Mining: Difference between revisions

From Vintage Story Wiki
810 bytes added ,  10 months ago
Fleshed out and corrected description of Prospecting Results, changed bold items to italics to ensure conformity with style guide and added links for ore/minerals that were not originally linked. Renamed "Deep Copper" to just "Copper" and capitalized Diamond and Emerald. Added example of prospecting reading. Cleaned up punctuation marks.
No edit summary
(Fleshed out and corrected description of Prospecting Results, changed bold items to italics to ensure conformity with style guide and added links for ore/minerals that were not originally linked. Renamed "Deep Copper" to just "Copper" and capitalized Diamond and Emerald. Added example of prospecting reading. Cleaned up punctuation marks.)
Line 62: Line 62:


====Prospecting Results==== <!--T:14-->
====Prospecting Results==== <!--T:14-->
To interpret the information, one must understand that this mode '''does not detect the actual presence of ore''' blocks; but detects the '''chance that ores are present'''. The game uses randomly generated ore density maps whenever a chunk is generated. These determine the chance for ores to appear. Even if a player removed all the ores from a chunk, the prospecting reading would remain the same. Additionally, some ores are not detected by prospecting with this mode, like  quartz or surface copper.
To interpret the information, one must understand that this mode ''does not detect the actual presence of ore blocks'', but detects the ''chance that ores are present''. The game uses randomly generated ore density maps whenever a chunk is generated. These determine the chance for ores to appear. Even if a player removed all the ores from a chunk, the prospecting reading would remain the same. Additionally, some ores are not detected by prospecting with this mode, like  quartz or surface copper.


<!--T:15-->
<!--T:15-->
The display is based on the '''first''' of the three blocks 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.  
The display is based on the ''first'' of the three blocks broken. The game reads the chunk density map and displays the densities and chance of spawning of all the ores in the chat window. These values reflect the potential density and chance to spawn, not the actual ore available in the chunk. An example reading is shown below:
 
[[File:Prospecting example.PNG]]


<!--T:16-->
<!--T:16-->
From most to least dense the categories displayed are: Ultra High, Very High, High, Decent, Poor, Very Poor.  This category is followed by a number in parentheses, given in 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).   
From highest to lowest chance of spawning, the categories displayed are: Ultra High, Very High, High, Decent, Poor, Very Poor.  This category is followed by the name of the ore, and a number in parentheses, which given in 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). This number represents the amount of blocks in 1000 (the amount of blocks in a chunk) that may be of that specified ore should it have spawned (miniscule readings indicate that the ore is NOT available in the current chunks, but may be available in the neighboring chunks).   
 
Using the [[Bismuthinite]] reading above as an example, you have a medium chance of locating the ore in your chunk, and approximately 19 blocks of the 1000 in this chunk contain the ore, while the [[Copper]] reading shows a low chance of locating the ore in your chunk, but if it ''did'' spawn, it would provide approximately 81 blocks of ore.


<!--T:17-->
<!--T:17-->
Different ores will display drastically different density descriptors for the same PPT ‰ reading (based on the rarity of the material). For instance:  
Different ores will display drastically different density amounts for the same chance category (based on the rarity of the material). For instance:  
* Common ores such as Deep Copper, Coal, and [[Sulfur]] will have Very High densities at around 18‰; and Very Poor below 5‰  
* Common ores such as Copper, [[Coal]], and [[Sulfur]] will have Very High chances of spawning at around 18‰ and Very Poor below 5‰  
* Rare ores such as [[diamond]] and [[emerald]] will have Very High densities at around 1.0‰ and Very Poor at 0.2‰
* Rare ores such as [[Diamond]] and [[Emerald]] will have Very High chances of spawning at around 1.0‰ and Very Poor at 0.2‰


====Prospecting for Ore Fields==== <!--T:18-->
====Prospecting for Ore Fields==== <!--T:18-->
Confirmedusers
4

edits