Specifically, I think you mean this part:Xudo wrote:What do you think about proposal of Sokomine?
This is a simpler method/variant where instead of "predetermined" ore spots that become exposed, you're modifying the map after every map update and inserting ores according to a specific 3d noise (I assume). Essentially you forego the need for a map, but you would have to do some lenghty scanning for node exposures. E.g. falling gravel, explosions also would expose new blocks and trigger this mechanism.Sokomine wrote:My idea would be to leave normal ore generation as it is (coal, iron, copper, tin, even gold), but not to generate mese crystals, mese blocks, diamonds etc. at mapgen time. Those rare ores would be generated randomly when the player diggs stone like already suggested by others. If a stone is digged and the function returns "ore found", the stone behind the just digged stone turns into the ore so that it looks to the player as if he's just revealed that ore block. Other stoneblocks around could be turned into the desired ore at this time as well, simulating a cluster-like distribution. Making the ore emit some light and/or sound could help human players in times of lag. Digging strategies could be rewarded by not "jumping" over corridors and placing the ores closer together, with only stone and never air between two blocks
There's also the issue of how to handle natural caves - already exposed surfaces could change mysteriously from stone to ore if not properly implemented.
It sounds a bit simpler but player wise relatively the same. Using the mechanism only for rare ores is probably a big efficiency gain as well.
I could foresee this mechanism include per-player modifiers as well - further limiting players ability to collect unreasonable amounts of rare ores in short times, which may be a wanted bonus.