Ore Deposits/ja: Difference between revisions
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| style="text-align:left;" | {{ll|Bismuth|<span lang="en" dir="ltr" class="mw-content-ltr">Bismuthinite</span>}} | | style="text-align:left;" | {{ll|Bismuth|<span lang="en" dir="ltr" class="mw-content-ltr">Bismuthinite</span>}} | ||
| style="text-align:left;" | 0. | | style="text-align:left;" | 0.05 | ||
| style="text-align:left;" | 0.85 | | style="text-align:left;" | 0.85 | ||
| style="text-align:left;" | 4 ± 3 | | style="text-align:left;" | 4 ± 3 | ||
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| <span lang="en" dir="ltr" class="mw-content-ltr">Medium</span> | | <span lang="en" dir="ltr" class="mw-content-ltr">Medium</span> | ||
| style="background-color:rgba(210,255,174,0.35);" | <span lang="en" dir="ltr" class="mw-content-ltr">Bountiful</span> | | style="background-color:rgba(210,255,174,0.35);" | <span lang="en" dir="ltr" class="mw-content-ltr">Bountiful</span> | ||
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| style="text-align:left;" | {{ll|Nickel| <span lang="en" dir="ltr" class="mw-content-ltr">Pentlandite</span>}} | |||
| style="text-align:left;" | 0.0 | |||
| style="text-align:left;" | 0.4 | |||
| style="text-align:left;" | 9 ± 3 | |||
| style="text-align:left;" | 1 ± 2 | |||
| style="text-align:left;" | <span lang="en" dir="ltr" class="mw-content-ltr">Surface</span> | |||
| style="text-align:left;" | 5 | |||
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| <span lang="en" dir="ltr" class="mw-content-ltr">Medium</span> | |||
| <span lang="en" dir="ltr" class="mw-content-ltr">Medium</span> | |||
| <span lang="en" dir="ltr" class="mw-content-ltr">Medium</span> | |||
| <span lang="en" dir="ltr" class="mw-content-ltr">Bountiful</span> | |||
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| style="text-align:left;" | {{ll|Manganese| <span lang="en" dir="ltr" class="mw-content-ltr">Rhodochrosite</span>}} | |||
| style="text-align:left;" | 0.0 | |||
| style="text-align:left;" | 0.4 | |||
| style="text-align:left;" | 3 ± 10 | |||
| style="text-align:left;" | 1 | |||
| style="text-align:left;" | <span lang="en" dir="ltr" class="mw-content-ltr">Sea level</span> | |||
| style="text-align:left;" | 5 | |||
| <span lang="en" dir="ltr" class="mw-content-ltr">Medium</span> | |||
| <span lang="en" dir="ltr" class="mw-content-ltr">Medium</span> | |||
| <span lang="en" dir="ltr" class="mw-content-ltr">Rich</span> | |||
| <span lang="en" dir="ltr" class="mw-content-ltr">Rich</span> | |||
| <span lang="en" dir="ltr" class="mw-content-ltr">Medium</span> | |||
| <span lang="en" dir="ltr" class="mw-content-ltr">Rich</span> | |||
| <span lang="en" dir="ltr" class="mw-content-ltr">Rich</span> | |||
| style="background-color:rgba(210,255,174,0.35);" | <span lang="en" dir="ltr" class="mw-content-ltr">Bountiful</span> | |||
| style="background-color:rgba(210,255,174,0.35);" | <span lang="en" dir="ltr" class="mw-content-ltr">Bountiful</span> | |||
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Latest revision as of 13:04, 21 November 2023
This page was last verified for Vintage Story version 1.17pre1.
鉱石を探すのは非常に大変です。典型的な鉱石分布の写真を右に示します。鉱石はランダムな高さで様々な角度の円盤状に分布しています。鉱石の中には、円盤の幅が他より広いものがあります。ほとんどの円盤の幅は平均5.5ブロックですが、クォーツの円盤はもっと大きくなっています。鉱石の円盤の全体的な形は地表の形を反映し、常に同じ水平方向の面積をカバーします。つまり地表が平らな地域では鉱石の円盤も平らになり、地表がギザギザしている場所では円盤は傾いて歪みます。そのため平らな地域では、水平に採掘すると鉱石の円盤が見つかる確率が下がります。これは地表がギザギザになり、その傾斜が鉱石の円盤の幅よりも大きくなるまで続きます。
Ores are distributed at random heights, in discs at various angles. Some ores have wider discs than others. Most discs average 5.5 blocks wide, though quartz discs are larger. The overall shape of the ore disc reflects the surface above and will always cover the same horizontal area. This means that regions with flat ground will have flat ore discs, and where the surface is jagged, the discs will be tilted and distorted. Thus, in flat areas, mining horizontally reduces the chances of finding an ore disc. This continues to be true until the surface is jagged enough that its slope is greater than the width of the ore disc.
鉱石の生成
バージョン1.9の時点では、鉱石は特定の岩石にしか現れません。多くの鉱石は一部の母石でしか産出されず、また岩の種類によっても鉱石の質が異なります。スニーク+Hで岩を調べると、その岩の種類で出現する鉱石の情報が得られます。
鉱石には浅い鉱床と深い鉱床があります。鉱石の種類ごとの円盤生成の情報は、以下の表を参照してください。
- Y最小とY最大:鉱石はこの値の範囲に分布します。Yの値は鉱石のジェネレーターの比率を反映します。例えば鉱床が海面ジェネレータを使用している場合、0.5はワールドの海面の高さの半分になります。
- 平均半径:鉱床のX、Z軸方向の平均幅
- 平均厚さ:鉱床のY軸方向の平均高さ
- 生成回数/チャンク:各マップのチャンクでゲームが鉱床を生成しようとする回数
As of version 1.9, ores only appear in certain rock types. Many ores are only found in some host rocks, and different rocks can have different ore qualities. Examining a rock while holding Sneak + H
, will provide information about which ores can appear in that rock type.
Ores are found in shallow deposits and deep deposits. The tables below provide information about disc generation for each ore type.
- Y min and Y max: Ores are distributed throughout the range given by these values, where 0 is the base of the world and 1 is the highest possible block. The Y values reflect proportions of the ore's specific generator, i.e. if a deposit uses the sea level generator, then 0.5 is half the world's sea level and 1 is one block above sea level.
- For example, on a default 256-block high world, an ore with a Y range of 0 - 0.85 using the "anywhere" disc generator can spawn anywhere between 0 - 218 blocks up (rounding to the nearest whole block). Therefore, a player would have to dig down around 40 blocks before getting a chance of finding that ore.
- Average radius: the average width of the deposit along the X and Z coordinates. The variation is included with the ± symbol. An ore with an average radius of 8 ± 2 means that it can have a radius of 6 - 10 blocks.
- Average thickness: the average height of the deposit along the Y coordinate.
- Tries per chunk: how many times the game tries to generate a deposit in each map chunk. More tries per chunk means that ore is more likely to be generated in that chunk.
Ores can be found in four different grades. From best to worst, they are Bountiful, Rich, Medium and Poor. The better the grade, the more nuggets are dropped per block.
それぞれの鉱石がどのジェネレータを使用するかは、以下の表をご覧ください。
Rock layers
While there are many types of stone in Vintage Story, some of them can spawn in specific layers. These form a sort of rock "biome", and the rock layer in an area dictates what types of ores can spawn there. There are three main types of rock layer, sedimentary, metamorphic and igneous, with a fourth type of volcanic rock (in reality a subset of igneous rock) that has different spawning rules.
Protip:
Rock layers are always found in a certain order: from top (surface) to bottom, they go Basalt > Sedimentary > Metamorphic > Igneous > Kimberlite. |
Sedimentary rocks that can spawn in layers include:
- Claystone
- Chalk
- Chert
- Conglomerate
- Limestone
- Sandstone
- Shale
Metamorphic rocks that can spawn in layers include:
- Bauxite*
- Slate
- Phyllite
- Marble†
*No ores spawn in bauxite.
†Marble spawns within slate or phyllite layers.
Igneous rocks that can spawn in layers include:
- Andesite
- Basalt*
- Peridotite
- Granite
*Basalt uniquely spawns above all other rock types.
Additionally, ores can be found in suevite rock, which is always an indication of meteor impact and found on the surface, and in kimberlite, an igneous rock found only near the core of the world.
