Open Vlek opened 12 months ago
I'm going with the former where I figure out the weight of 2 "small" ore and set the weights to that.
This is going to be harder than it looks because the base Ore.cs doesn't mention the different graphics nor does it mention weight at all.
I went down a rabbit hole thinking that these things might be generated by Pickaxe.cs, but that is using the HarvestSystem which led me to HarvestSystem.cs which has a lot of interesting code in it. Basically all of the different harvesting code is all put together into it, which is insane as per usual.
I think the best idea I can come up with now for finding out where this crap lives is going to be greping for the graphic id when I get a chance.
This is something that has always bugged me about ore piles.
There are a few different ore pile graphics:
In some iterations of the RunUO server, you can get a different type of ore pile when you dig for ore. If you are inclined to try to clean up your backpack, the avid miner would realize that the different ores have different weights for the same amount of ore
This is most apparent when combining down to the smallest ore type. The weight decreases when this happens.
I have tested this myself with a small ore pile for ruins and riches and found that it is also happening here.
So 1 large pile (@ 12 stones) + 1 small pile (@ 2 stones?) = 5 small piles (@ 10 stones)
I believe that this is performing a conversion such that the types of ore give an amount of ingots when smelted:
So we have two different options:
Personally, I am thinking the former because I'm trying to have fun and not get nitpicked about the weight issue. I've already had to double the carrying capacity but that didn't do much for the backpack weight limit which is still too low in my opinion.
New weights: