Mining: Difference between revisions

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The actual process of mining needs no detailed explanation. When [[rock]] blocks are broken using a [[pickaxe]], rock, small stones or ores contained in chunks of stone will be dropped. '''The more difficult aspect of mining is finding the ore to mine.'''  As of game version 1.9, certain ore types only spawn in certain [[rock]] types. To determine which ores can occur in a rock type, examine a block, hold shift + H, and the handbook will provide information about what ores can appear in that [[rock]] type. For more information about natural deposits and ore generation, see the [[Ore Deposits]] page.
The actual process of mining needs no detailed explanation. When [[rock]] blocks are broken using a [[pickaxe]], rock, small stones or ores contained in chunks of stone will be dropped. '''The more difficult aspect of mining is finding the ore to mine.'''  As of game version 1.9, certain ore types only spawn in certain [[rock]] types. To determine which ores can occur in a rock type, examine a block, hold shift + H, and the handbook will provide information about what ores can appear in that [[rock]] type. For more information about natural deposits and ore generation, see the [[Ore Deposits]] page.


{{Protip
{{Protip|Mining in a vertical shaft is more effective because ores exist in "disc" shaped deposits.}}
|Mining in a vertical shaft is more effective because ores exist in "disc" shaped deposits.}}
===Choosing a Location===
===Choosing a Location===
There are two general methods used to choose a location "Exploration" and "Prospecting". These are not mutually exclusive and work very well when combined. Players can prospect to find a region with the desired ore, and then explore caves within that region to find exposed ore to mine.
There are two general methods used to choose a location "Exploration" and "Prospecting". These are not mutually exclusive and work very well when combined. Players can prospect to find a region with the desired ore, and then explore caves within that region to find exposed ore to mine.
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To prospect, a player must break 3 [[rock]] blocks in 'close' proximity to "sample" the area for ores. The prospecting pick can '''only''' be used on [[rock]] blocks. 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).
To prospect, a player must break 3 [[rock]] blocks in 'close' proximity to "sample" the area for ores. The prospecting pick can '''only''' be used on [[rock]] blocks. 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 "Too Close": 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.
* Prospecting "Too Close": 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, which was the''faulty'' sample. 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.
   
   
* 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 "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.