浅い鉱石
浅い鉱床は、鉱石の入った石が地表に落ちていることがあります(必ず落ちているわけではありません)。金属製の道具をクラフトするためには、まず銅を見つける必要があります。自然銅の地表の鉱床は、石の最上層がボーキサイトである地域を除いて、ゲーム序盤ですぐに利用可能な入手源です。石灰岩の地域では、銅鉱石の別種であるマラカイトの鉱床が見つかります。
Shallow deposits can sometimes (but not always) be indicated by the presence of loose stones containing ore on the surface of the world. To craft metal tools, copper is the first metal ore players need to find. Surface native copper deposits are readily available sources of material available to players during early game stages, except for areas where the top stone layer is bauxite. In limestone areas, surface malachite deposits can be found, which is another type of copper ore.
For the purposes of this guide, shallow ores are those that have a chance of spawning as a surface block with accompanying loose stones. They also have a chance to spawn quite close to the surface or sea level.
鉱石 | Y最小 | Y最大 | 平均半径 | 厚さ | 円盤ジェネレータ | 生成回数/チャンク |
---|---|---|---|---|---|---|
褐炭 | 0.48 | 0.92 | 10 | 2 | 地表 | 8 |
歴青炭l | 0.1 | 0.9 | 10 | 2 | 海面 | 7 |
無煙炭 | 0 | 0.8 | 8 | 1.5 | 海面 | 6 |
銅 | 0.962 | 0.968 | 4.25 | 1 | 地表 | 0.2 |
マラカイト | 0.02 | 0.98 | 7 | 1 | 地表 | 10 |
スズ石 | 0.92 | 0.98 | 3 | 1 | 地表 | 0.007 |
方鉛鉱 | 0 | 1 | 4 | 1 | 地表 | 40 |
ラピスラズリ | 0.05 | 0.85 | 2 | 1 | 地表 | 5 |
硫黄 | 0.3 | 0.9 | 8 | 1 | 海面 | 15 |
ホウ砂 | 0.4 | 1 | 8 | 1 | 海面 | 6 |
辰砂 | 0 | 0.4 | 8 | 1 | 海面 | 1 |
蛍石 | 0.2 | 0.6 | 8 | 2 | 海面 | 2 |
黒鉛 | 0.05 | 0.85 | 8 | 2 | 海面 | 6 |
ケルナイト | 0.2 | 0.6 | 8 | 2 | 海面 | 2 |
オリビン | 0 | 1 | 32 | 1.2 | どこでも | 0.5 |
リン鉱石 | 0.2 | 0.6 | 8 | 2 | 海面 | 2 |
Ore | Y min | Y max | Average radius | Thickness | Disc Generator | Tries per chunk | Stone types and highest ore quality | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Chalk | Chert | Claystone | Conglomerate | Limestone | Sandstone | Shale | Phyllite | Slate | Marble | Andesite | Basalt | Granite | Peridotite | Kimberlite | Suevite | |||||||
Coal | 0.48 | 0.92 | 10 ± 5 | 2 | Surface | 8 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||
Coal | 0.1 | 0.9 | 10 ± 5 | 2 | Sea level | 7 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||
Coal | 0 | 0.8 | 8 ± 5 | 1.5 | Sea level | 6 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||
Copper | 0.962 | 0.968 | 4.25 ± 1 | 1 | Surface | 0.2 | Medium | Medium | Medium | Medium | Medium | Medium | Medium | Medium | Medium | Rich | Medium | Medium | ||||
Copper | 0.02 | 0.98 | 7 ± 3 | 1 | Surface | 10 | Bountiful | Rich* | ||||||||||||||
Tin | 0.92 | 0.98 | 3 ± 0.5 | 1 | Surface | 0.007 | Poor | Poor | Poor | Poor | Poor | Poor | ||||||||||
Lead | 0 | 1 | 4 ± 4 | 1 | Surface | 40 | Medium | Bountiful | Rich | Medium | Medium | Rich | Bountiful | |||||||||
Sulfur | 0.3 | 0.9 | 8 ± 2 | 1 | Sea level | 15 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||
Borax | 0.4 | 1 | 8 ± 2 | 1 | Sea level | 6 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||
Alum | N/A | N/A | 10 ± 8 | 3.3 | Surface | 0.2 | Spawns in the same manner as halite salt beds, see Mining - In deserts for details. | |||||||||||||||
Cinnabar | 0 | 0.4 | 8 ± 2 | 1 | Sea level | 1 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||||||||
Lapis lazuli | 0.05 | 0.85 | 2 ± 10 | 1 | Surface | 5 | ✓ | ✓* | ||||||||||||||
Gemstones#Olivine | 0 | 1 | 32 ± 32 | 1.2 | Anywhere | 0.5 | ✓ | |||||||||||||||
Fluorite † | 0.2 | 0.6 | 8 ± 2 | 1 | Sea level | 2 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||
Graphite † | 0.05 | 0.85 | 8 ± 2 | 1 | Sea level | 6 | ✓ | ✓ | ✓* | |||||||||||||
Kernite † | 0.2 | 0.6 | 8 ± 2 | 1 | Sea level | 2 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||
Phosporite † | 0.2 | 0.6 | 8 ± 2 | 1 | Sea level | 2 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
* Only in red, green or white marble.
