Highest Q resources?

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Re: Highest Q resources?

Postby Gray » Wed Jan 25, 2012 6:26 am

cobaltjones wrote:Was gonna post about a q72 mussel spot from W3 but it looks like that's already been bested.

Also I've got a feeling that the mapgen formulas are changed between worlds slightly so old world information (q120+ soil) might be sort of useless now except for cataloging history I suppose.


I got that feeling too, but werent the previous worlds larger? For example i remenber world 3 was massive compared to this one.
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Re: Highest Q resources?

Postby burgingham » Wed Jan 25, 2012 6:34 am

ApocalypsePlease wrote:Didn't Gato post a pic of Q160'ish soil from back in W2?


Then it was indeed 160, yeah. As I said different formula back then that made it easier to have such ridiculous peaks.

@Magicman it is actually most likely to have and find q100+ soil spots simply because they are most likely to exist. Q100 clay is unbelievably rare and the q109 spot was the only three digit one I ever heard of.
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Re: Highest Q resources?

Postby cobaltjones » Wed Jan 25, 2012 6:39 am

Yeah if my understanding of the resource system is correct then most resources have the same or similar distribution and quality formulas, it's just the fact that soil/water are a much bigger part of the terrain that makes the higher quality more consistently found. There's likely a few q120 clay spots on the map, but they're smack dab in the middle of a heath so it doesn't really do anybody any good.

It would be really interesting to get a big writeup about the current(old) mapgen system and how it worked with regards to quality nodes once loftar gets time (never).
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Re: Highest Q resources?

Postby Gray » Wed Jan 25, 2012 4:44 pm

cobaltjones wrote:Yeah if my understanding of the resource system is correct then most resources have the same or similar distribution and quality formulas, it's just the fact that soil/water are a much bigger part of the terrain that makes the higher quality more consistently found. There's likely a few q120 clay spots on the map, but they're smack dab in the middle of a heath so it doesn't really do anybody any good.

It would be really interesting to get a big writeup about the current(old) mapgen system and how it worked with regards to quality nodes once loftar gets time (never).


I bet it works like this:

The size of the map is chosen.
It then generates a map of soilQ, waterQ, clayQ, stoneQ, sandQ, swampQ, water forageablesQ and oreQ.
After those huges areas of influence are generated the world comes into place, the world is filled with broadleaf and coniferous forest, cliffs are added along with caves.
Then it adds rivers and lakes (shallow and deep water), beaches. Then grasslands, heaths, moors, mountains mudflats, swamps and thickets. The cave systems come last wich is why sometimes we see bugged cave entrances that dont have a tunnel associated with it.

I wonder if the same Qmap is generated for underground.
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Re: Highest Q resources?

Postby MagicManICT » Wed Jan 25, 2012 5:21 pm

I would say that cliffs are added after rivers, but yeah, you've got the right idea. ;)

Yes, at least the cave layer (L1) gets quality maps: clay (cave clay), fish, water, stone, and soil (forageables), which is all node types, I believe. (I understand that there can be fishing nodes in cave ponds, at least. Have never seen one.)

Seems like someone else said something about w3 being bigger: the map is always 5x5 to start (for now). W3 saw two map expansions if I recall right.
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Re: Highest Q resources?

Postby Gray » Wed Jan 25, 2012 6:02 pm

MagicManICT wrote:I would say that cliffs are added after rivers, but yeah, you've got the right idea. ;)

Yes, at least the cave layer (L1) gets quality maps: clay (cave clay), fish, water, stone, and soil (forageables), which is all node types, I believe. (I understand that there can be fishing nodes in cave ponds, at least. Have never seen one.)


Yeah I have seen fishing nodes in cave ponds. Id wish it gave somekind of rare fish or other sea animal.

MagicManICT wrote:Seems like someone else said something about w3 being bigger: the map is always 5x5 to start (for now). W3 saw two map expansions if I recall right.


I said it, the last expansion was done a few weeks before a wipe, I remenber I was pissed because friend of mine from Sodom had given me the location of an iron mine there and I went to prospect and I also had tin and copper 2 mins away from it, then bam server wipe.
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Re: Highest Q resources?

Postby Vigilance » Thu Jan 26, 2012 2:19 am

q92 rocks underground - W5
q95 soil raided (with q99 earthworm! :D) - W6
q82~ clay - W5
q82~ water - W4
q42 sand - W6
q40~~ mussels - W6

others, can't remember. :D
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Re: Highest Q resources?

Postby Gray » Thu Jan 26, 2012 4:43 am

I just realized sand nodes might be what affect mussel Q, just got Q15 sand and mussel close to each other.
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Re: Highest Q resources?

Postby ninja_yodeler » Thu Jan 26, 2012 4:48 am

Mussel nodes are directly related to the q of fish node in the are AFAIK, I doubt sand has anything to do with it

Gray wrote:Yeah I have seen fishing nodes in cave ponds. Id wish it gave somekind of rare fish or other sea animal.


Talking whale?

Though an edible cave type fish would be nice if that's what you meant :)
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Re: Highest Q resources?

Postby ValerieHallaway » Thu Jan 26, 2012 6:08 am

ninja_yodeler wrote:Mussel nodes are directly related to the q of fish node in the are AFAIK, I doubt sand has anything to do with it

Gray wrote:Yeah I have seen fishing nodes in cave ponds. Id wish it gave somekind of rare fish or other sea animal.


Talking whale?

Though an edible cave type fish would be nice if that's what you meant :)

Oo, something rare that gives Psy. That would be awesome
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