Rocks

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Re: Rocks

Postby simimi » Wed Dec 30, 2015 4:19 pm

Dig soil with hands get a stone, dig it with a showel get a soil ?
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Re: Rocks

Postby Granger » Wed Dec 30, 2015 8:11 pm

jorb wrote:Problem with the map generator placing too few boulders.


Then why not stimulate a meteor shower and spawn some?
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Re: Rocks

Postby MagicManICT » Thu Dec 31, 2015 2:50 am

jorb wrote:Problem with the map generator placing too few boulders.


I'm going to say that no matter how many were placed, it wouldn't have been enough. If it were enough, they'd be so common in the rest of the world everyone would be tripping over them.

Foraged stones really are the way to go. Make them semi-common, about like taproots, and have extremely low requirements. Can be found anywhere a boulder can be found.

I'll note here that I'm not against the mining system used in Salem of digging out a small boulder that can be chipped from mountain terrains (or used for querns, runestones, etc). I just don't want to see us getting ore that way.
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Re: Rocks

Postby TeckXKnight » Thu Dec 31, 2015 5:57 am

I agree with MagicManICT. The idea of finite resources is awesome but only works when those resources aren't necessary for starting the game. Goods as pivotal as branches and stone cannot remain the crux of the newbie experience or they need to be available in sufficient quantities to get on your feet at the beginning of the game.
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Re: Rocks

Postby Granger » Thu Dec 31, 2015 3:55 pm

Why not, as a duct tape kind of fix, spawn a boulder next to the fire when spawning a new character?
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Re: Rocks

Postby simimi » Thu Dec 31, 2015 6:32 pm

Sorry to up my idear, but dig soil with hand get q10 flint, dig soil with shovel get soil is just 2 lines of code, so why not ?
At the time you need to terraform or dig soil for tree planting, you are able to craft a showel and it just cost block and board.
And it dont have to spam your minimap for all future game with usless forageable curios, dont need regular drop of stones by devs or artificial stone spawning.
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Re: Rocks

Postby MagicManICT » Thu Dec 31, 2015 8:49 pm

Granger wrote:Why not, as a duct tape kind of fix, spawn a boulder next to the fire when spawning a new character?


Too easily exploitable for a temporary fix even, I think.

Simimi has a good line of thinking there. Could just get a random chance at a stone when digging dirt. It can be dumped in holes to make dirt, so why not get a chance to get it back out? Only thing I could see is that it might be a form of alchemy changing one stone type into another.
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Re: Rocks

Postby Granger » Fri Jan 01, 2016 12:02 am

Please explain what could be exploited from a boulder of q10 stone placed near a fresh spawn.
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Re: Rocks

Postby MagicManICT » Fri Jan 01, 2016 8:01 am

Easier to get stone that way for construction than to go getting from other methods. It's not a huge advantage given the amount you get out of a smelter once mining starts, and it wouldn't be any easier than digging it up out of a stone patch if one is near. It's more a convenience and adding material to the world.
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Re: Rocks

Postby linkfanpc » Sat Jan 02, 2016 5:05 am

shubla wrote:
jorb wrote:Problem with the map generator placing too few boulders.

World 9 confirmed.

:shock:
Total misplay.
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.

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