ATITD: A Little More Alloy Conversations (and Mines)

To recap, I was just a few steps shy of making my very own Raeli Oven. Over the last two days, in between City of Heroes huffiness, I got a lot of progress in. Nothing like having a less favored thing to do to cure procrastination.

Step 1) Obtain 25 Moon Steel Sheeting (and a bit of copper wire)

Alloys. Lots and lots of calculation, followed by alloy making. Each Moon Steel Sheeting is made from 8 Moon Steel. 1 Moon Steel is made from an alloy of:

One can’t just multiply directly the materials required, we have to take into account crystallization success. Assuming I only accept 70% crystallization success and higher, each batch will give me 7 Moon Steel or higher. I aim to produce to 210 Moon Steel (a little extra to keep in stock never hurts.) So the total is 30x. I will need 210 Steel, 90 Brass and 90 Pewter.

Each one of those suckers is an alloy in themselves. So MORE alloy calculations follow.

For Steel:

Assume we accept 75% crystallization and higher,  each will yield 5+ steel. We will need 42 x of the above, in total, 294 Iron, and 42 Tin.

For Brass:

Accepting 66% crystallization, each yields 5+ brass. We need 18 x of the above, 126 Copper and 18 Tin.

For Pewter:

Accepting 66% crystallization, each yields 6+ pewter. We need 15x of the above, 105 Iron, 60 Antimony and 15 Brass. (Hey look, another alloy snuck in. 15 brass means 21 more copper, and 3 more tin.)

Totaling up everything, that eventually added up to 399 Iron, 147 Copper, 63 Tin, and 60 Antimony.

To my surprise, I had all that metal already standing by in my metal warehouse. I was a bit afraid that I’d have to go look up a public mine location for antimony and cart ore back to smelt, but apparently I already did that a while ago. It would leave me a bit short on copper, but I could always mine more later.

So 1-2 hours of furious alloy making later (to the accompaniment of the Bastion soundtrack courtesy of the Humble Bundle V), I was sitting on 222 some Moon Steel and some spare odds and ends of the other alloys. I have to confess that I found this staring at white circles on a black background changing positions a lot more relaxing and enjoyable than the repeated tries I had of the City of Heroes Magisterium trial – for one, I was having incremental success and accumulating my way towards a goal and for another, I was alone – so grind really is in the eye of the beholder.

On went the forges, and I made some extra charcoal to load them up while waiting, since the alloy making had drained my charcoal stocks.

Clink clink clink went the Moon Steel as they got hammered into Sheeting, and then I threw on the copper to extrude into copper wire. (I did accidentally turn off one forge before I remembered I had yet to make them, so oops, 40 charcoal wasted turning it back on again.)

Optional) Mine Copper While Waiting

Since I had to wait for the forges, I got some copper mining done.

This Telling, I was fortunate enough to have unknowingly placed my compound very near to both an iron and a copper vein.  It’s the most convenient lack-of-running-required I’ve ever had with mines of the two most commonly needed metals.

Mining has changed since Tale 5 and 6. When I first joined in Tale 4, mining was an activity best left to macros.

Mines used to look like this. A pile of poo with seven crystals within. Depending on the type of metal you were trying to mine out, you had to click on the correct crystal for that metal type. This could be anything from “the odd crystal out,” “the least blue crystal,” “the least saturated crystal,” “the most yellow hued crystal” etc.

If I recall correctly, iron used to be the odd crystal out. This sounds easy and quite okay to do manually. Until you realize that computer color vision and human color vision are worlds apart. Computers use RGB and HSV to determine color. What looks least blue to humans, may not be the same thing to a computer which is calculating it based on the lowest B value, for example.

And you get things like the above picture. I -think- the odd crystal out in the mine above is the top left one, but it’s so close, it’s impossible to tell. Players were using color pickers to help them differentiate between colors (not even the color picker is helping me on that mine above, to be honest.)

And it was a short step from there to fully automated mining with macros that analyzed the crystals for you – just help the macro to mark the pixel locations of the seven crystals as seen on your screen.

Mines also used to break, and require repairs that cost increasingly expensive amounts of leather. This influenced player behavior accordingly, making fewer mines public, and causing them to drop lots of spare mines along an entire vein or metal patch, hogging the all the resources so that they didn’t have to paid absurd amounts of leather just working on one mine. Freeloaders were not welcome, because there was a cost to be paid in leather, and the mine got more and more expensive to use. There was much drama about mines.

