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Author Topic: Randomly Generated Minerals  (Read 8176 times)

ZioAnthros

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Re: Randomly Generated Minerals
« Reply #30 on: February 07, 2011, 04:29:34 pm »

More diversity among all the different stone types would be nice.
Even just adding some fertilizer uses for stones (or later alchemical.magical ones). I think the diversification of materials is better expressed in the form of more uses, making EVERYthing good for something.

Also, the more i think about it, the more random magical ores seem unnecessary, since there could simply be MORE magical ores.
Randomizing them only really helps the game in the long term, and magical ores should be so damn rare, that you'll only ever see a half-dozen throughout a typical world. Take that 6 or so from a list of 3 or 4 dozen materials, and you really have no need to randomize anything (although some, like myself, would enjoy the process of research and experimentation with some mysterious glowing rocks to see what I can get out of them, this can be achieved by not cheating and looking at the wiki).
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Sergius

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Re: Randomly Generated Minerals
« Reply #31 on: February 07, 2011, 05:09:49 pm »

Note that I said I don't oppose the variety of stone for roleplaying reasons, just that there aren't a lot of arguments against/for using "random minerals" vs "real world minerals" right now, except just to say "I'm making a limestone castle". Also, everyone seems to hate microcline merely because it's blue and it messes up fort design. Basically I'm just summing up what I think nearly everyone already thinks about minerals, other than they like to be able to look them up on Wikipedia.

I actually do that often: most of the minerals we already have, haven't historically been used for construction, because they're too hard and laborious, or because they aren't very structurally sound (chalk castle? probably not). But we tend to use the most abundant material we have access to, to be able to make a semi-homogeneous looking building. IRL we'd probably be using granite or limestone for most buildings. Slate was mostly for (roof, wall) tiling because it was easy to break in thin sheets. Diorite is so friggin' hard it was used for inscriptions, altough it saw some use for fortress walls and pavement.

In other words, the only way I can construct things is if I shut down whatever knowledge is out there of minerals and just use whatever stone I have available. Trying to find info on real world minerals just enforces in my mind why I shouldn't be using it in my Temple of Doom to begin with...

I would also like to see some means of really differentiating one stone from another in more meaningful terms, and Toady previously stated that he had originally hoped to put in some sort of chemical reasons why one stone would be different from another, but it hasn't surfaced yet.

Not going into very specific effects or tags, different minerals could have different "mining speeds", also provide better protection against sieges if constructions could be toppled (someday). If we dabble into dwarf magic/alchemy, maybe you could give every single mineral some alchemical property that isn't necessarily real-life (maybe myth-based?) for mixtures. Or random.

Also, talc powder for dwarf toddlers maybe? :P
« Last Edit: February 07, 2011, 05:11:28 pm by Sergius »
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Solace

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Re: Randomly Generated Minerals
« Reply #32 on: February 07, 2011, 07:12:51 pm »

Maybe this isn't the same idea, but what about randomized materials, as in, mixed up? That is to say, if every space is a 10' cube, why would that be filled to the brim with 100% hemite? Maybe instead of following a vein of pure hemite, you might follow a vein of 10% hemite, with 2% silver and .5% sapphires running through most of it, as well.

EDIT: Come to think of it, that'd also solve the problem of scarcity v rarity. So, I need X platinum for my super-hammer, but platinum is rare. Instead of strip mining for three pieces of platinum, maybe there's a much-easier-to-spot and much more resource intensive area of a low concentration of platinum, which I can eventually refine down into a few usable pieces.

I mean, have you ever had a tunnel going through, you see a tiny patch of gold, so of course you make a tiny detour? What if, instead, you need a bigger allocation of forces to deal with a much larger patch of 5% gold?
« Last Edit: February 07, 2011, 07:17:57 pm by Solace »
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Thundercraft

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Re: Randomly Generated Minerals
« Reply #33 on: February 07, 2011, 09:19:14 pm »

...types and names of minerals are quite pointless for the most part as the only thing we care about a mineral is (in order of importance, IMO):

1) is it an ore that you can use to forge stuff (and assorted weapon/armor rating)?
2) does it melt/burn?
3) what color is it
4) the value of furniture made with it (this is more important if 1 is true)
5) the name

If I missed something let me know. Anyway, the proportion of materials that fulfill #1 is tiny compared to the total amount of mineral types, so it's often easy to make a list of metal-bearing rock, and generally the rest of the minerals are just filler, or for role playing reasons...
Yes, the usefulness and impact on gameplay are far more important factors than uniqueness or being a means to learn geology. But I still say variety has value in keeping things interesting, especially when it involves added variety in usefulness and gameplay.

In particular, I hope Toady eventually adds more metal(s) or alloy(s) to fill the huge gap between steel and adamantine. After a while, steel seems... well, boring. And if dwarves can find and process aluminum, why not a few other metals and alloys?

