Prospecting Pick: Difference between revisions

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{{Grid/Crafting
<languages/><translate>
|B2=CopperPropickHead|B3=Stick
|Output=CopperPropick|nobreak=y|float=right}}


'''Prospecting Picks''' are used to help find [[Ore Deposits|ore deposits]] for mining.
</translate>
{{Tool
|Name=<translate><!--T:31--> Prospecting Pick</translate>
|Image=File:Grid_Copper_prospecting_pick.png
|Durability='''<translate><!--T:33--> Copper</translate>''': 150<br />'''<translate><!--T:34--> Tin Bronze</translate>''': 250<br />'''<translate><!--T:35--> Bismuth Bronze</translate>''': 300<br />'''<translate><!--T:36--> Black Bronze</translate>''': 350<br />'''<translate><!--T:37--> Gold</translate>''': 60<br />'''<translate><!--T:38--> Silver</translate>''': 80<br />'''<translate><!--T:39--> Iron</translate>''': 650<br />'''<translate><!--T:40--> Meteoric Iron</translate>''': 900<br />'''<translate><!--T:41--> Steel</translate>''': 1625
|Stackable=1
|FloatRight=yes
|NoBreak=yes
}}
<translate>


<!--T:11-->
'''Prospecting Picks''' (Propick) are used to help players locate {{ll|Ore Deposits|ore deposits}} for mining. An in depth guide discussing the various mining modes can be found on the {{ll|Mining|Mining}} page.


== Usage ==
</translate>
__TOC__
<translate>


A prospecting pick can help you find deposits of certain ores. It will *not* detect quartz, rock salt, or surface copper. In Vintage Story, any ore can occur in any rock type.
== Creation == <!--T:13-->


Using the propick is an intricate but rewarding experience. One must first understand that it does not detect the *actual* presence of ore blocks. The game generates ore density maps whenever it generates a chunk, and these maps govern the *chance* for ore to appear.  This is what the propick detects. The *chance*.  So even if you mined all the ores out of a chunk, the reading would still be the same, as the density map does not change.
<!--T:2-->
The raw material used to create the tool head determines the crafting process required:
* {{ll|Casting|Casting}} (100 units): Copper and Bronze alloy
* {{ll|Smithing|Smithing}} (1 ingot): Tool head crafted from the metals shown in the table (below).
* Assembly:


The propick can '''only''' be used on raw stone blocks. Not dirt, not cobble, not ore. Only raw stone. You must break 4 stone blocks in 'close' proximity.  These blocks must have a '''minimum''' of 3 blocks '''between''' them horizontally (vertical distance does not matter). If you break a block that is too close, it will repeat the request for that sample number, ''however'' you must then be this same minimum distance again from the faulty sample you just took, even though it did not count toward your total. So try to be careful.  If you get too far from the initial sample (over 16 blocks away), You will get a message telling you this, and also telling you that it has now made this one your new starting sample.  So basically if you get too far away you'll have to start over. It is possible to do the four samples in a square, or in a line where the last sample is 12 cubes away from the first sample.
</translate>
 
{{Grid/Crafting
Upon breaking the fourth valid sample block, the game reads the chunk density map at the '''first''' of the four blocks you broke. It then tells you what the densities of all the ores are.  It tells you the 'density' of the ores, meaning how many the deposits can be expected in the area. From greatest to least dense they are: Very High, High, Decent, Poor, Very Poor.  This is followed by a number in parenthesis, which is parts per thousand ([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). 
|B2=CopperPropickHead|B2_name=<translate><!--T:28--> Prospecting pick head</translate>
 
|B3=Stick|B3-link=Special:MyLanguage/Stick|B3_name=<translate><!--T:29--> Stick</translate>
Note that different ores will have drastically different density descriptors for the same &#8240; reading. For instance Deep Copper, Coal, and Sulfur will have Very High densities at around 18&#8240; and Very Poor below 5&#8240;, while rare ores like diamond and emerald will be Very High at around 1.0&#8240; and Very Poor at 0.2&#8240;.  These densities are based off of a density map that is generated with the world, at a resolution of approximately 32 blocks.  So when you find a reading, it should be similar for 4 or so chunks in the area.  The ore densities will tend to have a dense 'center' and then thin out moving away from that center.  So if you find a low density reading of an ore you want, try getting other readings some distance away in other directions, and see if you get a higher reading.  With enough sampling you can zero in on the center of the ore field. These fields often span a great many chunks. It is easiest to use this to find a good region, and then explore caves within that area. But in a pinch, it can be used to blindly mine downward and hit veins of ores in solid stone areas.  Note that the propick only detects ores above a certain threshold. You will occasionally run across ore deposits in a region when the propick did not show them to be present. All ores occur everywhere, but the propick only detects them above a certain minimum threshold. Such 'undetected' occurrences are very rare.
|Output=Copper prospecting pick|Output_name=<translate><!--T:30--> Prospecting pick</translate>}}
<translate>


== Variants ==
===Tool Tiers=== <!--T:15-->
 
There are several variants that you can craft. Each variant has a different durability, attack power, and mining speed. Prospecting pick heads can be made from metal via [[Crafting#Smithing|smithing]] or [[Crafting#Casting|casting]].