† Currently has no uses in the game.
深い鉱石
深い鉱石は、地表の石の中に鉱床からは示されません。埋まっているだけではわかりません。ほとんどの深い鉱石は、運よく見つけるか、試掘ツルハシを使って見つけます。硝石などの一部の鉱石は、試掘では発見できず、洞窟を探索して見つけなければなりません。
Deep ores are not indicated by surface deposits in loose stones. Most deep ores can only be found by luck or by exploratory mining guided by a prospecting pick . Some ores, such as saltpeter, cannot be detected by the prospecting pick and must be found while exploring caverns. Gemstones do not have ore grades, but have low, medium or high potential blocks instead. For the sake of page length, ores and minerals that have no in-game uses have been omitted.
Ore | Y min | Y max | Average radius | Thickness | Disc Generator | Tries per chunk | Stone types and highest ore quality | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Chalk | Chert | Claystone | Conglomerate | Limestone | Sandstone | Shale | Phyllite | Slate | Marble | Andesite | Basalt | Granite | Peridotite | Kimberlite | Suevite | |||||||
Copper | 0 | 0.6 | 7 ± 3 | 1 ± 2 | Surface | 25 | Medium | Medium | Medium | Medium | Medium | Medium | Rich | Rich | Rich | Bountiful* | Rich | Rich | ||||
Tin | 0.4 | 0.75 | 5 ± 3 | 1 | Surface | 7 | Medium | Medium | Medium | Medium | Bountiful | Medium | ||||||||||
Tin | 0 | 0.6 | 12 ± 3 | 1 | Surface | 0.1 | Medium | Medium | Medium | Medium | Bountiful | Medium | ||||||||||
Zinc | 0 | 0.95 | 4 ± 3 | 1 | Surface | 12.5 | Rich | Rich | Rich | Rich | Rich | Rich | Rich | Bountiful | Bountiful | Medium | Medium | Medium | Bountiful | |||
Bismuth | 0.05 | 0.85 | 4 ± 3 | 1 | Surface | 16 | Medium | Medium | Rich | Bountiful | Rich | Rich | ||||||||||
Iron | 0.05 | 0.85 | 26 ± 10 | 1 | Sea level | 0.5 | Rich | Medium | Bountiful | Bountiful | ||||||||||||
Iron | 0.05 | 0.85 | 26 ± 10 | 1 | Sea level | 0.8 | Bountiful | Bountiful | Medium | |||||||||||||
Iron | 0.05 | 0.85 | 26 ± 10 | 1 | Sea level | 0.3 | Medium | Medium | Medium | Medium | Rich | |||||||||||
Titanium | 0.05 | 0.85 | 6 ± 10 | 1 | Sea level | 2 | Rich | Rich | Medium | Rich | Medium | Medium | Bountiful | |||||||||
Nickel | 0.0 | 0.4 | 9 ± 3 | 1 ± 2 | Surface | 5 | Medium | Medium | Medium | Bountiful | ||||||||||||
Manganese | 0.0 | 0.4 | 3 ± 10 | 1 | Sea level | 5 | Medium | Medium | Rich | Rich | Medium | Rich | Rich | Bountiful | Bountiful | |||||||
Gemstone#Quartz | 0 | 1 | 32 ± 32 | 1.2 ± 3 | Anywhere | 0.5 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Gemstone#Diamond | 0 | 0.2 | 2 ± 1 | 1 | Sea level | 18 | High | Low | ||||||||||||||
Gemstone#Emerald | 0 | 0.23 | 1 ± 0.5 | 1 | Sea level | 64 | High | High | High | High | High | High | ||||||||||
Gemstone#Peridot | 0 | 0.23 | 1 ± 0.5 | 1 | Sea level | 64 | High† | |||||||||||||||
Saltpeter | 0 | 0.8 | 10 ± 10 | 7 ± 3 | Sea level | 7 | Can spawn on exposed faces in any rock layer. | |||||||||||||||
Halite | 0.45 | 0.85 | 10 ± 8 | 150 ± 1 | Surface | 0.3 | See Mining - Obtaining Halite for spawning details. | |||||||||||||||
Halite | N/A | N/A | 10 ± 8 | 3.3 ± 1 | Surface | 0.2 | See Mining - Obtaining Halite for spawning details. | |||||||||||||||
Potash | N/A | N/A | 2 | 2 ± 1 | N/A | N/A | Spawns within halite. |
* Does not spawn as a "rich" deposit.
