Miner's sight is a new status effect that makes ores around the player glows. The radius on the ore detection would be based on the potency of the effect.
In order to not make it overpowered, all ore would glow the same, whether it be a coal or diamond. This could be great for a cave updates!
Perhaps to obtain it you have to explore an abandoned mineshaft where you'll rarely find a purple mushroom that you can either grow or brew into Miner's Sight potion.
Not being familiar with the mod from which it is suggested this is based:
How does it work? [does the glow permeate rock? if so, what (if anything) will block the glow?]
What sort of range is being considered? [blocks? chunks?]
Can the 'purple mushroom" [or other 'special ingredient' be 'farmed' (if so, how so?) or is it a non-renewable?]
Any downside to use? [attracts mobs (all or specific types) / causes mob spawns (possible anomolous eg slime above L40) / renders stone as air (creating a risk of falling into pits) / etc.]
Probably most usful to players who gather ores via cave exploration rather than pattern mining.
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
I take it the glow will be similar like the one used on mobs hit with an spectral arrow. You can see the white outline of an ore block behind solid objects
but nothing else to differentiate it from any other surrounding ore blocks. So actually a nice and balanced idea since it does give you a slight advantage
of finding ores without really knowing what you'll find. The glowing block behind the stone you are lokking at might be diamonds... but might also be coal.
Would be a nice addition to the standard utility potions we mostly use (nightvision, water breathing, etc.).
Probably most usful to players who gather ores via cave exploration rather than pattern mining.
I'd think the opposite - in my current world I've mined an average of more than a thousand ores per hour and just recently passed a quarter-million total; in a previous world I mined a total of 380,000 ores over 467 hours, and I've mined well over 2 million in my first world (vanilla, with similar rates as the second world, my current world is vanilla with double the cave generation, yet it only increased mining rates by 20%) - there are quite a few posts (even suggestions) that complained about how easy it was to find ores by caving; for example, and also mentioned here (the complaint of too many caves is only a small factor; I've caved for a bit in newer versions (unmodified 1.7+ cave generation) and found that it was even easier to collect ores - in one case, I averaged 1,600 per hour over 30 minutes, an unheard of rate for 1.6.4, modded or vanilla, since ores are actually more common since 1.8).
I don't see it being that useful for the ores that players would really want to use it for, like diamonds, since there are around 24 times more of everything else within the layers diamond can be found (coal veins may be easy to spot due to their different vein structure but that still leaves around a dozen times more of everything else, with the same vein structure as diamond). Branch-mining is also already quite efficient when done properly; based on the data given here you can find up to one diamond ore every 59 blocks mined and at a conservative rate of one block mined every 2 seconds (even unenchanted stone pickaxes take less than a second to mine stone when including the 0.25 second delay added between blocks) that's 1800 blocks per hour, including about half a stack of diamond ore - I don't even see why you'd desire Fortune with that rate (in my last world I found 91 diamond ore in this mine, and only mined that much since I was looking for a much rarer mod ore, rare enough to warrant Fortune. Afterwards you don't need more since you can use Mending).
You've done your usual exemplary exposition of how someone with your playstyle will find themselfs with a surplus of ores… even without the proposed idea. [First paragraph]
As well as demonstrating that a modest attention to detail will also render the original suggestion largely superfluous for pattern miners. [Second paragraph]
[I agree with both the above points.
While it seems that we both feel the suggestion would have low utility to either sort of player, what I excerpted in the interest of brevity (and cannot find in your post) is the basis for the expressed opinion on the relative utility to each sort of player.]
While there is insufficient detail to do a proper analysis of utility in either situation, the larger volume of space that can be accessed in a set amount of time via spelunking seems to support my original contention that the proposed idea would have greater utility to a player who caved for resources as the greater openess of a cave system would expose a correspondingly greater (otherwise hidden) volume for each use of the potion as compared with pattern mining.
There is the additional consideration that (depending on the pattern employed) pattern mining can reveal an arbitrarily high percentage of ore in a volume; this limits the utility of the potion for use after completeing the pattern (as compared with after removing visible ore for a section of caves).
[Depending on the specs, the eveluation would reverse if the potion were both cheap enough and effective enough that changing one's mining pattern to a series of test bores centered one potion range apart was a reasonable strategy.]
The last further highlights the need to have mechanical details as differing perceptions held by the various respondants may otherwise result in talking past one another.
WRT you comment about the desirablity of Fortune ("… I don't even see why you'd desire Fortune with that rate …."):
For those who class both spelunkiing and pattern mining as 'things done in order to be able to do other things' (ie not as fun in and of themselves), any increased rate (that does not increase risk) will always be desirable.
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Miner's sight is a new status effect that makes ores around the player glows. The radius on the ore detection would be based on the potency of the effect.
In order to not make it overpowered, all ore would glow the same, whether it be a coal or diamond. This could be great for a cave updates!