</translate>
{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Variant
! <translate><!--T:43--> Material</translate>
! Durability
! <translate><!--T:44--> Durability</translate>
! Attack Power
! <translate><!--T:45--> Tool Tier</translate>
! Mining Speed
! <translate><!--T:46--> Mining Speed (Stone & Ore)</translate>
! <translate><!--T:47--> Mining Speed (Metal)</translate>
! <translate><!--T:48--> Attack Power (HP)</translate>
! <translate><!--T:49--> Attack Tier</translate>
|-
! <translate><!--T:50--> Gold</translate>
| 60
| 2
| 2.7x
| N/A
| 1.75
| 2
|-
|-
| Copper
! <translate><!--T:51--> Silver</translate>
| 80
| 2
| 2.7x
| N/A
| 1.75
| 2
|-
! <translate><!--T:52--> Copper</translate>
| 150
| 150
| 2
| 2.5x
| N/A
| 1.25
| 1.25
| 2.5
| 2
|-
|-
| Tinbronze
! <translate><!--T:53--> Tin Bronze</translate>
| 250
| 250
| 3
| 3.3x
| N/A
| 1.75
| 1.75
| 3.3
| 3
|-
|-
| Bismuthbronze
! <translate><!--T:54--> Bismuth Bronze</translate>
| 300
| 300
| 3
| 3.0x
| N/A
| 1.5
| 1.5
| 3
| 3
|-
|-
| Blackbronze
! <translate><!--T:55--> Black Bronze</translate>
| 350
| 350
| 2
| 3
| 3.5
| 3.5x
| N/A
| 2.0
| 3
|-
|-
| Iron
! <translate><!--T:56--> Iron</translate>
| 650
| 650
| 4
| 4.5x
| 4.5x
| 2.25
| 2.25
| 4.5
| 4
|-
|-
| Gold
! <translate><!--T:57--> Meteoric Iron</translate>
| 60
| 900
| 1.75
| 4
| 2.7
| 4.75x
| 4.75x
| 2.35
| 4
|-
! <translate><!--T:58--> Steel</translate>
| 1625
| 5
| 5.5x
| 5.5x
| 2.5
| 5
|}
<translate>
 
== Usage == <!--T:4-->
 
<!--T:16-->
:''See also {{ll|Mining#Prospecting_(Systematic_Method)|Mining - Prospecting}}''
 
<!--T:18-->
Prospecting picks have two modes, Density Search and Node Search. You can select them with the 'F' key.
 
<!--T:27-->
* '''Density Search mode''' allows players to sample three rock blocks within 4 blocks of each other to return the probability of ores in that chunk of the world. The probability is returned in ‰, parts-per-thousand, for each ore type. Density Search mode is useful in telling players what ores to expect to find within a given area, but does not tell players exactly where the ore may be, nor its potential size or quality.
 
<!--T:19-->
* '''Node Search mode''' is a much more precise way of identifying ores. By default, it is enabled in world generation with a radius of 6, but can be changed via {{ll|World_Configuration#Survival_challenges|worldgen command}} after a world has been created. After breaking a single block in Node Search Mode, the game scans all blocks in the specified radius, and tells the player if detectable ores are nearby. This mode tells players the direction and size of the ore deposit relative to the broken block.
 
<!--T:22-->
Blocks broken by the prospecting pick do not drop any materials.
 
=== Difference between modes === <!--T:5-->
 
<!--T:23-->
Density Search mode tells players the probability of finding ores, while Node Search mode tells players how much ore is detected nearby. Additionally, Density Search mode will not tell the player about the presence of certain ores such as {{ll|gold|gold}} or {{ll|silver|silver}}, that are found within deposits of other minerals. Node Search mode ''does'' inform players about child ore deposits.
 
==Storage== <!--T:7-->
 
<!--T:26-->
The prospecting pick can be {{SneakClick|placed}} against a wall, stored in {{ll|Containers|containers}} and placed on {{ll|tool rack|tool racks}}.
 
== Prospecting Pick Tutorial Videos == <!--T:8-->
 
<!--T:10-->
{| class="wikitable"
|-
|-
| Silver
! Prospecting Pick Tutorial English !! In depth propick tutorial including mod recommendations
| 80
| 1.75
| 2.7
|-
|-
| <youtube width="400" height="240">ISXuJjYexIo</youtube> || <youtube width="400" height="240">dRjdkveMlJ0</youtube>
|}
|}


== Tutorial Video ==
== Notes ==
<br><youtube>e1T8lddwJjM</youtube>
The head developer settled a debate in 2023 about density readings.  To the [https://discord.com/channels/302152934249070593/302152934249070593/1149631346973626408 question] "Are prospecting reading in density mode chunk-based, or position-based?" Tyron [https://discord.com/channels/302152934249070593/302152934249070593/1149647958464274543 responded] "They are position based. thats why i don't want to represent them in the same way as prospector info".  The mod Prospector Info displays density-reading results on the map in squares aligned with chunk borders, and many video tutorials have perpetuated the misconception that prospecting results are chunk-based.
 
== History == <!--T:24-->
 
<!--T:25-->
* Prior to version 1.18.0, node search mode was disabled in world generation by default.
</translate>


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