Make Mining Helmets Great (For Once)

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Make Mining Helmets Great (For Once)

Postby jordancoles » Mon Feb 13, 2017 6:40 am

Allow us to wear mining helmets in the aesthetic head slot when wearing 2 slotted cloaks

When wearing a miner's helmet with a lit candle:
-Buff masonry by a percentage based on current masonry level (and perhaps helmet q)
-Increase mining ability on top of str and pickaxe q slightly

It seems logical to me that mining with a light source should help you to mine more effectively. Bear capes are still the norm for mining even though the miner's helm sounds like it should be the obvious choice. The current drawbacks are that lighting does nothing and the helmet itself offers no strength bonuses.
Last edited by jordancoles on Mon Feb 13, 2017 6:42 am, edited 1 time in total.
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Re: Make Mining Helmets Great (For Once)

Postby MrPunchers » Mon Feb 13, 2017 6:42 am

Make mining helmets double the effective softcap of your tool against the ore or something along those line then I would wear it.
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Re: Make Mining Helmets Great (For Once)

Postby azrid » Mon Feb 13, 2017 8:47 am

Lit mining helmet should soften the rock.
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Re: Make Mining Helmets Great (For Once)

Postby Onep » Mon Feb 13, 2017 9:31 am

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Re: Make Mining Helmets Great (For Once)

Postby Granger » Mon Feb 13, 2017 12:23 pm

Simple solution to make them viable would be to not, unless illuminated by a light source, render anything underground (= not sending any gObj data to the client). So unless you have light you won't see cavedust, bats (incl. being unable to hit them), trolls (dito), glimmers and whatnot.
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Re: Make Mining Helmets Great (For Once)

Postby Avu » Mon Feb 13, 2017 12:34 pm

Granger wrote:Simple solution to make them viable would be to not, unless illuminated by a light source, render anything underground (= not sending any gObj data to the client). So unless you have light you won't see cavedust, bats (incl. being unable to hit them), trolls (dito), glimmers and whatnot.


And thus mining was abolished.
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Re: Make Mining Helmets Great (For Once)

Postby Tsutla » Mon Feb 13, 2017 12:46 pm

Granger wrote:Simple solution to make them viable would be to not, unless illuminated by a light source, render anything underground (= not sending any gObj data to the client). So unless you have light you won't see cavedust, bats (incl. being unable to hit them), trolls (dito), glimmers and whatnot.


That would have to apply to torches as well as static light sources. Hell, by this logic, night foraging should not yield any resources. Example of non-severe penalty for not using light source in haven would be limiting the movement speed to 2. As for mining helmet, don't forget that atual use for it is to protect the head from cave-ins, and people simply got around that with minesweeper tactics. Actually making the helm gildable with masonry, strength, or something similar could give it more relevance imo. "perception" changes apply more to lightsource than the actual helmet.

Avu wrote:And thus mining was abolished.


Hence why Granger didn't name mining as restricted, i suppose. Seeing that the helmet requires mining to be produced, it would break the game.
Last edited by Tsutla on Mon Feb 13, 2017 12:49 pm, edited 2 times in total.
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Re: Make Mining Helmets Great (For Once)

Postby Astarisk » Mon Feb 13, 2017 12:48 pm

Avu wrote:
Granger wrote:Simple solution to make them viable would be to not, unless illuminated by a light source, render anything underground (= not sending any gObj data to the client). So unless you have light you won't see cavedust, bats (incl. being unable to hit them), trolls (dito), glimmers and whatnot.


And thus mining was abolished.


The game needs more tedium. :geek:
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Re: Make Mining Helmets Great (For Once)

Postby jordancoles » Mon Feb 13, 2017 12:49 pm

The game is tedium
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Re: Make Mining Helmets Great (For Once)

Postby Granger » Mon Feb 13, 2017 11:48 pm

Tsutla wrote:
Granger wrote:Simple solution to make them viable would be to not, unless illuminated by a light source, render anything underground (= not sending any gObj data to the client). So unless you have light you won't see cavedust, bats (incl. being unable to hit them), trolls (dito), glimmers and whatnot.


That would have to apply to torches as well as static light sources. Hell, by this logic, night foraging should not yield any resources. Example of non-severe penalty for not using light source in haven would be limiting the movement speed to 2. As for mining helmet, don't forget that atual use for it is to protect the head from cave-ins, and people simply got around that with minesweeper tactics. Actually making the helm gildable with masonry, strength, or something similar could give it more relevance imo. "perception" changes apply more to lightsource than the actual helmet.

Avu wrote:And thus mining was abolished.


Hence why Granger didn't name mining as restricted, i suppose. Seeing that the helmet requires mining to be produced, it would break the game.


You certainly could also build fires or work with torches, the mining helmet has the upside of being able to equip a candle so you have a mobile light source with the hands free.

Making the helmet gildable would be nice, but for this I would suggest to not destroy it with a cave in but to transform it into a 'broken helmet' that functions as before (wearable, stats/gilds add the original one), just doesn't protect anymore a until it is repaired through a crafting recipe with a metal bar (turned back into a functioning one) at an anvil.
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