Using the Old Ore texture system with new Ore nodes.

Discussion in 'Scenarios' started by piddlefoot, Oct 25, 2017.

  1. piddlefoot

    piddlefoot Rear Admiral

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    Builders of maps can still use old type Ore, its just forced to be done by level now, so if you do it you set one level, as thick as you like but keep under total of underground depth, so I have 2 and 3m thick levels of Ore on maps, you can set to any level but I place at bottom of map so players have a challenge to get to them.

    Heres a video of me testing it to check the Ore textures still actually give Orewhen drilling into them, THEY DO !






    So if you want both you can do it this way.
     
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  2. Bigfeet

    Bigfeet Captain

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    Awesome Piddle, there goes their excuse about 'technical reasons'.
    Now only if i had the skill to build maps tho ...

    Come to think of it, it would be interesting if a fresh map would start off with the deposits of old.
    Once depleted and meteorites start to fall, the impact would break them in pieces and buried beneath the surface ending up looking like the new deposits. Kinda follows the logic me thinks.
     
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    Last edited: Oct 25, 2017
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  3. rucky

    rucky Rear Admiral

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    interesting. nice find!
     
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  4. casishur

    casishur Ensign

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    I using this on some Playfields to make mining interesting.

    Example.
    ...
    MainBiome:
    Textures:
    - [ Grass02Cliff, 1 ]
    - [ RockBlack, 4 ]
    - [PromethiumResource, 2 ]
    - [ DirtCliff, 0 ]
    - [ Bedrock, 2 ]
    ...
    it works on MaineBiome and SubBiome
     
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  5. zztong

    zztong Rear Admiral

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    Hmm, I am now curious why they said there were technical reasons, if there aren't. I assume there's some distinction or detail of which I'm not aware. Otherwise, it would have seemed to me they would have instead said "we have a new alternative for mining that can be used. Try it and see what you think."
     
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  6. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    The technical reason is that we cannot have "blobs" of ore anymore, that is: it is not possible to "clump" voxels as a seperate entity below ground.

    But the "layers" are still functional as these are "TERRAIN textures". So in case you use a ore-texture for a terrain layer, the whole terrain layer will drop this ore.

    That's what Piddlefoot describes here.

    The downside of the "layer" > you cannot influence how much ore it drops. This is hardcoded.
     
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  7. zztong

    zztong Rear Admiral

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    Oh, I think I understand. Thanks for the clarification. I don't think I've knowingly encountered layers. So this would be like saying at depths from 3m to 4m, there is a seam of Iron Ore, and it appears to depend on the biome, so you could restrict it to some limited places?
     
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  8. zztong

    zztong Rear Admiral

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    In this example, the first value for each row is clearly WHAT is to appear. What is the second value?

    (I can't look at the YAML files to see if there is a description because I'm on a break at work.)

    What I'm thinking about is would it be feasible for the Devs to implement some kind of procedurally generated layer from a specification contained in the YAML, such that a list of Ores and their probabilities were specified:

    Grass
    Rock
    Random ( 75% Rock, 20% Iron, 5% Copper)
    Bedrock

    And then on a node by node (what are each of the terrain points called) basis, randomize what is there.

    Erg, perhaps I've posted this is the wrong place. Would this be better in the Mining Feedback?
     
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  9. GTv

    GTv Rear Admiral

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    I don't see how a programmer can create a code that they cannot change. Lol is the code laser etched into a crystal matrix?
    Any code I have ever written, I was able to later change if I chose to or even eliminate and rewrite completely. That's how programming works.
     
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  10. zztong

    zztong Rear Admiral

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    Speaking generally, as a former programmer, and without any specific Empyrion knowledge, when the underlying data structure changes you are not always guaranteed to be able to use the same algorithm to manipulate that data. There may also be libraries involved that were externally written. There are also development economics at play. While anything man-made can be modified by man, that doesn't mean the effort to do so is desirable or organizationally feasible.
     
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  11. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    We wouln't have changed the way we do the ore deposits if it could have been avoided.
     
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  12. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    The numbers are the "height" vs. ground.

    So you have a plane bedrock with thickness 2.
    Dirtcliff = 0 means that it is adaptive (no fixed height)

    The latter is important as the following "texture heights" (Prom, Rock , Grass) will adapt to the terrain elevation. So the DirtCliff is a "buffer" filling up all the rest from Bedrock up to the lowest terrain layer (Promethium).

    At least this is how it should work afaik. ;-)
     
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  13. zztong

    zztong Rear Admiral

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    Height vs Ground? That sounds like an elevation, but your description seems more like one of thickness.

    Is this interpretation of the example correct?

    - [ Grass02Cliff, 1 ]

    One unit (meter?) of Grass on top.

    - [ RockBlack, 4 ]

    Four units of Rock below that.

    - [PromethiumResource, 2 ]

    Two units of Pm below the rock.

    - [ DirtCliff, 0 ]

    A layer of dirt that adapts to whatever thickness is needed to transform a bumpy surface into a round core.

    - [ Bedrock, 2 ]

    Two units of bedrock.
     
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  14. piddlefoot

    piddlefoot Rear Admiral

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    The only way I have found of limiting the Ore is having it at the surface up in top of hill peaks but its hard to predict the map seed and what hills end up where so I use it down real deep to make people really dig for it. My Venus yaml.

    MainBiome:
    Textures:
    - [ DirtCliff, 2 ]
    - [ Grass02Cliff, 4 ]
    - [ RockBrown01, 0 ]
    - [ ErestrumResource, 6 ]
    - [ IronResource, 6 ]
    - [ PentaxidResource, 6 ]
    - [ Bedrock, 2 ]

    Decorations:
    - [ RocksmallA02, 0.1 ]


    So on my map where ever you dig you get brown rock instead of dirtcliff, which I found to bright.Dirtcliff is the really pale whiteish color terrain.


    Thanks for explaining the differences Hummel, so we can understand how the system works much better, is very helpful, cheers.
     
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    Last edited: Oct 29, 2017
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