Dépôts de minerais
Cette page a été vérifiée pour la dernière fois pour Vintage Story avec la version 1.17pre1.
Trouver des minerais peut être un vrai défi. Dans Vintage Story, les minerais sont déposés dans des strates rocheuses spécifiques regroupées en trois catégories - sédimentaires, métamorphiques et magmatiques (ou ignées) - et à des profondeurs spécifiques. En utilisant une pioche de prospection ainsi que les informations dans ce guide, les joueurs pourront trouver du minerai de manière plus fiable en comprenant comment le jeu les génère.
Les minerais sont distribués à des profondeurs aléatoires, sous la forme de disques plus ou moins déformés. La plupart des disques font environ 5,5 blocs de diamètre, bien qu'il existe des exceptions comme par exemple le quartz. La forme du disque reflète la surface du sol et couvre toujours la même surface horizontale. C'est à dire qu'une région plate aura des disques complètement plats, alors qu'une région montagneuse aura des disques fortement déformés sur l'axe vertical. Ainsi, dans les régions plus plates, creuser à l'horizontale diminue les chances de tomber sur un disque. De par cette même logique, dans une zone où la pente est plus grande que le diamètre du disque, on augmente ses chances de traverser un disque en creusant à l'horizontale.
For more information on the prospecting pick and how to prospect to detect ores, see the mining page.
Ore generation
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.
See the table below for which generator each ore uses.
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.
Remarque :
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.
Shallow ores
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.
Mineral ores are marked with a ✓ symbol, as they do not have different ore qualities.
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 | |||||||
Lignite | 0.48 | 0.92 | 10 ± 5 | 2 | Surface | 8 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||
Bituminous coal | 0.1 | 0.9 | 10 ± 5 | 2 | Sea level | 7 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||
Anthracite coal | 0 | 0.8 | 8 ± 5 | 1.5 | Sea level | 6 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||||||||
Native copper | 0.962 | 0.968 | 4.25 ± 1 | 1 | Surface | 0.2 | Medium | Medium | Medium | Medium | Medium | Medium | Medium | Medium | Medium | Rich | Medium | Medium | ||||
Malachite | 0.02 | 0.98 | 7 ± 3 | 1 | Surface | 10 | Bountiful | Rich* | ||||||||||||||
Cassiterite | 0.92 | 0.98 | 3 ± 0.5 | 1 | Surface | 0.007 | Poor | Poor | Poor | Poor | Poor | Poor | ||||||||||
Galena | 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 | ✓ | ✓* | ||||||||||||||
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.
Deep ores
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 | |||||||
Deep native copper | 0 | 0.6 | 7 ± 3 | 1 ± 2 | Surface | 25 | Medium | Medium | Medium | Medium | Medium | Medium | Rich | Rich | Rich | Bountiful* | Rich | Rich | ||||
Cassiterite | 0.4 | 0.75 | 5 ± 3 | 1 | Surface | 7 | Medium | Medium | Medium | Medium | Bountiful | Medium | ||||||||||
Cassiterite (massive) | 0 | 0.6 | 12 ± 3 | 1 | Surface | 0.1 | Medium | Medium | Medium | Medium | Bountiful | Medium | ||||||||||
Sphalerite | 0 | 0.95 | 4 ± 3 | 1 | Surface | 12.5 | Rich | Rich | Rich | Rich | Rich | Rich | Rich | Bountiful | Bountiful | Medium | Medium | Medium | Bountiful | |||
Bismuthinite | 0.0 | 0.85 | 4 ± 3 | 1 | Surface | 16 | Medium | Medium | Rich | Bountiful | Rich | Rich | ||||||||||
Hematite | 0.05 | 0.85 | 26 ± 10 | 1 | Sea level | 0.5 | Rich | Medium | Bountiful | Bountiful | ||||||||||||
Limonite | 0.05 | 0.85 | 26 ± 10 | 1 | Sea level | 0.8 | Bountiful | Bountiful | Medium | |||||||||||||
Magnetite | 0.05 | 0.85 | 26 ± 10 | 1 | Sea level | 0.3 | Medium | Medium | Medium | Medium | Rich | |||||||||||
Ilmenite | 0.05 | 0.85 | 6 ± 10 | 1 | Sea level | 2 | Rich | Rich | Medium | Rich | Medium | Medium | Bountiful | |||||||||
Quartz | 0 | 1 | 32 ± 32 | 1.2 ± 3 | Anywhere | 0.5 | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
Diamond | 0 | 0.2 | 2 ± 1 | 1 | Sea level | 18 | High | Low | ||||||||||||||
Emerald | 0 | 0.23 | 1 ± 0.5 | 1 | Sea level | 64 | High | High | High | High | High | High | ||||||||||
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, salt dome | 0.45 | 0.85 | 10 ± 8 | 150 ± 1 | Surface | 0.3 | See Mining - Obtaining Halite for spawning details. | |||||||||||||||
Halite, lake bed | N/A | N/A | 10 ± 8 | 3.3 ± 1 | Surface | 0.2 | See Mining - Obtaining Halite for spawning details. | |||||||||||||||
Sylvite | 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.
Ore specifics
Halite
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
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.
Sylvite
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.
Technical
See Terrain Generation#Deposits for more information on deposit generation.
Ore deposits are generated with specific generators. These generators control how blocks in the deposit are placed. There are 5 generators as of v1.14. Ores only use 3 of them, with the rest being used by gem stones or minerals.
Surface
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.
Surface below
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.
Sea level
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.
Sea level in the world can be determined by the Y of the surface of a big lake or by multiplying the height of the world by 0.4313725490196078 and rounding down.
Anywhere
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.
Child
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.
Video Tutorials
Detailed guide of the ore deposits English | Detaillierte Erklärung der Erzverteilung Deutsch |
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