TerraMine

Income Machine

Enter your mines. See what you earn now — and what to build next.

How many mines do you have? tap a number to edit
$0.00
per month · before boost
with ×20 boost → $0.00/mo
$0.00 / day · 0 mines

With & without the 20× boost

The same mines, two scenarios — boost off on the left, boost running non-stop on the right.

No boost
$0.00
per month
per day$0.00
per year$0.00
×20
With boost
$0.00
per month
per day$0.00
per year$0.00

What you'll really earn

The boost doesn't run 24/7. Set hours per day you keep it on — real income lands between the two figures above.

8 h
Effective multiplier: 7.33× across a full day
Realistic / month$0.00
Realistic / day$0.00

Where your money comes from

Share of monthly income by mine type.

Add mines to see the split.

Per-type breakdown

MineCount/ day/ mo×20 / mo
Total0$0.00$0.00$0.00

Next mine is worth

$0.00
expected per new mine, per month · no boost
60% Rock · 30% Coal · 9% Gold · 1% Diamond
This is an average outcome, not a guarantee — one mine could land Rock, another could land Diamond.
Reach an income goal
$/mo no boost
Buy
0
more mines
Cost
0
TerraBucks
Or
0
referrals
Enter a target above.
Spend TerraBucks you have
TB
Buys
0
mines
Adds/mo
$0
expected · no boost
Adds/day
$0
expected · no boost

Your luck

Your income vs. an average player with the same number of mines.

Add mines to measure your luck.
Assumptions — Income
  • Level 1 rates: Rock $0.002851, Coal $0.004147, Gold $0.005702, Diamond $0.011405 per mine per month, before boost. In plain terms: 1,000 Rock mines ≈ $2.85/mo, 1,000 Diamond mines ≈ $11.41/mo.
  • Monthly income = each mine's rate × how many you own, added together.
  • Daily uses a 30.44-day average month; yearly is monthly × 12.
  • The ×20 figure is a theoretical maximum if the boost ran every minute of the month — not sustainable in normal play.
  • "What you'll really earn" blends the two: boosted hours run at 20×, the rest at 1×. So 8 boosted hours a day averages 7.33× over a full day, not 20×.
  • Mine levels above 1, check-in bonuses, and other in-game modifiers aren't included.
  • Each type's share = that type's monthly income ÷ your total monthly income. It's a share of money, not of mine count.
  • That's why a few Diamonds can outweigh many Rocks — a Diamond earns 4× what a Rock does, so it takes up more of the bar than its count suggests.
  • The table's ×20 column applies the full boost to each type, same theoretical-maximum caveat as the Income tab.
  • Daily figures use a 30.44-day average month.
  • Mine type is random when you place, so a new mine is worth its expected value: each rate weighted by its placement odds (60% Rock, 30% Coal, 9% Gold, 1% Diamond).
  • That works out to about $0.0036 per mine per month before boost. It's an average across many placements — any single mine could roll Diamond or Rock.
  • Mines needed for a goal = what's left to reach it ÷ that expected value, rounded up. Real results will vary run to run.
  • Cost assumes 100 TB per mine.
  • Referrals: a 1,000 TB referral bonus buys 10 mines, so mines ÷ 10 = referrals.
  • The toggle switches every figure here between no-boost and a constant 20× boost. Constant 20× isn't realistic — see the Income tab's realistic estimate.
  • Your luck score compares your actual monthly income to what an average player with the same number of mines would earn (mine count × $0.0036).
  • Above +3% reads as lucky, below −3% as unlucky, anything between as average — small gaps are normal noise, not skill.
  • Expected counts are your total mines × each type's odds, rounded to whole mines.
  • With few mines these numbers swing wildly — 20 mines "expects" 0 Diamonds, so rolling one looks like huge luck. The comparison only settles down over hundreds of mines.
  • Luck is measured on placement rolls only. It doesn't account for mine levels or boosts.
made by @LegendSquare