Closed Darkmega18 closed 8 months ago
I didn't add the hammerable ores to this version because I always thought it was a tedious mechanic that made automating the sieve much more difficult (3 different types of item that result in the same ore). It was also a big source of inventory clutter. On top of my dislike of the feature, it would take lots of effort for me to add those items, since I'd have to make textures for every Ore Gravel/Sand/Dust added by Ex Deorum. I'll add the wood pulp. I never used it when Ex Compressum was a thing, but it sounds like a neat idea.
Ok yeah, thats probably fair. it was messy, but I engaged with it for the stonks. But it probably is a bit of work unless you figure out how to dynamically generate and recolor sprites to just have it generate a set of colored ore states and fragments.
I added the Wood Chippings to Ex Deorum 1.12.
eeexcellent. :D
I remember that before there was ore chunks that came out of the sieves, sorta like the stones that turn into cobble or clay balls turn into clay blocks. But you could also take a hammer to most metallic or smeltable ores to break it into a varying amount of ore gravels, to make into a gravel version of the ore, and then into sand and then to dust. (gems, coal, stuff that dropped an already formed item etc didn't work I don't think) This allowed you a form of long hand and kinda inefficient (at first) ore doubling or ore multiplication, which was made better once you got access to fortune and those ores were oredicted as the ores still and could usually be processed in other ways too.
Although it was kind of op I found it pretty useful. Although doing it without fortune wouldn't often net a large increase.
Ex compressum also had introduced hammering logs I believe, which would turn any tagged/oredicted logs into wood pulp that would compost very well or could also be used with water to make paper straight from wood or for smelting with somewhat inefficiently. This could also get fortuned with the hammers I'm pretty certain.