Ore Deposits/ja: Difference between revisions

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(Created page with "== 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...")
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[[prospecting pick|試掘ツルハシ]]と検出した鉱石を試掘する方法については、[[mining|採掘]]ページをご覧ください。
[[prospecting pick|試掘ツルハシ]]と検出した鉱石を試掘する方法については、[[mining|採掘]]ページをご覧ください。


== Ore generation ==
== 鉱石の生成 ==
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. <br>
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。<br>
Ores are found in '''shallow''' deposits and '''deep''' deposits. The tables below provide information about disc generation for each ore type. <br>
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。<br>
* '''Y min''' and '''Y max''': Ores are distributed throughout the range given by these values. 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. 
 
* '''Average radius''': the average width of the deposit along the X and Z coordinates
 
* '''Average thickness''': the average height of the deposit along the Y coordinate. 
* '''Y最小''''''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。
* '''Tries per chunk''': how many times the game tries to generate a deposit in each map chunk.
* '''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


For a detailed look at which ores can spawn in which stone types, refer to the list provided [https://docs.google.com/spreadsheets/d/1-KHSpw0-EoLt9XL1I20AhkmM8tnRu1qgBkz-d7hN2r4/edit#gid=0 here]. Special thanks to Cyphon for this overview.
For a detailed look at which ores can spawn in which stone types, refer to the list provided [https://docs.google.com/spreadsheets/d/1-KHSpw0-EoLt9XL1I20AhkmM8tnRu1qgBkz-d7hN2r4/edit#gid=0 here]. Special thanks to Cyphon for this overview.

Revision as of 10:59, 23 September 2021


鉱石の分布の典型例

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。

試掘ツルハシと検出した鉱石を試掘する方法については、採掘ページをご覧ください。

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

For a detailed look at which ores can spawn in which stone types, refer to the list provided here. Special thanks to Cyphon for this overview.

See the table below for which generator each ore uses.

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.

Ore Y min Y max Average radius Thickness Disc Generator Tries per chunk
Lignite 0.48 0.92 10 2 Surface 8
Bituminous coal 0.1 0.9 10 2 Sea level 7
Anthracite 0 0.8 8 1.5 Sea level 6
Copper 0.962 0.968 4.25 1 Surface 0.2
Malachite 0.02 0.98 7 1 Surface 10
Cassiterite 0.92 0.98 3 1 Surface 0.007
Galena 0 1 4 1 Surface 40
Lapis lazuli 0.05 0.85 2 1 Surface 5
Sulfur 0.3 0.9 8 1 Sea level 15
Borax 0.4 1 8 1 Sea level 6
Cinnabar 0 0.4 8 1 Sea level 1
Fluorite 0.2 0.6 8 2 Sea level 2
Graphite 0.05 0.85 8 2 Sea level 6
Kernite 0.2 0.6 8 2 Sea level 2
Olivine 0 1 32 1.2 Anywhere 0.5
Phosporite 0.2 0.6 8 2 Sea level 2

Deep ores

Deep ores are not indicated by surface deposits in loose stones. Most deep ores can only be found by luck or by using the prospecting pick. Some ores, saltpeter for example, can't be detected by prospecting with and must be found while exploring caverns.

Ore Y min Y max Average radius Thickness Disc Generator Tries per chunk
Saltpeter 0 0.8 10 7 Sea level 7
Deep native copper 0 0.6 6 1 Surface 25
Sphalerite 0 0.95 4 1 Surface 10
Cassiterite 0.4 0.75 5 1 Surface 7
Cassiterite, Rare 0 0.6 12 1 Surface 0.1
Bismuthinite 0.05 0.85 4 1 Surface 16
Limonite 0.05 0.85 26 1 Sea level 0.8
Halite 'Salt Dome' 0.45 0.85 10 150 Surface 0.3
Halite 'Lake Bed' N/A N/A 10 3.3 Surface 0.2
Hematite 0.05 0.85 26 1 Sea level 0.5
Magnetite 0.05 0.85 26 1 Sea level 0.3
Diamond 0 0.2 2 1 Sea level 18
Emerald 0 0.26 1 1 Sea level 64
Chromite 0 0.4 3 1 Sea level 6
Ilmenite 0.05 0.85 3 1 Sea level 2
Pentlandite 0 0.4 6 1 Surface 10
Rhodochrosite 0 0.4 3 1 Sea level 5

Ore specifics

Halite

Halite spawns in one of two ways:
Salt Domes can spawn anywhere, but their top must originate in a sedimentary layer. No sedimentary layer = no halite. The Halite readings that the prospecting pick detects in permil 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 '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/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 permil mode, unlike salt domes. They are easier to find exposed in cliff faces, due to geologic upheaval.

Gold

Gold only spawns in layers of quartz. Following a quartz layer is a good way to find it. Ore blasting bombs can be utilized to great effect to clear out quartz.

Silver

Silver can be found alongside gold in quartz deposits, but it can also be found in deposits of lead.

Cassiterite

Cassiterite is used to make tin bronze, one of the three bronze alloys that can be used to advance to the iron working stages of the game. Some traders sell bronze tools that can be used to work iron, but players must still find enough ore to cast a bronze anvil. Although surface deposits of tin do exist, they are very rare with the default world generation settings.

There is a 0.003% chance to come across a massive cassiterite deposit in a chunk. The smallest of these deposits are bigger than the largest of the normal sized deposits.

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 simply 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.

Video Tutorials

Detailed guide of the ore deposits English Detaillierte Erklärung der Erzverteilung Deutsch
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