Prospecting Pick: Difference between revisions

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'''Prospecting Picks''' (Propick) are used to help players locate [[Ore Deposits|ore deposits]] for mining.
<languages/><translate>
 
</translate>
{{Tool
{{Tool
|Name=Prospecting Pick
|Name=<translate><!--T:31--> Prospecting Pick</translate>
|Image=[[File:Grid_Copper_prospecting_pick.png]]
|Image=File:Grid_Copper_prospecting_pick.png
|Stackable=No
|Durability='''<translate><!--T:33--> Copper</translate>''': 150<br />'''<translate><!--T:34--> Tin Bronze</translate>''': 250<br />'''<translate><!--T:35--> Bismuth Bronze</translate>''': 300<br />'''<translate><!--T:36--> Black Bronze</translate>''': 350<br />'''<translate><!--T:37--> Gold</translate>''': 60<br />'''<translate><!--T:38--> Silver</translate>''': 80<br />'''<translate><!--T:39--> Iron</translate>''': 650<br />'''<translate><!--T:40--> Meteoric Iron</translate>''': 900<br />'''<translate><!--T:41--> Steel</translate>''': 1625
|}}
|Stackable=1
|FloatRight=yes
|NoBreak=yes
}}
<translate>
 
<!--T:11-->
'''Prospecting Picks''' (Propick) are used to help players locate {{ll|Ore Deposits|ore deposits}} for mining. An in depth guide discussing the various mining modes can be found on the {{ll|Mining|Mining}} page.


</translate>
__TOC__
__TOC__
== Creation ==
<translate>
 
== Creation == <!--T:13-->
 
<!--T:2-->
The raw material used to create the tool head determines the crafting process required:
The raw material used to create the tool head determines the crafting process required:
* ''Knapping: Stone propicks cannot be crafted by [[Knapping|knapping]].'' 
* {{ll|Casting|Casting}} (100 units): Copper and Bronze alloy  
* Casting: Copper and Bronze alloy propicks can be made by [[casting]], which requires 100 metal units.
* {{ll|Smithing|Smithing}} (1 ingot): Tool head crafted from the metals shown in the table (below).
* Smithing: Iron, Bronze alloy and copper propicks can be made by [[smithing]], which requires 1 ingot.
* Assembly:
** Note: Propicks can also be smithed from the rare base metals gold and silver.  


===Table: Tool Tiers===
</translate>
<div style="float:right;">
{{Grid/Crafting
{{Grid/Crafting
|B2=CopperPropickHead|B3=Stick
|B2=CopperPropickHead|B2_name=<translate><!--T:28--> Prospecting pick head</translate>
|Output=Copper prospecting pick}}
|B3=Stick|B3-link=Special:MyLanguage/Stick|B3_name=<translate><!--T:29--> Stick</translate>
</div>
|Output=Copper prospecting pick|Output_name=<translate><!--T:30--> Prospecting pick</translate>}}
<translate>
 
===Tool Tiers=== <!--T:15-->
 
</translate>
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Material
! <translate><!--T:43--> Material</translate>
! Durability
! <translate><!--T:44--> Durability</translate>
! Material Tier
! <translate><!--T:45--> Tool Tier</translate>
! Mining Speed (Stone)
! <translate><!--T:46--> Mining Speed (Stone & Ore)</translate>
! Attack Power (HP)
! <translate><!--T:47--> Mining Speed (Metal)</translate>
! Attack Tier  
! <translate><!--T:48--> Attack Power (HP)</translate>
! <translate><!--T:49--> Attack Tier</translate>
|-
! <translate><!--T:50--> Gold</translate>
| 60
| 2
| 2.7x
| N/A
| 1.75
| 2
|-
! <translate><!--T:51--> Silver</translate>
| 80
| 2
| 2.7x
| N/A
| 1.75
| 2
|-
|-
| Copper
! <translate><!--T:52--> Copper</translate>
| 150
| 150
| 2
| 2
| 2.5x
| 2.5x
| 1.3
| N/A
| 1.25
| 2
| 2
|-
|-
| Tin Bronze
! <translate><!--T:53--> Tin Bronze</translate>
| 250
| 250
| 3
| 3
| 3.3x
| 3.3x
| 1.8
| N/A
| 1.75
| 3
| 3
|-
|-
| Bismuth Bronze
! <translate><!--T:54--> Bismuth Bronze</translate>
| 300
| 300
| 3
| 3
| 3.0x
| 3.0x
| N/A
| 1.5
| 1.5
| 3
| 3
|-
|-
| Black Bronze
! <translate><!--T:55--> Black Bronze</translate>
| 350
| 350
| 3
| 3
| 3.5x
| 3.5x
| N/A
| 2.0
| 2.0
| 3
| 3
|-
|-
| Iron
! <translate><!--T:56--> Iron</translate>
| 650
| 650
| 4
| 4
| 4.5x
| 4.5x
| 2.3
| 4.5x
| 2.25
| 4
| 4
|-
|-
| Gold
! <translate><!--T:57--> Meteoric Iron</translate>
| 60
| 900
| 2
| 4
| 2.7x
| 4.75x
| 1.8
| 4.75x
| 2
| 2.35
| 4
|-
|-
| Silver
! <translate><!--T:58--> Steel</translate>
| 80
| 1625
| 2
| 5
| 2.7x
| 5.5x
| 1.8
| 5.5x
| 2
| 2.5
| 5
|}
|}
<translate>


