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Stroam

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Posts posted by Stroam

  1. When Minecraft came out of alpha it went up to 10 euros back in June 2010. It had the overworld, biomes, the basic mobs, custom skins, minecarts, crafting, dungeons, creative multiplayer, and passed 20,000 in sales. When it jumped to 15 euros in December 2010, it had added redstone, boats, survival multiplayer, more mobs, more building blocks, sneaking, compasses, and the nether.

    One of the stunts Minecraft pulled was to make the game free to play when the authentication server went down for a weekend which made the news and pulled in a lot of new players who bought it when the servers came back online. I would say definitely not at the 15 euro mark yet. However, 8 years have passed since that release of Minecraft, inflation, and everything I could see 10 euros. I do like copygirls' idea of early adopters being able to buy copies at the origonal purchase price for friends and family. I think a couple free trial weekends at key times when kids get out of school for the summer or go on break would help bring in fresh players.

    I am still going to vote don't raise it because it seems like the intelligent way to go. The barrier to entry needs to be low enough that the game can build momentum. A player base that will attract more players. I joined very recently and did so because of the youtube videos, seeing some people I was familiar with in discord, it's comparison to TFC, but mostly because I was looking for a project. I was already looking into various Minecraft clones to see what was out there. Something I could contribute to and help shape and I feel that is the state VS is currently in. 

    Tangent: Because I'm tired.

    Spoiler

    I am reminded of a project I did about 9 years ago when I bought some mahogany and made some really nice go boards out of it. I cut the wood, rounded the edges and corners, hand painted perfectly straight lines, and put three layers of Lacquer on it, took some cloth and made custom bags to hold the stones. In order to recoup the costs, I had to sell the two extra boards for 35 dollars each. I figured 15 dollars shipping and handling so posted them for 50 dollars on a couple sites. To this day I still have those spare go boards and I do not regret never being able to sell them. In fact, at this point they have become priceless, more fit as precious gifts then to be sold.

     

    • Thanks 1
  2. 			code: "bituminouscoal",
    			blockcode: "ore-bituminouscoal-{parentblocktype}",
    			parentblockcodes: ["rock-*"],
    			placement: "followsealevel",
    			radius: { dist: "gaussian", avg: 5, var: 5 },
    			depth: {dist: "uniform", avg: 0, var: 0.7 },
    			thickness: { dist: "stronginvexp", avg: 1, var: 2.3 },
    			quantity: 1.5,
    			surfaceBlockCode: "looseores-{parentblocktype}-bituminouscoal",
    			withOreMap: true

    @Milo what do you suppose quantity functions as? Also, I see some with avg = var, Do you think that sometimes when it tries to spawn there's a chance for none to spawn?

    Also, there is now an ore deposit page on the wiki. Feel free to add to it.

    http://wiki.vintagestory.at/index.php?title=Ore_Deposits

  3. 13 minutes ago, Milo Christiansen said:

    But it isn't, at least I'm pretty sure it isn't.

    Sea level is at 0.43 (according to the worldgen modding page on the wiki), aka Y115 (absolute) with a world height of 256.

    256 * 0.43 = 110 so sea level couldn't be at y=115 (absolute) and at 0.43. Standing on the mantle is -114. Standing on top of the highest point I can build is 139. 139+114 = 253. I assume the missing three is under the mantle so that means the bottom would be at -117. That would make y=0 (relative) at y=117(absolute).

  4. 28 minutes ago, Milo Christiansen said:

    According to the game files, cassiterite can spawn well above sea level, and the distribution is "uniform", aka, equal chance to spawn at any given level.

    
    depth: {dist: "uniform", avg: 0.1, var: 0.5 },

    Adding the variance to the center point we get -0.4 (clamped to 0.0) to 0.6 (sea level is at 0.43). (I'm relying on stuff @Tyron said on the Discord to interpret these numbers)

    Alright, so it's uniformly distributed from 0.6 * max map height to the bottom of the map. If sea level is at y=0 and the max map height is 256 then 256 * 0.6 = 153.6 so then relative height such that V shows would be 153.6 - (256 * 0.43) = +43.52. So Cassiterite has an even chance(uniform) of spawning anywhere from +43.52 to -110. In theory at least because it's programmed that way though sometimes programs don't do quite what you'd expect.

    @tony Liberatto Chunk size is 32 so every 32 blocks.

