OK, fixed the overlay for the mole miner. The problem was so ridiculous that I'm too embarassed to mention what it was...
![Embarassed :oops:](./images/smilies/icon_redface.gif)
I've also got the basic refinery setup to refine basic ores into fuel. As before, the refineries will be used for two purposes: to refine ore into other things such as fuel or ingots, and to convert ore and other raw items (such as frozen liquids and gases) into Resources (the currency I mentioned last time which will be used for building, repairing, and trading). I will probably make different types of refineries (such as Metal Refinery, Mineral Refinery, etc...) but for now there is just the one type. On a related note, I have also come up with a basic "tech tree" regarding space stations. Using only vanilla station graphics, I have begun development of what I call the Post System. Using the Forklift Constructor, the player starts out by building a Cargo Container which can then be upgraded (if the player has enough Resources) to either a Level 2 Cargo Container (larger cargo capacity) or to a Base Post (same cargo capacity as the Level 1 Cargo Container, but will also increase the player's Population limit...or maybe I will call them Crew or Colonists...I haven't worked that part out yet). Here's a preliminary pic of the station upgrade tree, though it is likely to change slightly...
![Image](http://media.use.com/images/s_1/f5574ae0c0dae193e300.jpg)
Any thoughts/opinions about this?
I'm also working on new "ore" types (for gaming purposes, gases and liquids are considered ores) and tables now that I've got the mining station and refinery working. I organized them into categories that are based on actual scientific categories, though in actuality, some elements fall into multiple categories and others are defined differently depending on who you ask. Anyway, since I will be coding things a little differently than in vanilla, system levels will be mostly unimportant (for example, encounters will be determined not by system level, but by the type of planets that exist in a system and those enemies/allies will get stronger the longer they are ignored). Likewise, ore will be determined first by the type of asteroids present in the system, then by consulting the tables below. If you have any opinions about how I have organized these tables, such as whether certain types of ore should be present on certain types of asteroids or how rare a certain type of ore should be on a certain type of asteroid, I'd certainly welcome them. Keep in mind though that I haven't yet made the tables for determining the individual ore types yet since I'm not finished actually making all of the ore items and I'll be adding at least two more categories (compound gases and organic compounds).
Code: Select all
<!-- Ore Table Types
AlkaliOres (lithium, sodium, potassium, etc)
AlkalineEarthOres (Berylium, Magnesium, Calcium, etc)
BaseMetalOres (Titanium, Chromium, Iron, etc)
PoorMetalOres (Tin, Lead, Mercury, etc)
NobleMetalOres (Gold, Platinum, Silver, etc)
CommonGasDeposits (Hydrogen, Methane, Oxygen, etc)
NobleGasDeposits (Helium, Neon, Argon, etc)
CommonMineralOres (Granite, Limestone, Marble, etc)
ExoticMineralOres (Amethyst, Quartz, Emerald, etc)
NonMetalOres (Selenium, Silicon, Sulfur, etc)
NonMineralOres (Amber, Jet, Obsidian, etc)
RareEarthOres (Holmium, Yttrium, Ytterbium, etc)
RadioactiveOres (Uranium, Plutonium, Thorium, etc)
CorrosiveOres (Ammonia, Phosphoric Acid, Sulfuric Acid, etc)
-->
<ItemTable unid="&tbRockyAsteroidOre;">
<Table>
<Lookup chance="20" table="CommonMineralOres"/>
<Lookup chance="15" table="BaseMetalOres"/>
