falters Balance hotfix patch 5.0.16b (July 16) How would you feel about frequent/monthly balance patches for SC2? Clem: "I don't have that much hope in Blizzard" [D] Wireframe Casting Removed
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2) WardiTV Summer Cup 2026 GSL CK #5 Race War HomeStory Cup 29
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 535 Assembly of Vengeance The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together
Brood War
General
How Famous was FlaSh before his Debut? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion screpdb: new Starcraft reporting tool HORROR STARCRAFT MOVIE
Tourneys
[Megathread] Daily Proleagues [IPSL] Spring 2026 Grand Finals - This Weekend! Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers PvT advise for noobs Fighting Spirit mining rates Creating a full chart of Zerg builds
Other Games
General Games
ZeroSpace Early Access is Now Live! ZeroSpace at Steam NextFest - Last free demo Path of Exile Nintendo Switch Thread Stormgate/Frost Giant Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread How to buy a book - shipping from Korea to Europe The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Series you have seen recently...
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion MLB/Baseball 2023 McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
Northern Ireland Global Starcraft The Automated Ban List
Blogs
Hello guys!
LIN1s
Role of Gaming on Mental Hea…
TrAiDoS
ASL S22 English Commentary…
namkraft
Poker (part 2)
Nebuchad
An Exploration of th…
waywardstrategy
ramps on octagon
StaticNine
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6263 users

Mules: Which patches to mine?

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 Next All
Dazarath
Profile Joined July 2010
6 Posts
Last Edited: 2012-02-22 18:24:32
February 22 2012 18:22 GMT
#1
Earlier I was wondering how much mules mine from different mineral patches. I did find one other thread on the subject, but in it, the OP only covered layouts from specific maps. If this has already been covered in another thread, then whoops. Since I was bored, I decided to test it out myself. (Results below)

[image loading]

Since mineral patches are 2x1, I just chose to use the left hex to represent the location. For a given box in the picture above, the results are for a mineral patch with its left hex in that location. The numbers in the hexes represent the number of times the mule will mine from that patch, with 0.5 indicating that it mined minerals on the last trip, but was unable to return them.

Keep in mind that my testing was done with only a single mineral patch (ie. no obstacles), so anything that would alter the path or mining time of the mule could also change the results. For example, if there is a front mineral patch that changes the pathing to a back patch, then you cannot assume the results would stay the same. Same with having a turret placed between the OC and minerals. If one were to drop multiple mules on the same patch, obviously the results would change as well.

I only checked the top/right quadrant of minerals, in hopes that the results can just be mirrored for the other sides, but I'm not going to test all of those. Because of the fact that minerals are 2x1 and not square, I felt it was prudent to check 1/4 of the circle rather than 1/8. If you do mirror the results, the ones on the left side of the OC need to be shifted one hex, again because of minerals being 2x1. I hope that maybe this will help someone out.
Bagration
Profile Blog Joined October 2011
United States18282 Posts
February 22 2012 18:25 GMT
#2
Basically I just mine from the close patches, my reasoning being that MULEs are ultra efficient harvesters with a time limit, so best to maximize that from the close patches.
Team Slayers, Axiom-Acer and Vile forever
shizna
Profile Joined April 2011
United Kingdom803 Posts
Last Edited: 2012-02-22 18:29:38
February 22 2012 18:28 GMT
#3
On February 23 2012 03:25 Bagration wrote:
Basically I just mine from the close patches, my reasoning being that MULEs are ultra efficient harvesters with a time limit, so best to maximize that from the close patches.


that's not the most efficient though. your mule returns 9 trips worth of minerals, but expires after mining the final trip (minerals destroyed).

i believe there was a detailed post about this over a year ago and the conclusion was that mule is better 'spread' accross mineral patches so it takes longer to mine out (which will destroy your SCV saturation and lower your income).

but it's worth noting that mules on far away patches will return the same minerals as a close patch, without the final mineral harvest being destroyed.
drgoats
Profile Joined March 2010
United States310 Posts
February 22 2012 18:28 GMT
#4
On February 23 2012 03:25 Bagration wrote:
Basically I just mine from the close patches, my reasoning being that MULEs are ultra efficient harvesters with a time limit, so best to maximize that from the close patches.

