Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: Solution and Future Proofing Digging for Gems\Ores  (Read 2402 times)

Silverionmox

  • Bay Watcher
    • View Profile
Re: Solution and Future Proofing Digging for Gems\Ores
« Reply #30 on: March 05, 2011, 09:07:30 am »

But the merit of the suggestion is that you have have spatially varying ore content in the same rock: the center of a magnetite cluster would be much more ore-rich than the edges, and the surrounding rock would yield a little ore too.
Except that this doesn't do that.  The non-cluster rock has an equal chance to drop the iron ore over the whole layer.  Distance from an ore vein would have no bearing.
Well, it should, otherwise we lose the nice visuals of ore and gem clusters while gaining nothing in return. - He does say that drop chance isn't completely determined by rock type, but can be influenced by "overlays". Therefore it's possible to vary drop chance by their location.

But the merit of the suggestion is that you have have spatially varying ore content in the same rock: the center of a magnetite cluster would be much more ore-rich than the edges, and the surrounding rock would yield a little ore too.
< 1 ore per square is ok, but this is a ludicrous way to do it
Why?
« Last Edit: March 05, 2011, 09:15:12 am by Silverionmox »
Logged
Dwarf Fortress cured my savescumming.

Granite26

  • Bay Watcher
    • View Profile
Re: Solution and Future Proofing Digging for Gems\Ores
« Reply #31 on: March 05, 2011, 10:09:23 am »

Either you think loot tables for killing a rock are silly, or you don't.

Silverionmox

  • Bay Watcher
    • View Profile
Re: Solution and Future Proofing Digging for Gems\Ores
« Reply #32 on: March 05, 2011, 06:08:31 pm »

Either you think loot tables for killing a rock are silly, or you don't.
You must think % chances of smelting ore to yield a bar of metal is silly too, or random placement of ore veins and patches. Or non-deterministic combat. Not to mention randomized wordgen.
Logged
Dwarf Fortress cured my savescumming.

Draco18s

  • Bay Watcher
    • View Profile
Re: Solution and Future Proofing Digging for Gems\Ores
« Reply #33 on: March 05, 2011, 06:11:15 pm »

Either you think loot tables for killing a rock are silly, or you don't.
You must think % chances of smelting ore to yield a bar of metal is silly too

It's actually not random.  The smelter keeps track of partial bars.
Logged

Silverionmox

  • Bay Watcher
    • View Profile
Re: Solution and Future Proofing Digging for Gems\Ores
« Reply #34 on: March 06, 2011, 08:20:59 am »

Either you think loot tables for killing a rock are silly, or you don't.
You must think % chances of smelting ore to yield a bar of metal is silly too

It's actually not random.  The smelter keeps track of partial bars.
True. Wasn't it at some point? In any case, quality of fabricated items, appearance of large gems, and of course the appearance of rocks/gems when mining out squares are randomly determined as well now... I actually wouldn't mind those to be more deterministic, but determining how much ore a given rock contains will still have a random element any way you slice it - if nothing else, by determining the position of the ore vein.
Logged
Dwarf Fortress cured my savescumming.
Pages: 1 2 [3]