<Lookup chance="15" table="CommonGasDeposits"/>
<Lookup chance="12" table="NonMetalOres"/>
<Lookup chance="10" table="NonMineralDeposits"/>
<Lookup chance="10" table="AlkaliOres"/>
<Lookup chance="10" table="AlkalineEarthOres"/>
<Lookup chance="5" table="RareEarthOres"/>
<Lookup chance="2" table="RadioactiveOres"/>
<Lookup chance="1" table="ExoticMineralOres"/>
</Table>
</ItemTable>
<ItemTable unid="&tbFrostAsteroidOre;">
<Table>
<Lookup chance="20" table="CommonMineralOres"/>
<Lookup chance="20" table="BaseMetalOres"/>
<Lookup chance="20" table="CommonGasDeposits"/>
<Lookup chance="15" table="NonMetalOres"/>
<Lookup chance="15" table="NonMineralDeposits"/>
<Lookup chance="8" table="NobleGasDeposits"/>
<Lookup chance="2" table="ExoticMineralOres"/>
</Table>
</ItemTable>
<ItemTable unid="&tbIceAsteroidOre;">
<Table>
<Lookup chance="25" table="CommonGasDeposits"/>
<Lookup chance="20" table="CommonMineralOres"/>
<Lookup chance="20" table="BaseMetalOres"/>
<Lookup chance="10" table="NonMetalOres"/>
<Lookup chance="10" table="NonMineralDeposits"/>
<Lookup chance="10" table="NobleGasDeposits"/>
<Lookup chance="5" table="ExoticMineralOres"/>
</Table>
</ItemTable>
<ItemTable unid="&tbMetallicAsteroidOre;">
<Table>
<Lookup chance="20" table="BaseMetalOres"/>
<Lookup chance="15" table="CommonMineralOres"/>
<Lookup chance="15" table="PoorMetalOres"/>
<Lookup chance="15" table="AlkaliOres"/>
<Lookup chance="12" table="AlkalineEarthOres"/>
<Lookup chance="12" table="CommonGasDeposits"/>
<Lookup chance="8" table="RadioactiveOres"/>
<Lookup chance="3" table="NobleMetalOres"/>
</Table>
</ItemTable>
<ItemTable unid="&tbTreasureAsteroidOre;">
<Table>
<Lookup chance="25" table="BaseMetalOres"/>
<Lookup chance="22" table="PoorMetalOres"/>
<Lookup chance="22" table="CommonMineralOres"/>
<Lookup chance="15" table="NobleMetalOres"/>
<Lookup chance="10" table="NobleGasDeposits"/>
<Lookup chance="5" table="RadioactiveOres"/>
<Lookup chance="1" table="ExoticMineralOres"/>
</Table>
</ItemTable>
<ItemTable unid="&tbVolcanicAsteroidOre;">
<Table>
<Lookup chance="15" table="BaseMetalOres"/>
<Lookup chance="15" table="CommonMineralOres"/>
<Lookup chance="15" table="PoorMetalOres"/>
<Lookup chance="12" table="CorrosiveOres"/>
<Lookup chance="10" table="CommonGasDeposits"/>
<Lookup chance="10" table="AlkaliOres"/>
<Lookup chance="8" table="AlkalineEarthOres"/>
<Lookup chance="5" table="NobleGasDeposits"/>
<Lookup chance="4" table="RareEarthOres"/>
<Lookup chance="3" table="RadioactiveOres"/>
<Lookup chance="2" table="NobleMetalOres"/>
<Lookup chance="1" table="ExoticMineralOres"/>
</Table>
</ItemTable>
<ItemTable unid="&tbRadioactiveAsteroidOre;">
<Table>
<Lookup chance="15" table="BaseMetalOres"/>
<Lookup chance="15" table="PoorMetalOres"/>
<Lookup chance="15" table="CorrosiveOres"/>
<Lookup chance="12" table="CommonMineralOres"/>
<Lookup chance="10" table="CommonGasDeposits"/>
<Lookup chance="10" table="RadioactiveOres"/>
<Lookup chance="8" table="AlkaliOres"/>
<Lookup chance="5" table="AlkalineEarthOres"/>
<Lookup chance="4" table="NobleGasDeposits"/>
<Lookup chance="3" table="RareEarthOres"/>
<Lookup chance="2" table="NobleMetalOres"/>
<Lookup chance="1" table="ExoticMineralOres"/>
</Table>
</ItemTable>
<ItemTable unid="&tbRainbowAsteroidOre;">
<Table>
<Lookup chance="20" table="CommonMineralOres"/>
<Lookup chance="20" table="CommonGasDeposits"/>
<Lookup chance="15" table="BaseMetalOres"/>
<Lookup chance="12" table="CorrosiveOres"/>
<Lookup chance="10" table="NobleGasDeposits"/>
<Lookup chance="10" table="ExoticMineralOres"/>
<Lookup chance="8" table="NobleMetalOres"/>
<Lookup chance="5" table="RadioactiveOres"/>
</Table>
</ItemTable>