There was a thread about this and it was decided that you should only drop mules on the far patches.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=237419
Cokefreak
Profile Joined June 2011
Finland8096 Posts
February 22 2012 18:28 GMT
#5
On February 23 2012 03:22 Dazarath wrote:
... testing was done with only a single mineral patch (ie. no obstacles), so anything that would alter the path or mining time of the mule could also change the results...

You don't say.
Bommes
Profile Joined June 2010
Germany1226 Posts
February 22 2012 18:43 GMT
#6
Also calling them on the far patch will make the amount of minerals left on the patches more even, if you always call them on the closest patch that patch will be mined out much faster than the other patches and the expansion will have 1 patch less for a relatively long amount of time.
CursedFeanor
Profile Joined August 2010
Canada539 Posts
February 22 2012 18:51 GMT
#7
There's one thing I havent seen mentionned in all these threads and it's the initial orientation of the MULE being dropped... Something it decides to start at the back of the mineral line instead of close to the OC, effectively making it's first trip longer.

I haven't bothered to check for consistency in this matter, but have you considered that?
ThatGuy89
Profile Joined February 2011
United Kingdom1968 Posts
February 22 2012 18:51 GMT
#8
i remember a while ago, there was a korean terran who would sometimes stop a mule from mining, cos he knew that it wouldnt get back intime with those minerals and would just lose them. Obviously thats a ridiculous amount of APM and awareness to know how to do that, but im guessing some of the top top terran players will know where and when to drop mules
Befree
Profile Joined April 2010
695 Posts
February 22 2012 19:27 GMT
#9
Isn't there merit to having your mining be equally distributed for long term efficiency of that base? As in mining out the front patches early will result in a lower income rate averaged over the course of the bases mining life. Similar reasons as to why you try to equally distribute workers between separate bases of similar mineral counts.

I noticed in the recent GSL games, players would keep sending their mule away before its last gathering. That sounds like a good plan too. It seems like it would time well together with your next mule drop anyways because I believe your mule should be just around his final trip when you have the 50 energy to start the next one.

I'm sure this kind of information has been brought up, but it can't hurt to talk about again and spread the information more, and maybe even add something to it .
shizna
Profile Joined April 2011
United Kingdom803 Posts
Last Edited: 2012-02-22 19:31:50
February 22 2012 19:31 GMT
#10
On February 23 2012 03:51 CursedFeanor wrote:
There's one thing I havent seen mentionned in all these threads and it's the initial orientation of the MULE being dropped... Something it decides to start at the back of the mineral line instead of close to the OC, effectively making it's first trip longer.

I haven't bothered to check for consistency in this matter, but have you considered that?


i think that happens if you fire too many at the same mineral patch, you can't have more than 1 on the same patch so the others will land on nearby patches.

just guessing though... i can't remember it ever landing behind mineral unless i shift-spammed a bunch at the same time.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
February 22 2012 19:36 GMT
#11
So essentially, you'll lose a few hundred minerals 15 minutes later. Not the biggest deal, but I guess every little bit helps.
willoc
Profile Joined February 2011
Canada1530 Posts
February 22 2012 19:57 GMT
#12
Wow. I did not realize MULEs are better used on distant patches. Thanks for bringing this to our attention OP and posters.
Be bold and mighty forces will come to your aid!
DarkPlasmaBall
Profile Blog Joined March 2010
United States46231 Posts
February 22 2012 20:01 GMT
#13
As long as you know to drop MULEs on the blue minerals and not the gold (as scvs will give you high yield but not MULEs, so you don't want to waste gold minerals on the latter), you should be better off in the long run.

But the OP's data is nice to have too
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
grush57
Profile Joined March 2011
Korea (South)2582 Posts
February 22 2012 20:04 GMT
#14
Wow. I thought I was supposed to mule on the closest.
"Every thing is either simply awful or awfully simple." | "Weaklings can't pick... their way of death."
Xapti
Profile Joined April 2010
Canada2473 Posts
February 22 2012 20:06 GMT
#15
It would have been nice if this was done with regular mining units as well (unfortunately I don't think it's possible to have used 1 [custom] unit to figure out both times [accurately])
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
Gov
Profile Joined November 2010
United States121 Posts
February 22 2012 20:09 GMT
#16
On February 23 2012 05:04 grush57 wrote:
Wow. I thought I was supposed to mule on the closest.