Consider the huge variety of brass alloys. And there are numerous types of bronze and other copper alloys. Then there are the many different grades and mixtures of steel alloys, including the legendary Damascus steel. (I find it fascinating that Damascus Steel contains carbon nanotubes. No wonder the stuff is strong!)

I would also like to see some means of really differentiating one stone from another in more meaningful terms, and Toady previously stated that he had originally hoped to put in some sort of chemical reasons why one stone would be different from another, but it hasn't surfaced yet.
That certainly would make things more interesting. But I think there's only so much chemistry or alchemy knowledge a medieval society could posses. So I would not expect a reaction for every type of stone.

...the only way I can construct things is if I shut down whatever knowledge is out there of minerals and just use whatever stone I have available.
As I see it, this problem of suspension of disbelief - this large disparity between in-game stone and real life stone - stems from two causes:
1) Limitations in current game mechanics and implementation.
2) Inaccuracies in properties. I believe some of this was intentional for the benefit of gameplay. But I'm sure some of it was accidental, or oversight.
Dealing with cause 2 (aside from possible gameplay impacts) is largely a matter of tweaking and doing lots of research. This could even be fixed with a Mineral mod. Cause 1, however, is more complicated.

...most of the minerals we already have, haven't historically been used for construction, because they're too hard and laborious, or because they aren't very structurally sound (chalk castle? probably not). But we tend to use the most abundant material we have access to...
IRL we'd probably be using granite or limestone for most buildings. Slate was mostly for (roof, wall) tiling because it was easy to break in thin sheets. Diorite is so friggin' hard it was used for inscriptions, altough it saw some use for fortress walls and pavement.
Not going into very specific effects or tags, different minerals could have different "mining speeds", also provide better protection against sieges if constructions could be toppled (someday).
I suspect Toady already has plans to eventually include more stone gameplay elements, such as those you've mentioned. And, perhaps, one day the natural strength of material in DF will impact how fast stone items can be fabricated (speed of the Masonry labor) or how much a stone structure can withstand stress or exposure to building destroyers?

I believe such potential already exists in the raws. Consider how many different properties (i.e., tokens) stone and other materials already have. Here are some of them:
Spoiler (click to show/hide)
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Max White

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Re: Randomly Generated Minerals
« Reply #34 on: February 07, 2011, 09:27:05 pm »

Yes, the usefulness and impact on gameplay are far more important factors than uniqueness or being a means to learn geology. But I still say variety has value in keeping things interesting, especially when it involves added variety in usefulness and gameplay.

In particular, I hope Toady eventually adds more metal(s) or alloy(s) to fill the huge gap between steel and adamantine. After a while, steel seems... well, boring. And if dwarves can find and process aluminum, why not a few other metals and alloys?

Consider the huge variety of brass alloys. And there are numerous types of bronze and other copper alloys. Then there are the many different grades and mixtures of steel alloys, including the legendary Damascus steel. (I find it fascinating that Damascus Steel contains carbon nanotubes. No wonder the stuff is strong!)
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NW_Kohaku

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Re: Randomly Generated Minerals
« Reply #35 on: February 07, 2011, 10:45:54 pm »

I've also seen it suggested, though, that humans shouldn't be using nothing but basic iron, but instead should be using what essentially amounts to a cruder form of steel than what dwarves use, since dwarven steel is high quality stuff.  Even Damascus steel isn't quite as good as modern Bessemer Process steel, as far as I know, and that's basically what Dwarves produce, and Damascus (and meteoric iron) was the best stuff available in the Middle Ages. 
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Bobinater

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Re: Randomly Generated Minerals
« Reply #36 on: February 08, 2011, 11:25:42 pm »

I think a lot of people are taking the randomly generated stone thing to far.  I doubt there would be entire layers of it or a world made entirely of I think of it more as a forgotten beast sort of thing

You have struck a vein of (Randomly generated name) A green metal ore, It is very dense but has a low melting point, It is very sharp.

or

You have struck a cluster of (Randomly generated rock) A valuable pink stone,  It is very heavy, beware it's dangerous dust,

adding small amounts like this in would could easily be managed in the current system and I think it wouldn't take much beyond the starting dialog box to realize how to use these valuable(or not so much) materials.
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NW_Kohaku

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Re: Randomly Generated Minerals
« Reply #37 on: February 08, 2011, 11:41:41 pm »

I think a lot of people are taking the randomly generated stone thing to far.  I doubt there would be entire layers of it or a world made entirely of I think of it more as a forgotten beast sort of thing

You have struck a vein of (Randomly generated name) A green metal ore, It is very dense but has a low melting point, It is very sharp.

or

You have struck a cluster of (Randomly generated rock) A valuable pink stone,  It is very heavy, beware it's dangerous dust,

adding small amounts like this in would could easily be managed in the current system and I think it wouldn't take much beyond the starting dialog box to realize how to use these valuable(or not so much) materials.