Perhaps to obtain it you have to explore an abandoned mineshaft where you'll rarely find a purple mushroom that you can either grow or brew into Miner's Sight potion.
This is directly based off a mod, is it not? I don’t know if I agree completely but it may be neat as status effect that wear off within...20 seconds?
Not being familiar with the mod from which it is suggested this is based:
How does it work? [does the glow permeate rock? if so, what (if anything) will block the glow?]
What sort of range is being considered? [blocks? chunks?]
Can the 'purple mushroom" [or other 'special ingredient' be 'farmed' (if so, how so?) or is it a non-renewable?]
Any downside to use? [attracts mobs (all or specific types) / causes mob spawns (possible anomolous eg slime above L40) / renders stone as air (creating a risk of falling into pits) / etc.]
Probably most usful to players who gather ores via cave exploration rather than pattern mining.
I take it the glow will be similar like the one used on mobs hit with an spectral arrow. You can see the white outline of an ore block behind solid objects
but nothing else to differentiate it from any other surrounding ore blocks. So actually a nice and balanced idea since it does give you a slight advantage
of finding ores without really knowing what you'll find. The glowing block behind the stone you are lokking at might be diamonds... but might also be coal.
Would be a nice addition to the standard utility potions we mostly use (nightvision, water breathing, etc.).
-Support.-
I'd think the opposite - in my current world I've mined an average of more than a thousand ores per hour and just recently passed a quarter-million total; in a previous world I mined a total of 380,000 ores over 467 hours, and I've mined well over 2 million in my first world (vanilla, with similar rates as the second world, my current world is vanilla with double the cave generation, yet it only increased mining rates by 20%) - there are quite a few posts (even suggestions) that complained about how easy it was to find ores by caving; for example, and also mentioned here (the complaint of too many caves is only a small factor; I've caved for a bit in newer versions (unmodified 1.7+ cave generation) and found that it was even easier to collect ores - in one case, I averaged 1,600 per hour over 30 minutes, an unheard of rate for 1.6.4, modded or vanilla, since ores are actually more common since 1.8).
I don't see it being that useful for the ores that players would really want to use it for, like diamonds, since there are around 24 times more of everything else within the layers diamond can be found (coal veins may be easy to spot due to their different vein structure but that still leaves around a dozen times more of everything else, with the same vein structure as diamond). Branch-mining is also already quite efficient when done properly; based on the data given here you can find up to one diamond ore every 59 blocks mined and at a conservative rate of one block mined every 2 seconds (even unenchanted stone pickaxes take less than a second to mine stone when including the 0.25 second delay added between blocks) that's 1800 blocks per hour, including about half a stack of diamond ore - I don't even see why you'd desire Fortune with that rate (in my last world I found 91 diamond ore in this mine, and only mined that much since I was looking for a much rarer mod ore, rare enough to warrant Fortune. Afterwards you don't need more since you can use Mending).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
You've done your usual exemplary exposition of how someone with your playstyle will find themselfs with a surplus of ores… even without the proposed idea. [First paragraph]
As well as demonstrating that a modest attention to detail will also render the original suggestion largely superfluous for pattern miners. [Second paragraph]
[I agree with both the above points.
While it seems that we both feel the suggestion would have low utility to either sort of player, what I excerpted in the interest of brevity (and cannot find in your post) is the basis for the expressed opinion on the relative utility to each sort of player.]
While there is insufficient detail to do a proper analysis of utility in either situation, the larger volume of space that can be accessed in a set amount of time via spelunking seems to support my original contention that the proposed idea would have greater utility to a player who caved for resources as the greater openess of a cave system would expose a correspondingly greater (otherwise hidden) volume for each use of the potion as compared with pattern mining.
There is the additional consideration that (depending on the pattern employed) pattern mining can reveal an arbitrarily high percentage of ore in a volume; this limits the utility of the potion for use after completeing the pattern (as compared with after removing visible ore for a section of caves).
[Depending on the specs, the eveluation would reverse if the potion were both cheap enough and effective enough that changing one's mining pattern to a series of test bores centered one potion range apart was a reasonable strategy.]
The last further highlights the need to have mechanical details as differing perceptions held by the various respondants may otherwise result in talking past one another.
WRT you comment about the desirablity of Fortune ("… I don't even see why you'd desire Fortune with that rate …."):
For those who class both spelunkiing and pattern mining as 'things done in order to be able to do other things' (ie not as fun in and of themselves), any increased rate (that does not increase risk) will always be desirable.
I think it should be called the number potion
Basically Block ESP hacks.
e
It's clearly a reference to the spelunker potion from Terraria. I support; it's a cool idea, anyways.
Crazy, toys in the attic I am crazy
Truly gone fishing
They must have taken my marbles away
The mod I was referring to was . It basically tracks ores nearby and point them out to you, though the system works different.