I know right?
My mind has been blown...
This might be a hard habit to break
1
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
Last Edited: 2012-02-22 20:15:59
February 22 2012 20:10 GMT
#17
the op's data is nice, but you cannot say that u shouldnt use the closest patches imo.

all it shows is that you dont need to use the closest (you can though, the mule shouldnt be able to expire with minerals - and it still does 9 turns), but you shouldnt use the furthest away, since youll only get 8 turns.

so use either "medium dinstance" or close patches, it doesnt make a difference.

more important is that u use differnet patches everytime!


€: oh, it seems that id does expire with minerals on it on the closest ...

are u sure that 10 turn mule is absolutely impossible, even if you drop it "perfectly" (closest distance for turn 1) and on the closest possible patch?
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Gheed
Profile Blog Joined September 2010
United States972 Posts
Last Edited: 2012-02-22 20:28:56
February 22 2012 20:10 GMT
#18
I thought this was common knowledge. You can easily test it by just watching a mule; it clearly dies on its way back with the last load of minerals (if you put it on the close ones like most people do, that is)
drgoats
Profile Joined March 2010
United States310 Posts
February 22 2012 20:16 GMT
#19
On February 23 2012 05:10 KalWarkov wrote:
the op's data is nice, but you cannot say that u shouldnt use the closest patches imo.

all it shows is that you dont need to use the closest (you can though, the mule shouldnt be able to expire with minerals - and it still does 9 turns), but you shouldnt use the furthest away, since youll only get 8 turns.

so use either "medium dinstance" or close patches, it doesnt make a difference.

more important is that u use differnet patches everytime!

If you use the close patches then the mule will die with 30 minerals on its way to the CC. It is not that big of a deal, but you might get a few extra hundred minerals out of a mineral patch if you are careful where to place them.
jeeneeus
Profile Blog Joined September 2010
1168 Posts
February 22 2012 20:18 GMT
#20
I'm pretty sure it's map dependent as the mineral patches relative to the command center is different depending on the map/position. In some cases, the close patches are just far away enough that it won't take that extra .5.
Also I'm pretty sure you can and should use mules on gold minerals. Mules don't create more minerals. So just because mules harvest the same amount on blue or gold minerals, won't affect the total number of minerals mined. However dropping mules on the gold will mine it out faster. And since the gold bases are usually the most vulnerable, you generally want to mine out those bases faster.
1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 12h 18m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 161
ProTech81
StarCraft: Brood War
Calm 6663
Shuttle 2039
Bisu 1766
Jaedong 621
Hyuk 433
firebathero 372
Soulkey 286
Mini 251
Soma 207
Light 191
[ Show more ]
actioN 184
Stork 168
Larva 143
Mong 128
Dewaltoss 122
Rush 122
ggaemo 99
Snow 93
Pusan 88
ZerO 77
Hyun 75
hero 59
Sharp 53
Killer 45
sorry 41
ToSsGirL 35
Free 34
soO 32
HiyA 29
JYJ 23
Bale 18
Sacsri 17
JulyZerg 14
Hm[arnc] 14
Noble 13
IntoTheRainbow 11
Movie 9
Barracks 7
Dota 2
Dendi734
XcaliburYe164
febbydoto48
League of Legends
KnowMe5
Counter-Strike
fl0m1932
shoxiejesuss801
byalli348
x6flipin238
Other Games
FrodaN3357
singsing2178
B2W.Neo584
uThermal537
Lowko311
crisheroes251
Liquid`LucifroN73
CosmosSc2 22
Trikslyr19
ZerO(Twitch)11
OGKoka 5
DeMusliM4
Organizations
Other Games
gamesdonequick1258
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 30
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade647
Upcoming Events
PiGosaur Cup
12h 18m
The PondCast
22h 18m
Kung Fu Cup
23h 18m
OSC
1d 12h
CrankTV Team League
1d 23h
Replay Cast
2 days
CrankTV Team League
2 days
Korean StarCraft League
3 days
Afreeca Starleague
3 days
RSL Revival
3 days
Clem vs ByuN
Serral vs SHIN
[ Show More ]
Online Event
4 days
Replay Cast
4 days
RSL Revival
4 days
herO vs Solar
Rogue vs Lambo
WardiTV Weekly
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4
HSC XXIX
Eternal Conflict S2 E3

Ongoing

CSL 2026 Summer (S21)
KCM Race Survival 2026 Season 3
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026

Upcoming

Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
ESL Pro League Season 24
Stake Ranked Episode 4
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.