  5. I went into creative and punched 20 16x16 holes about every 70 blocks heading in a straight path due north. I kept track of four ores and their height each time I found them. The results are:

    bismuth cass gold silver
      -104 -96 -97
      -88 -45  
      -69 -100  
      -77 -94  

     

    I also looked at the game files and gold and silver spawn in the same way. What this tells me is for this test Bismuth was rare this map despite the game file saying it has a higher chance than tin. Tin spawns below -50 and be found at about every 10 levels down till the bottom of the map. Gold and Silver is always found in quartz usually at around -97. According to the game files, the deposits of tin and bismuth are generally small around 4 ores in a deposit and the deposits of gold and silver tend to be 2 or 3 ores. In extremely rare circumstances there can be a massive cassiterite deposit. Consider yourself extremely lucky if you find one.

    Take this information with a good helping of salt as this was a very small sample with varying distances, propicking only when ores were found, and if you are playing on the public server then there's no telling when ore spawns might have changed and when that chunk was generated. Based on this information and the fact I tried cave exploring in creative mode to no avail my guidelines are propick every 64 blocks until you pick up on the deposit you want and then every 16. Then keep propicking until you locate the "center". I would then dig down to -57 and make exploratory branch tunnels out 16 blocks in each direction. I'd double check with the propick on each tunnel. I'd then continue down 10 levels and repeat until I hit -107. For Gold and silver, I'd dig down until I hit a quartz layer around -100 and then branch mine through the quartz at around that level.

    I had much difficulty finding ore in creative mode so know it's going to take a long time even with this technique to find ore. With more data we could eventually improve on these techniques.

  6. 13 hours ago, heptagonrus said:

    Offtopic: Stroam, since you like scenery in games, have you tried Enderal mod for Skyrim? It replaces Skyrim's world and story, and the world is more hand-made, so it looks much better than Skyrim. Not in terms of graphics, but just scenery makes more sense. Some awesome underground and "dwarven" structures also present.

    No, I have not. I might do that next time I'm feeling nostalgic for the game. Skyrim is the only single player game I've spent over 200 hours on. In fact, on Steam it says I've spent over 300. Right now about the only game I feel like replaying is Zelda: Ocarina of Time. Which to bring us back to the subject.

    Heart canisters is another reason I've explored in the past. ^^

    and puzzle dungeons

    • Like 1
  7. -I want to know what gets you out to explore in video games. Nearly everyone loves exploring. Early game you explore to find basic resources. Mid to late game it's for ore and pumpkin seeds. If the game is to support master crafters then you shouldn't be able to find things better than can be crafted. Some things that make me want to explore are:

    • Interesting terrain. I like building in jungles and on mountains, cliffs, and other extreme vertical landscape. If I got to choose one biome to add to the game it would be a cloud forest because it combines my love of vertical extremes, tropics, large trees, and fog.
    • Another is underground structures. For instance, I completely explored every inch of the dwarven cities in Skyrim and caves. Speaking of which I should add mineral formations in caves as a suggestion. My favorite parts of exploring caves and underground structures were finding glowing stuff and large open areas. I mean who doesn't like glowing mushrooms, worms, jellyfish, trees, etc.
    • Unique above ground structures but at least in Minecraft, those are usually player made. Like mountaintop temples and such.
    • Useful uncultivatable herbs. I go every year into the mountains to find huckleberries, wild strawberries, and other delicious uncultivatable foodstuffs.
    • Finding animals. Lots of people like collecting every animal in Minecraft. However, that does lead to lag in some cases when people have huge herds of animals. I do wish animals couldn't survive very well outside of certain Biomes. Like camels where it snows, or tigers in the desert. I also wish animals took maintenance to limit people from making huge herds they rarely attend to. Also if fishing is ever a thing then different fish in different places. In Monster Hunter and Shadow of the Colossus(an Awesome game that just got a graphics makeover and it was beautiful to start with), it was just to hunt down big things to kill. Actually, in a lot of games, I enjoyed finding big things to kill. 
    • I'd be lying if I said I never went into a dungeon for loot. Finding fat loot to sell, collectibles, gold/bottle caps, rare materials, etc. Of course in those games limited inventory wasn't a huge deal, though I always wished some merchant would follow behind me and pick everything up, giving me a lion share of the profits. 

    Well, there's a few of my things. Let me know if some of them also apply to you and if there are other reasons you explore. Thanks

    • Like 2
  8. I've added a few pages and done a bunch of edits. If anyone is looking for some information on the wiki and can't find it please let me know and I'll see about adding the missing info.

    • Like 1
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