== Usage ==
== Usage == <!--T:4-->
The pickaxe is the primary tool used in [[mining]] [[ores]], but the prospector's pick or propick is the primary tool used to detect/locate ore deposits. 


* To prospect: press the left mouse button with the propick in an active hotbar slot to "hit" the [[rock]]. When the block breaks, a sample is taken.
<!--T:16-->
:''See also {{ll|Mining#Prospecting_(Systematic_Method)|Mining - Prospecting}}''


===Prospecting Process===
<!--T:18-->
The prospecting pick can '''only''' be used on [[rock]] blocks. To prospect, a player must break 3 [[rock]] blocks in 'close' proximity to "sample" the area for ores.  These blocks must be located a '''minimum''' of 3 blocks apart (blocks '''between''' samples) and a maximum of 16 blocks apart. It is possible to sample three blocks within a square, or in a line where the last sample is 8 blocks away from the first sample. Upon breaking the third valid sample block, displays the densities of all the ores in the chat window based on the '''first''' of the three blocks prospected (broken).
Prospecting picks have two modes, Density Search and Node Search. You can select them with the 'F' key.


====Prospecting "Too Close"====
<!--T:27-->
If a player breaks a block that is too close to another previously sampled block, the game dialog (displayed in the chat window) will repeat the request for that sample number. ''However'' the game registers the faulty sample as a hit and begins the prospecting block count for the player's next hit from the last hit ''whether the sample was faulty or usable''. To take a new sample, players must prospect at least 3 blocks from the faulty sample block hit, even though the action did not count toward the prospecting total.
* '''Density Search mode''' allows players to sample three rock blocks within 4 blocks of each other to return the probability of ores in that chunk of the world. The probability is returned in ‰, parts-per-thousand, for each ore type. Density Search mode is useful in telling players what ores to expect to find within a given area, but does not tell players exactly where the ore may be, nor its potential size or quality.
====Prospecting "Too Far"====
If a block is prospected that is too far (over 16 blocks) from the initial sample, the game dialog (displayed in the chat window) will display a message stating that this sample is too distant to be used with previous samples taken. The game will convert this last block hit into a new starting sample. Thus when prospecting, if blocks are broken "too far away" from each other, the consequence is that a player must restart the process of sampling.  


===Prospecting Results===
<!--T:19-->
To Interpret the information, one must understand that this tool '''does not detect the actual presence of ore''' blocks; but detects the '''chance that ores are present'''. The game generates ore density maps whenever a chunk is generated, which determine the *chance* for ores to appear. Even if a player removed all the ores from a chunk, the propick reading would remain the same, as mining does not change the ore density map. Additionally, a prospecting pick will '''not''' detect quartz, rock salt, or surface copper.
* '''Node Search mode''' is a much more precise way of identifying ores. By default, it is enabled in world generation with a radius of 6, but can be changed via {{ll|World_Configuration#Survival_challenges|worldgen command}} after a world has been created. After breaking a single block in Node Search Mode, the game scans all blocks in the specified radius, and tells the player if detectable ores are nearby. This mode tells players the direction and size of the ore deposit relative to the broken block.