Ahhhhhhh... I can see it now...

"YOU HAVE STRUCK CARPICLINE!" 

This material flashes bright colors, gives your dwarves seizures, and causes them to dodge into lakes by mistake.  It is found in every stone in huge areas, making it impossible to dig out dining rooms without striking carpicline, and having the game pause and recenter with a textbox.
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Bobinater

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Re: Randomly Generated Minerals
« Reply #38 on: February 08, 2011, 11:59:34 pm »

Quote
Ahhhhhhh... I can see it now...

"YOU HAVE STRUCK CARPICLINE!" 

This material flashes bright colors, gives your dwarves seizures, and causes them to dodge into lakes by mistake.  It is found in every stone in huge areas, making it impossible to dig out dining rooms without striking carpicline, and having the game pause and recenter with a textbox.

now imagine a sword made of that material, or you could use it to decorate a nobles room.
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Lex Talionias

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Re: Randomly Generated Minerals
« Reply #39 on: February 09, 2011, 07:02:49 am »

hmmm, i wouldn't mind having unique stones and gems... maybe even metals too but you would need a method of methodically applying science (not !science!) to determine the properties of said materials. they would also have to be a decently big deal so i know it's a fantasy material, having a pop up saying "a strange *stone/gem/ore* has been discovered" could make it interesting especially if it had some cool properties. like you could send a sample off with a caravan and they come back next time deciding it's valuable and starting a gold rush of immigrants or maybe even a war with humans as they clamor for you new found resource.

really, as a one off 'mystery layer' it could be fun. though i would like it to be really rare and not on every single map.
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zwei

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Re: Randomly Generated Minerals
« Reply #40 on: February 09, 2011, 07:15:46 am »

hmmm, i wouldn't mind having unique stones and gems... maybe even metals too but you would need a method of methodically applying science (not !science!) to determine the properties of said materials. they would also have to be a decently big deal so i know it's a fantasy material, having a pop up saying "a strange *stone/gem/ore* has been discovered" could make it interesting especially if it had some cool properties. like you could send a sample off with a caravan and they come back next time deciding it's valuable and starting a gold rush of immigrants or maybe even a war with humans as they clamor for you new found resource.

really, as a one off 'mystery layer' it could be fun. though i would like it to be really rare and not on every single map.

Well, Bobinaters messages cover communicating info to players. Id rather not have to research it. It could be expanded to something like this:

You have struck a vein of (Randomly generated name) A green metal ore, It is denser than Platinum but has a melting point lower than Lead, It nearly as sharp as steel.

instead of:

You have struck a vein of (Randomly generated name) A green metal ore, It is very dense but has a low melting point, It is very sharp.

Lex Talionias

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Re: Randomly Generated Minerals
« Reply #41 on: February 10, 2011, 02:02:37 am »

yeah, but i would more have a geologist dorf have to look at the stuff to find that info out instead of a miner instantly knowing all of that the very second they first see the mineral ever.

like i know dorfs are into mining and shit, but god like omni-sentience on all matters geological is a bit far fetched...
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Demicus

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Re: Randomly Generated Minerals
« Reply #42 on: February 10, 2011, 07:51:33 pm »

yeah, but i would more have a geologist dorf have to look at the stuff to find that info out instead of a miner instantly knowing all of that the very second they first see the mineral ever.

like i know dorfs are into mining and shit, but god like omni-sentience on all matters geological is a bit far fetched...
Not in my opinion. Dwarves live in the stone. They love stone. Some stories have Dwarves made of living stone. I wouldn't think it weird that they would have some magical empathy/kinship/something with all stone so that they know the stone, not just recognize it.
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Bohandas

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Re: Randomly Generated Minerals
« Reply #43 on: February 10, 2011, 07:59:47 pm »

yeah, but i would more have a geologist dorf have to look at the stuff to find that info out instead of a miner instantly knowing all of that the very second they first see the mineral ever.

like i know dorfs are into mining and shit, but god like omni-sentience on all matters geological is a bit far fetched...
Not in my opinion. Dwarves live in the stone. They love stone. Some stories have Dwarves made of living stone. I wouldn't think it weird that they would have some magical empathy/kinship/something with all stone so that they know the stone, not just recognize it.

Agreed.
...Of course, now that i think of it, the similar instant knowledge of (aboveground) plants could be called into question...
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Lex Talionias

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Re: Randomly Generated Minerals
« Reply #44 on: February 11, 2011, 12:25:54 am »

fuck, i like computers and all and i actually can read most code without actually knowing the language the code is in but that is the upper limits of natural talent. so no, i think even if it's like a sub job, say the miner just standing there with an 'identifying new mineral' job would be better then 'oh yeah, never seen this before but it melts at x, boils at y, is magma safe and good for making fertilizer'.
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