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Posted

In daydreaming about someday having minecarts and rails brought me to thinking how cool it would be to have the stereotypical lone miner digging for ore.  With current ore generation mechanics it doesn't seem very feasible for that hollywood like mine of a horizontal tunnels branching off from a central shaft.  

I think it would be more rewarding if ore generation changed a little bit where the game would designate an ellipsoid of variable size (something like a horizonital diameter of 100 blocks and a 30 block vertical diameter) in which ore deposits would spawn of varying size and quality, kinda like gold and silver in quartz except larger size deposits.  The current heat map for ores would still be used to generate where the ellipsoids would spawn, then the ellipsoid would generate the actual ore deposits making prospecting potentially a bit more frustrating (your frustration mileage may vary) but also potentially more satisfying mining out ore in a localized area.

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Posted

This makes sense from a prospecting standpoint, I think. It would make more sense to be able to detect a fairly widespread set of deposits (in presumably ore-rich rock) than to detect one single deposit with no reasonable proximity to the rock you’re prospecting in.

Posted
17 minutes ago, Facethief said:

This makes sense from a prospecting standpoint, I think. It would make more sense to be able to detect a fairly widespread set of deposits (in presumably ore-rich rock) than to detect one single deposit with no reasonable proximity to the rock you’re prospecting in.

That kind of how the system works, though. An area with high readings indicates an area with high deposit frequency. It can go somewhat out of whack for iron which has a very low number of deposits per chunk, but it's still generally true on average.

 

2 hours ago, Maelstrom said:

In daydreaming about someday having minecarts and rails brought me to thinking how cool it would be to have the stereotypical lone miner digging for ore.  With current ore generation mechanics it doesn't seem very feasible for that hollywood like mine of a horizontal tunnels branching off from a central shaft. 

While I'm not confident that I like your exact suggestion, I would love to see deposit generation even more geologically accurate than it is now (which already is much better than similar games, frankly). Ore genesis is a whole topic of its own, but in-game it only really translates to a couple fairly simple generation parameters and allowed host rock types. Realistically, even some "small" veins can be hundreds of meters across, and there's some stuff like banded iron formations which can span dozens or even hundreds of kilometers. At least for certain ores this would have very similar effects to your idea here.

While I wouldn't want to neglect practicality in gameplay, I think it would generally be quite fun if ore was relatively easy to find in very large deposits, but more difficult and dangerous to actually mine (probably with more developed instability mechanics), to create proper incentive for long-term mining operations and by extension minecarts.

Posted

My thought is that ore could be generated in a bit more three dimensional fashion, make it farther between the ellipsoids, but when you find one you'll find a lot of ore.   Kinda like how iron is now.  For lesser ores there should be a few ellipsoids in fairly close proximity, possibly even a couple overlapping occassionaly.

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