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Codex Rift Sectors

CaptainGummiball edited this page Nov 10, 2026 · 1 revision

Sectors and Diminishing Returns

Virtual dimensions are endless, but a neighbourhood of them is not. Addresses are grouped into sectors, and every sector keeps a ledger of what was taken from it. The more a sector has given, the slower all jobs in it run. This keeps you exploring instead of draining one spot forever.

What a sector is

  • A sector is a cube of 64 × 64 × 64 addresses (2 to the power of 6 on each axis): every axis divided by 64, rounded down, gives the sector. Addresses 0 to 63 are one sector, 64 to 127 the next, -64 to -1 the one before.
  • All phases of these addresses share the same sector.
  • The ledger belongs to the world, not to a player: every complex that mines in a sector fills the same ledger.

How the yield drops

Every unit taken from a deposit in the sector is booked: one per item, one per bucket (1000 mB) of fluid or gas. Each job in the sector then runs at

yield = 1 / (1 + extracted / budget)

of its rate, where the budget is 100,000 units (rift.extraction.sectorBudget (default 100000)).

Extracted in the sector Yield
nothing 100 %
half the budget 67 %
the budget 50 %
twice the budget 33 %
nine times the budget 10 %

The yield never reaches zero, and other sectors are not affected. It only lowers the speed: the energy per unit stays the same, so a slow sector costs no more per unit, only more time.

In the console

Under DEPOSITS the console shows for the address you look at: "Sector yield …% (… units mined)". The line turns orange below 75 %.

Tip

Move on When a sector's yield has dropped, find new addresses further away. A blind scan reaches further with every scan, a spectral search finds a material anywhere in its range, and a sector sweep searches around a known address, mostly within its own and the neighbouring sectors.

QNet Codex

Getting Started

Energy

Processing

Rift

Storage

Logic

Reference

Items and Blocks

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