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Sediments #3

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sofar opened this issue Nov 2, 2016 · 2 comments
Open

Sediments #3

sofar opened this issue Nov 2, 2016 · 2 comments
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@sofar
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sofar commented Nov 2, 2016

Describes all base node materials that make up the ground (including floating rocks). Includes rock types, soil, sediments, metamorphic/igneous rocks.

@sofar sofar added this to the 1 milestone Nov 2, 2016
@sofar sofar mentioned this issue Nov 2, 2016
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@sofar sofar added the WIP label Nov 2, 2016
@gaelysam
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What I propose:

  • Sediments:
    • Clay: Light grey rock. Easily dug by pickaxe, more difficultly by shovel. Becomes wet clay in contact with water. It can then be taken by hand.
    • Marl: Intermediate rock, breakable by pickaxe only, but easily. Grey colour.
    • Limestone: Yellow rock, a bit harder to dig in.
    • Chalk: White rock, easy to break with a pickaxe.
    • Sandstone: breakable by pickaxe only. Color: yellow or pink (pink sandstone looks exactly like Desert Stone in MT)
    • Coal, as an ore in some rocks
  • Metamorphic rocks: all breakable by pickaxe, and only.
    • Schist: very visible horizontal stratification
    • Slate: a particular schist that is black, and can be used in many crafts.
    • Gneiss: with white and black horizontal lines
    • Marble: while rocks, with some grey veins. Used in many crafts too.
  • Igneous rocks
    • Granite, mostly white but heterogeneous, difficult to break with a pickaxe
    • Rhyolite: rare red rock, found near granite
    • Dacite: grey heterogeneous rock
    • Andesite: Dark grey rock
    • Gabbro: darker than dacite. Found below basalt.
    • Basalt: Black rock.
  • Soil:
    • Different soils with silt, clay or sand.
    • Soil is thinner in mountain, can completely disappear.

@sofar
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sofar commented Dec 21, 2016

one of the things I'd like to do is avoid the problem of visibly different nodes where there is an ore.

What I'd like to do is have prevalent building rocks and rare rock type have some random chance of yielding a valuable mineral. For instance rubies are found rarely in a schist but more often in a gneiss (just an example, not necessarily the right one). This encourages people to hunt for rock types and mine them.

I also want to reduce the ore value by requiring many lumps of ore to get an ingot - encouraging people to mine lots but in any way they see fit (if people like to mine caves, they can, but if people like to make huge underground holes, they can too.)

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