† Only within olivine, found inside peridotite.
特定の鉱石
岩塩
岩塩は二種類の方法でスポーンします。
岩塩ドームはどこにでもスポーンしますが、上部は堆積層から始まる必要があります。つまり堆積層がない=ハライトがない、ということになります。試掘ツルハシがパーミルモードで検出する岩塩は、岩塩ドームです。
干上がった塩湖は、砂漠の堆積石の上層にのみスポーンします。典型的な温帯地域で「現実的」設定の気候では、真の砂漠を見つけるには13kブロック以上、南に移動する必要があります。温帯気候で見られる砂利のやせ地では暑さが足りません。干上がった塩湖はその地域の石の上に直接スポーンしますが、砂/砂利の最上層の下にあります。そのため、見つけるためには浅く掘り下げて探索する必要があります。干上がった塩湖は岩塩ドームよりもはるかに簡単にアクセスできますが、岩塩ドームとは異なりパーミルモードの試掘ツルハシでは検出できません。この塩湖は、地層の隆起によって崖の表面に露出しているものを見つけるのが簡単です。
Halite spawns in one of two ways, as a salt dome or as a dry salt lake.
Salt domes can spawn anywhere, but their top must originate in a sedimentary layer. An area with no sedimentary layer cannot have a halite dome. The halite readings that the prospecting pick detects in Density Search mode are for salt domes.
Dry salt lakes can only spawn in sedimentary stone top layers in deserts. In a typical temperate spawn location, with a "realistic" banded climate, you'll need to travel 13k+ blocks south to find true deserts. Gravel barrens, which you can find in temperate climates, are not hot enough. The dry salt lake will spawn directly on top of the stone in the region, but below the sand or gravel top layers. So it will take some shallow exploratory digging to find them. These dry salt lakes, while much easier to access than salt domes, will not give halite readings on the prospecting pick in Density Search mode, unlike salt domes. They are easier to find exposed in cliff faces, due to geologic upheaval. However, dry salt lakes only spawn in relatively flat and smooth areas.
Gold and silver only spawns in layers of quartz. Silver additionally spawns in galena. Both gold and silver spawn in relatively small deposits, with a radius from 1 - 4 blocks and a thickness of 1 - 3 blocks. Silver can rarely appear as surface bits.
スズ石
スズ石は、鉄を加工する段階に進むための3つの青銅合金のうちの1つであるスズ青銅の原料となります。一部の商人が、鉄の加工に使える青銅の道具を売っていますが、青銅の金床を鋳造するための鉱石は見つけなければなりません。スズは地表の鉱床にも存在しますが、デフォルトのワールド生成設定では非常に稀です。
Sylvite is used to make potash , a fertilizer that not only restores K nutrients but can permanently increase a farm block's maximum K nutrients. Sylvite can only be found inside halite.
技術的な情報
鉱石生成について、さらに詳しい情報は地形生成、鉱床をご覧ください。
See Deposits for more information on deposit generation.
鉱石の鉱床は、特定のジェネレータによって生成されます。ジェネレータは鉱床のブロックがどのように配置されるかを制御します。v1.14では5種類のジェネレータがあり、鉱石はそのうちの3種類を使い、残りは宝石や鉱物に使われます。
地表
「FollowSurface」と呼ばれ、深さはパーセントで表示されます。鉱床はマントルと表面の高さの間に生成されます。表面とは列の中で一番高いブロックの高さで、雨が降る場所と定義されています。つまりY最小が0の場合はマントルより上に鉱石が生成され、Y最大が1の場合は雨が降る最も高いブロックの下に生成されます。
Called FollowSurface, the depth is in percent. Deposits will generate between the mantle and the height the surface. The surface is defined as the height of the highest block in a column, where rain will fall. This means a Y min of 0 will generate the ore above the mantle. A Y max of 1 will be below the highest block where rain falls.
