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##### Re: Dig Deep Aficionados!-Discussion & Guides
« Reply #140 on: July 05, 2016, 10:57:04 PM »
Have Trub edit Reply #1 into reply #3. Have seone delete Trub's reply #1. Jack is Reply #2, then will become reply #1. Then you have a second post available for info.
Done
Why thank you, Craig! Now I can add more guides we accumulate on the next post.

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##### Re: Dig Deep Aficionados!-Discussion & Guides
« Reply #141 on: July 06, 2016, 01:16:37 AM »
And yes Dryym is correct, the denormalized depth ranges are actually calculated based on an offset above sea level, not the full height of the map, so sorry Jack, you're DD numbers will be slightly off if based on 3072 (rather than 3008)
So I take it I could easily fix the number by simply using 3,008 as the maximum depth, instead of 3,072?

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##### Re: Dig Deep Aficionados!-Discussion & Guides
« Reply #142 on: July 06, 2016, 01:52:52 AM »
So I take it I could easily fix the number by simply using 3,008 as the maximum depth, instead of 3,072?

depth = normalized * 3008 + 64

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##### Re: Dig Deep Aficionados!-Discussion & Guides
« Reply #143 on: July 06, 2016, 09:03:17 AM »

depth = normalized * 3008 + 64
OP is now more accurate after using Craig's equation, it looks better too. Depths of a minimum of 64. As opposed to the top of the world (sky).

#### Dryym

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##### Re: Dig Deep Aficionados!-Discussion & Guides
« Reply #144 on: July 06, 2016, 10:23:21 AM »
Yes, the values are used for every game mode. That's actually why I normalized them, so they could be used regardless of map depth.

And yes Dryym is correct, the denormalized depth ranges are actually calculated based on an offset above sea level, not the full height of the map, so sorry Jack, you're DD numbers will be slightly off if based on 3072 (rather than 3008)

DigDeep = Sea level + 40 = 3008
SemiAlpine = Sea level + 40
Grasslands/Desert = Sea level + 15

e.g. If your Grasslands map sea level is 200, then the normalized depth is denormalized by multiplying it by 215. Also as non DD maps don't have depth as such, just a Y coord that starts at 0 (bedrock), you'll need to either subtract the denormalized depth from 1 first, or subtract the normalized depth from sea level + X to get the actual depth. e.g. if min/max depth = 0.1 then the calculation can be either 1.0 - 0.1 = 0.9 * 215 = 193 or 215 - (215 * 0.1) = 193.

Also the Deposit Frequencies have a multiplier:
DigDeep = 35
SemiAlpine/Grasslands/Desert = 10

e.g. there are 150 x 35 = 5250 Titanium deposits on DD worlds and 150 x 10 = 1500 Titanium deposits on SemiAlpine/Grasslands/Desert worlds.

Grasslands and Desert also have some extra deposits

Desert:
BlockID = Block.SandBrick, DepositFrequency = 150, DepositSize = 40, MaxDepth = 0.9f, MinDepth = 0
BlockID = Block.Dirt, DepositFrequency = 80, DepositSize = 30, MaxDepth = 0.4f, MinDepth = 0
BlockID = Block.Basalt, DepositFrequency = 70, DepositSize = 20, MaxDepth = 0.4f, MinDepth = 0

Grasslands
BlockID = Block.Sand, DepositFrequency = 70, DepositSize = 30, MaxDepth = 0.4f, MinDepth = 0
BlockID = Block.Basalt, DepositFrequency = 70, DepositSize = 20, MaxDepth = 0.4f, MinDepth = 0

This is very useful.

Another thing, Could you possibly explain how cave generation works and how the game determines where to put things like lava pools, Water pools, Wisdom scrolls, And Blueprints?

I am fairly sure that blueprint generation generates a blue box block which is changed to a random unfound/ungenerated blueprint upon player proximity.
Or at least, I think that is why I found random blue boxes in unloaded chunks on a creative converted DD world

This may not be so helpful for others, But I am curious.

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Jared [19|Oct 07:12 PM]: "It changes everything" Dryym

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##### Re: Dig Deep Aficionados!-Discussion & Guides
« Reply #145 on: July 06, 2016, 12:45:24 PM »
Speaking of Blueprints, Trub and I have a POSSIBLE guide on those. This one may take some time.

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##### Re: Dig Deep Aficionados!-Discussion & Guides
« Reply #146 on: July 06, 2016, 01:44:27 PM »
Speaking of Blueprints, Trub and I have a POSSIBLE guide on those. This one may take some time.

By time, he means maybe months or over a year of trials. We'll see..

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##### Re: Dig Deep Aficionados!-Discussion & Guides
« Reply #147 on: July 06, 2016, 01:49:43 PM »
By time, he means maybe months or over a year of trials. We'll see..
Basically, a slave to Dig Deep for a long time. ;-:

#### Dryym

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##### Re: Dig Deep Aficionados!-Discussion & Guides
« Reply #148 on: July 06, 2016, 01:51:07 PM »
Speaking of Blueprints, Trub and I have a POSSIBLE guide on those. This one may take some time.

By time, he means maybe months or over a year of trials. We'll see..

How do you even plan on doing that?
Without Craig coming along and helping you out with numbers, You would have to complete tens of DD maps and log all of the data to get an average, Min, And max that may not even be 100% accurate.

In addition, You would have to write that out for well over 300 blueprints.

Over a year? Sounds like a decade to me.

Disclaimer: Ten years is a bit much, But it is a ridiculous amount of work that I believe would take well over a year even for two extremely dedicated players.

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Jared [19|Oct 07:12 PM]: "It changes everything" Dryym