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Author Topic: Definable Rock Drop Rate  (Read 4617 times)

Deimos56

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Definable Rock Drop Rate
« on: May 05, 2012, 01:34:51 pm »

Yet another simple suggestion here. Maybe the percent rate at which rock drops when mining could be affected by an init file option or something, Toady?

I, for one, enjoy having impossibly ludicrous amounts of rock to fiddle with.
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10ebbor10

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Re: Definable Rock Drop Rate
« Reply #1 on: May 05, 2012, 01:39:50 pm »

I think a raw option would be better.  That would allow to have different rock drop rates per rock. Though that might have a speed/Ram use impact.
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Deimos56

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Re: Definable Rock Drop Rate
« Reply #2 on: May 05, 2012, 02:12:30 pm »

You have a point, actually.
Maybe a hybrid of both for simplicity, with the default for each individual stone being 100% and the global setting being 25%?
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GreatWyrmGold

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Re: Definable Rock Drop Rate
« Reply #3 on: May 05, 2012, 02:21:08 pm »

That seems sensible enough.

Maybe there'd be different init settings for gems, stones,and so forth, so that you could also have gems sometimes not drop if you so chose.
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Sadrice

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Re: Definable Rock Drop Rate
« Reply #4 on: May 05, 2012, 02:41:37 pm »

And maybe an option to make it skill based for different types.  I like the idea of ore being skill independant (ore is usually crushed before smelting anyways), but gems requring skill to get them out intact.
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GreatWyrmGold

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Re: Definable Rock Drop Rate
« Reply #5 on: May 05, 2012, 02:44:19 pm »

Maybe something like BY_SKILL:X for that kind of stuff, where BY_SKILL indicates the old system and X is a modifier to that chance? E.g. BY_SKILL:200 would be twice as often as the current, skill-based system, and BY_SKILL:25 would be 1/4 as often...probably/possibly modified by the .init options, again.
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NW_Kohaku

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Re: Definable Rock Drop Rate
« Reply #6 on: May 05, 2012, 04:28:04 pm »

Or you could just have two numbers that define the range of percentages.

[ORE_BY_SKILL:10:50]  Means dabblers have a 10% chance, and legendary +5 has a 50% chance, with a linear progression between them. 
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IT 000

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Re: Definable Rock Drop Rate
« Reply #7 on: May 06, 2012, 06:37:23 am »

Yes please Mr. Toady One.
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MehMuffin

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Re: Definable Rock Drop Rate
« Reply #8 on: May 06, 2012, 12:31:28 pm »

I like the range between legendary and dabbling suggested by NW_Kohaku.
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zombie urist

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Re: Definable Rock Drop Rate
« Reply #9 on: May 06, 2012, 01:56:54 pm »

Since gems will have 100% drop, would it be possible to define a rock as a gem? Or do something like extract ores from gems? 
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ObeseHelmet

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Re: Definable Rock Drop Rate
« Reply #10 on: May 06, 2012, 07:53:38 pm »

Maybe the percent rate at which rock drops when mining could be affected by an init file option or something, Toady?

I think a raw option would be better.

What about both? Have an init setting for rock drop, an option to do it in the raws, then set an override init setting to specify which you would use.

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UHaulDwarf

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Re: Definable Rock Drop Rate
« Reply #11 on: May 06, 2012, 08:07:43 pm »

Or you could just have two numbers that define the range of percentages.

[ORE_BY_SKILL:10:50]  Means dabblers have a 10% chance, and legendary +5 has a 50% chance, with a linear progression between them.
That seems a bit low for a 15+5 skill. The way I see it, each skill level should equal 5 present drop rate.
Using that rate it would be [ORE_BY_SKILL:5:100].
A legendary super saiyan +5 should always be able to get there rock.
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Sadrice

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Re: Definable Rock Drop Rate
« Reply #12 on: May 06, 2012, 10:07:59 pm »

I don't think he meant 10:50 to be the default, just an example of how his system could be used to give any desired behavior.
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Jeoshua

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Re: Definable Rock Drop Rate
« Reply #13 on: May 06, 2012, 10:11:31 pm »

This could also be used to make rocks that almost NEVER drop stones.  This could be useful for something like sand, sandstone, or other very brittle stuff that's unlikely to ever actually drop anything you could build walls/crafts/blocks and the like with.
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Evile

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Re: Definable Rock Drop Rate
« Reply #14 on: May 06, 2012, 10:13:29 pm »

I think 2 different ways to mine would be better - you might order dwarves to dig for space or for rocks. With the skill of the dvarf to determine the speed at which mining would take place.
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