地表下
「FollowSurfaceBelow」と呼ばれ、深さは地表からの絶対ブロック数です。これはジェネレータの深さ数値によって指定されます。例えば岩塩はこのジェネレータを使い、砂漠の岩塩層が常に地表から正確に2ブロック下に生成されることを保証しています。
Called FollowSurfaceBelow, the depth is in absolute blocks below the surface. This is specified by providing a generator of depth values. For example halite uses it to guarantee that salt bed deposit in deserts always spawn exactly 2 blocks below the surface.
海面
「FollowSeaLevel」と呼ばれ、深さはパーセントで表示されます。鉱床はマントルとワールドの海面の高さの間に生成されます。つまりY最小が0の場合はマントルより上に鉱石が生成され、Y最大が1の場合は海面より下に生成されます。
Called FollowSeaLevel, the depth is in percent. Deposits will generate between the mantle and the height of the sea level of the world. This means a Y min of 0 will generate the ore above the mantle and a Y max of 1 will generate the ore below the level of the global ocean height.
世界の海面レベルは大きな湖の表面のYで測定できます。あるいは、単純に世界の高さに0.4313725490196078を掛けて切り捨てれば計算できます。
どこでも
「Anywhere」と呼ばれ、深さはパーセントで表示されます。鉱床はマントルとワールドの高さの間に生成されます。つまりY最小が0の場合はマントルより上に鉱石が生成され、Y最大が1の場合はワールドの高さより下に生成されます。例えばクォーツに使われ、ワールドのどんな高さにも(ただし岩の中にだけ)鉱床が生成されるようになっています。
Called Anywhere, the depth is in percent. Deposits will generate between the mantle and the height of the world. This means a Y min of 0 will generate the ore above the mantle and a Y max of 1 will generate the ore below the height of the world. For example, it is used by quartz to make deposits generate anywhere in the world, but only within rock.
子供
「ChildDeposit」と呼ばれ、このジェネレータが使われる鉱石は指定された鉱床の中にのみ生成されます。例えば、金と銀がクォーツの鉱床の中にのみスポーンするように使われています。
Called ChildDeposit, deposits using this generator will only generate inside deposts of the given ore. For example, this is used by gold and silver to only spawn inside quartz deposits, and used by sylvite to only spawn inside halite.
ビデオチュートリアル
鉱床の詳細ガイド(英語) | 鉱石分布の詳細(ドイツ語) |
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Detailed guide of the ore deposits English | Detaillierte Erklärung der Erzverteilung Deutsch |
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Ores, metals and minerals | |
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Guides | Ore Deposits • Metals |
Metals | Copper • Iron • Meteoric iron • Gold • Silver • Lead • Tin • Zinc • Bismuth • Titanium (Ilmenite) • Nickel |
Alloys | Bronze (Tin bronze, bismuth bronze, black bronze) • Steel • Brass • Solder (Lead solder, Silver solder) • Molybdochalkos • Cupronickel • Electrum |
Minerals | Alum • Borax • Cinnabar • Coal • Halite (Salt) • Lapis lazuli • Quartz • Saltpeter • Sulfur • Sylvite (Potash) |
Tools | Pickaxe • Hammer • Prospecting Pick • Crucible • Forge • Ore blasting bomb • Quern • Anvil • Bloomery • Helve hammer • Pulverizer |
Other | Gemstones |
Related mechanics | Panning • Mining • Clay forming • Casting • Smithing • Steel making |
Wiki Navigation | |
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Vintage Story | Guides • Frequently Asked Questions • Soundtrack • Versions • Controls |
Game systems | Crafting • Knapping • Clay forming • Smithing • Cooking • Temperature • Hunger • Mining • Temporal stability • Mechanical power • Trading • Farming • Animal husbandry |
World | World generation • Biomes • Weather • Temporal storms |
Items | Tools • Weapons • Armor • Clothing • Bags • Materials • Food |
Blocks | Terrain • Plants • Decorative • Lighting • Functional • Ore |
Entities | Hostile entities • Animals • NPCs • Players |
Miscellaneous | List of client commands • List of server commands • Creative Starter Guide • Bot System • WorldEdit • Cinematic Camera • Adjustable FPS Video Recording • ServerBlockTicking |