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<languages />
<languages />
{{tnt|Stub}}
<div lang="en" dir="ltr" class="mw-content-ltr">
{{Stub}}
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
[[File:Native copper in chert.png|thumb|right|300px|Regular surface whereabouts]]
[[File:Native copper in chert.png|thumb|right|300px|Regular surface whereabouts]]
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
== Overview ==
== Overview ==
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
The traversable world, nature, sunlight, rain, nature and life.
The traversable world, nature, sunlight, rain, nature and life.
</div>


__TOC__
__TOC__


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== Explanation ==
== Explanation ==
</div>
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The '''Surface Level''' is defined as the highest blocks that will be affected by rain or sunlight.
The '''Surface Level''' is defined as the highest blocks that will be affected by rain or sunlight.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
=== Height Values ===
=== Height Values ===
Height varies depending on the distance between the Mantle and the Surface. When talking about generation and mechanics, the game will calculate its values using the following criteria:
</div>
 
<div lang="en" dir="ltr" class="mw-content-ltr">
Height varies depending on the distance between the {{ll|Mantle|Mantle}} and the Surface. When talking about generation and mechanics, the game will calculate its values using the following criteria:
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
*The '''Surface''' will have a height of 1 or 100%.
*The '''Surface''' will have a height of 1 or 100%.
*The Mantle will have a height of 0 or 0%.
*The Mantle will have a height of 0 or 0%.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
The calculations won't be based on coordinates or blocks, but in the value regarding the percentage defined by the previous Height Values.
The calculations won't be based on coordinates or blocks, but in the value regarding the percentage defined by the previous Height Values.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
:'''Example''': If you are in a hill that has a y of 150, and you are looking for height 0.6 or 60%; you will need to look at y90.
:'''Example''': If you are in a hill that has a y of 150, and you are looking for height 0.6 or 60%; you will need to look at y90.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
== Resources ==
== Resources ==
</div>


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=== Ores ===
=== Ores ===
:''See [[Metal]] for detailed information.''
</div>


Some ores, such as Lead, Copper, [[Coal]], Borax and Quartz can be spotted as bits on the surface. This indicates that a deposit of these minerals is located underground.
<div lang="en" dir="ltr" class="mw-content-ltr">
:''See {{ll|Metal|Metal}} for detailed information.''
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
Some ores, such as {{ll|Lead|Lead}}, {{ll|Copper|Copper}}, {{ll|Brown coal|Brown coal}}, {{ll|Borax|Borax}} and {{ll|Quartz|Quartz}} can be spotted as bits on the surface. This indicates that a deposit of these minerals is located underground.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Hills and cliffs may expose ore deposits due to the nature of ore generation.
Hills and cliffs may expose ore deposits due to the nature of ore generation.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
==== Ore Generation ====
==== Ore Generation ====
:''See [[Ore Deposits#Technical|Ore Deposits]] for detailed information.''
</div>


Ore Generation will follow the '''Height Values''' mechanic. The specific values for ores can be seen in [[Ore Deposits#Shallow ores|their own tables]].
<div lang="en" dir="ltr" class="mw-content-ltr">
:''See {{ll|Ore Deposits#Technical|Ore Deposits}} for detailed information.''
</div>


:'''Example''': [[Lignite|Lignite (Brown Coal)]] is generated between the height values 0.48 (48%) and 0.92 (92%), this mean that, if the distance between the [[Mantle]] and the '''Surface''' is 100 blocks, [[Lignite|Lignite (Brown Coal)]] will be generated between the blocks y48 and y92 (based on coordinates).
<div lang="en" dir="ltr" class="mw-content-ltr">
Ore Generation will follow the '''Height Values''' mechanic. The specific values for ores can be seen in {{ll|Ore Deposits#Shallow ores|their own tables}}.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
:'''Example''': {{ll|Coal|Brown Coal}} is generated between the height values 0.48 (48%) and 0.92 (92%), this mean that, if the distance between the {{ll|Mantle|Mantle}} and the '''Surface''' is 100 blocks, {{ll|Coal|Brown Coal}} will be generated between the blocks y48 and y92 (based on coordinates).
</div>
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=== Foraging ===
=== Foraging ===
</div>


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=== Animals ===
=== Animals ===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
In order to survive, animals need light. Any that ventures into a cave will die after a while if no light is present.
In order to survive, animals need light. Any that ventures into a cave will die after a while if no light is present.
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
=== Farming ===
=== Farming ===
:''See [[Farming]] for detailed information.''
</div>
Unless defined on World Configuration, plants can't grow [[Farming#Underground_Farming|underground]].


<div lang="en" dir="ltr" class="mw-content-ltr">
:''See {{ll|Farming|Farming}} for detailed information.''
Unless defined on World Configuration, plants cannot grow {{ll|Farming#Underground_Farming|underground}}.
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
=== Ruins ===
=== Ruins ===
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
:''See {{ll|Ruin|Ruins}} for detailed information.''
</div>
<div lang="en" dir="ltr" class="mw-content-ltr">
Ruins of structures can be found on the surface and underground. They hide loot in {{ll|cracked vessel|cracked vessels}} and {{ll|bony soil|bony soil}} that you can dig that can also give some loot after {{ll|Panning|panning}} it.
</div>
{{Game navbox}}
[[Category:Guides{{#translation:}}]]

Latest revision as of 15:39, 5 August 2023

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This article is a stub.
This article does not contain as much information as we would like. If you wish to contribute, you can request wiki edit access on the forum or the Discord.

Regular surface whereabouts

Overview

The traversable world, nature, sunlight, rain, nature and life.

Explanation

The Surface Level is defined as the highest blocks that will be affected by rain or sunlight.

Height Values

Height varies depending on the distance between the Mantle and the Surface. When talking about generation and mechanics, the game will calculate its values using the following criteria:

  • The Surface will have a height of 1 or 100%.
  • The Mantle will have a height of 0 or 0%.

The calculations won't be based on coordinates or blocks, but in the value regarding the percentage defined by the previous Height Values.

Example: If you are in a hill that has a y of 150, and you are looking for height 0.6 or 60%; you will need to look at y90.

Resources

Ores

See Metal for detailed information.

Some ores, such as Lead , Copper , Brown coal , Borax and Quartz can be spotted as bits on the surface. This indicates that a deposit of these minerals is located underground.

Hills and cliffs may expose ore deposits due to the nature of ore generation.

Ore Generation

See Ore Deposits for detailed information.

Ore Generation will follow the Height Values mechanic. The specific values for ores can be seen in their own tables .

Example: Brown Coal is generated between the height values 0.48 (48%) and 0.92 (92%), this mean that, if the distance between the Mantle and the Surface is 100 blocks, Brown Coal will be generated between the blocks y48 and y92 (based on coordinates).

Foraging

Animals

In order to survive, animals need light. Any that ventures into a cave will die after a while if no light is present.

Farming

See Farming for detailed information.

Unless defined on World Configuration, plants cannot grow underground .

Ruins

See Ruins for detailed information.

Ruins of structures can be found on the surface and underground. They hide loot in cracked vessels and bony soil that you can dig that can also give some loot after panning it.


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