The display is based on the '''first''' of the three blocks prospected (broken). The game reads the chunk density map and displays the densities of all the ores in the chat window. These values reflect the potential density, not the actual ore.  
<!--T:22-->
Blocks broken by the prospecting pick do not drop any materials.


From greatest to least dense the value categories are: Ultra High, Very High, High, Decent, Poor, Very Poor.  This is followed by a number in parenthesis, which is parts per thousand or 'PPT' ([https://en.wikipedia.org/wiki/Per_mille per mille] - note there are two zeros below the slash, &#8240;, as opposed to a normal percent sign, %, which has one zero below). 
=== Difference between modes === <!--T:5-->


Different ores will have drastically different density descriptors for the same PPT ‰; reading. For instance:  
<!--T:23-->
* Common ores like Deep Copper, Coal, and Sulfur will have Very High densities at around 18‰; and Very Poor below 5‰
Density Search mode tells players the probability of finding ores, while Node Search mode tells players how much ore is detected nearby. Additionally, Density Search mode will not tell the player about the presence of certain ores such as {{ll|gold|gold}} or {{ll|silver|silver}}, that are found within deposits of other minerals. Node Search mode ''does'' inform players about child ore deposits.
* Rare ores like diamond and emerald will be Very High at around 1.0&#8240; and Very Poor at 0.2‰


===Prospecting for Ore Fields===
==Storage== <!--T:7-->
Prospecting results should be similar for 4 chunks in an area because the ore densities are created from a density map generated with the world, at a resolution of approximately 32 blocks. The ore densities will tend to have a more concentrated 'center' and then decrease when moving towards the circumference.  So when locating a low density reading of any desired ore, try taking other prospecting samples some distance away in other directions, to find an area with a higher reading.  With enough sampling a player can locate the center of the ore field, which often span a great many chunks. It is easiest to use this to find a good region, and then explore caves within that area.


''Note: the prospecting pick only detects ores above a certain threshold. Players will occasionally run across ore deposits in a region when the prospecting pick did not indicate the ores are present. Such 'undetected' occurrences are very rare.''
<!--T:26-->
The prospecting pick can be {{SneakClick|placed}} against a wall, stored in {{ll|Containers|containers}} and placed on {{ll|tool rack|tool racks}}.  


=== Harvesting ===
== Prospecting Pick Tutorial Videos == <!--T:8-->
Propicks can be used to harvest [[rock]], which include [[ores]] and mineral materials. When blocks are broken, [[rock#harvesting|rock]], [[rock#harvesting|small stones]] or ores contained in chunks of stone will be dropped. Ores within rock be crushed with a [[hammer]] in the crafting grid to obtain smeltable nuggets.


=== Combat ===  
<!--T:10-->
Attacking a mob (melee combat): place the tool in an active hotbar slot and press or hold left mouse button to strike the target.
{| class="wikitable"
|-
! Prospecting Pick Tutorial English !! In depth propick tutorial including mod recommendations
|-
| <youtube width="400" height="240">ISXuJjYexIo</youtube> || <youtube width="400" height="240">dRjdkveMlJ0</youtube>
|}


=== Crafting ===  
== Notes ==
The propick is not used as a tool in (grid crafting).
The head developer settled a debate in 2023 about density readings.  To the [https://discord.com/channels/302152934249070593/302152934249070593/1149631346973626408 question] "Are prospecting reading in density mode chunk-based, or position-based?" Tyron [https://discord.com/channels/302152934249070593/302152934249070593/1149647958464274543 responded] "They are position based. thats why i don't want to represent them in the same way as prospector info".  The mod Prospector Info displays density-reading results on the map in squares aligned with chunk borders, and many video tutorials have perpetuated the misconception that prospecting results are chunk-based.


==Storage==
== History == <!--T:24-->
Tools are items commonly used by players and are generally equipped in the hotbar. Propicks do not stack in inventory or when placed in containers. The [[containers#stationary container|tool rack]] is a specialized wall mounted storage container that allows players to store tools. Tool racks are made of 6 sticks in the drafting grid and once placed, can store 4 tools each. Tools are placed from an active hotbar slot and removed using the right mouse button to an empty space in the hotbar.


== Tutorial Video: How to Use a Prospecting Pick ==
<!--T:25-->
Thanks to Asgaard for creating and sharing with the VS community.
* Prior to version 1.18.0, node search mode was disabled in world generation by default.
<br><youtube>e1T8lddwJjM</youtube>
</translate>


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