Sevenless wrote:Apparently, mines are very very common. In the world, I'd say you might see a mine one every 100 tiles.
JohnCarver wrote:anybody who argues to remove a mechanic that allows "yet another" way to summon somebody is really a carebear in disguise trying to save his own hide.
tafkas wrote:Second, if this was true, the smelting results should be very linear: 13 ore (26%) + 12 lime (24%) should only like produce 50% of a bar, when it actually produces (most of the time) 200% (two bars).
JohnCarver wrote:anybody who argues to remove a mechanic that allows "yet another" way to summon somebody is really a carebear in disguise trying to save his own hide.
tafkas wrote:Two things still a bit unclear to me. First, do the "accumulation %" passes over from one smelt process to the other or when the bar is generated it's wiped? If not, doesn't make sense much.
Second, if this was true, the smelting results should be very linear: 13 ore (26%) + 12 lime (24%) should only like produce 50% of a bar, when it actually produces (most of the time) 200% (two bars).
Also purity smelts would be very easy: load twice 25 ore, burn one out to fill the meter to 50%, load second batch of ore, get 1 bar guaranteed. Is it like this? I've noticed all kind of random results, like 1 bar in first try and then two runs of 25 without any bars, but maybe my memory fails. Just looking to see if it has been extensively tested.
Sevenless wrote:I meant per 100 tiles walked, although in reality I have absolutely no way of testing/knowing that for sure (therefore no one else does either cept jorbtar maybe). When you stack all the mine types/purities together though, and if you made them all visible mines would seem ridiculously common compared to what we can actually see with a rod.
I know about that post, I'm referring to the base % per ore. It was claimed to be 1% when they explained the system to us, but it's definitely 2% per ore now at least. The accumulator is another matter aside.
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