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