The new mines don’t break. They cost comparatively more now, but they don’t break. One simple game design change, and player behavior adapts in response. Now more people are open to making their mines available for public use, and there’s less need to litter an entire row of mines along a vein, one for each guild, clique and individual person who can afford a mine to use for themselves.

I placed my mines to make it convenient for myself, but left them open to public use, since I’m settled very near the Chariot Stop of my region.

(Some person has taken advantage of that by erecting a personal warehouse right behind the mine. I’m not terribly fond of the eyesore, it’s very near to where I flax and within sight of all my compounds. Still debating if I should contact the person to talk it over. I find it a bit rude and presumptuous to building that there when you don’t even own the mine in question. If I turned the mining rights off, a fat lot of good the warehouse would do you then. I wouldn’t be that vindictive, but yeah, it doesn’t make sense to me. Most people are fine making multiple runs to get and convert all the ore they mined to more portable metal. My gyration cell is sitting there in the background, available for public use, allowing them to turn 1495 ore to 150 metal as long as they bring 50 charcoal per run.

Not to mention, no one has visited it to clear it of the ore lately, which means it’s just junk trash sitting there on the off chance they maybe might want some later and come by to get it. What the hell, why hoard it in ore form, just convert it to metal and -take- it with you. It’s also COPPER, the most common metal, there’s veins criss-crossing everywhere, why not just make your own mine nearer to where you live?

On the other hand, I’m not fond of drama and it is relatively small stuff not to be sweated over, they may have thought it within the boundaries of the Chariot Stop and thus fair game and common use ground. Living near the Chariot Stop has all kinds of potential eyesore disadvantages and territory issues that my hermit self is not entirely used to, along with all the bonuses of short runs to anywhere. We’ll see.)

The new mines pop up a big set of crystals as above. More complex metals may have more than eight crystals too.

The crystals can differ in a number of ways. By their color, by their main body shape, by the shape of their base, by the additional crystals sticking into the main body, etc.

The more common metals are easier to mine. So in this case, there are only two factors to look at for copper. The main body shape and their color.  (Base shape, and additional top crystals remain the same.)

One must select a set of three or more crystals that are either ALL THE SAME or ALL DIFFERENT with regards to the above factors, to successfully mine some ore.

So if you take a look at the cyan crystals 2, 4 and 6… they are all the same color and all three have different body shapes. 2 is round, 4 is a triangular fin, and 6 has four lumps sticking out of it like a primitive hand. These are a valid set and will yield ore.

3, 7 and 8 also work. They are the same grey color and the same primitive hand body shape.

1, 4 and 5 is also fine. Different colors, same triangular fin body shape.

5, 6 and 7 would not work. Though they are different colors, 6 and 7 share the same shape, but 5 does not. They must be all the same or all different for each factor.

Continual successful set formations per layout appear to yield increasingly more ore on average, and if you use the same crystal seven times successfully when forming sets, the crystal breaks and the mine yields some gems that differ per region. (Gem mining is best done with sand mines for least factors to consider when set making.)

When stuck, or all possible sets formed, click on the mine and “Work the Mine” to get a new layout with new crystals.

This new method of mining favors the human ability to see and make patterns a little more over the power of computers to repetitively click. It’s quite fun and relaxing a minigame if done in the proper mood, with an easy metal. It also can be a small group activity, as multiple people can attempt to form sets together.

Of course, never underestimate player ingenuity in cyborging with the help of computers.

Players have developed two methods of mining with computer help. One is to brute force all the solutions. Cegaiel’s Autohotkey macro does this in-game.

If your brain hurts thinking about stone combinations, and you don’t mind being slow and steady, you can let the macro take a whack at every possible stone combination there is. The macro asks you to select all the stone locations by middle-mouse button clicking, assigning each pixel location to stone 1, 2, 3, 4, etc.

Then the macro bangs away, hitting stones 1, 2 and 3. Then 1, 2 and 4. 125. 126. 127. 128.

Then 134, 135, 136, 137, 138. Then 145, 146, 147, 148, on and on, until it finishes with 678.

If it hits a valid set, you get ore.

If it hits an invalid set (and there will be lots when you’re brute forcing), it automatically detects the pop up that announces your error in picking an invalid set, and hits the OK to close it for you.

The whole thing clicks with precision at a much faster pace than you can as a human, so it can generate a tolerable amount of ore over time. Not as fast as an intelligent human operator would be, but a lot less taxing on the brain when you don’t want to think.

Method number 2 is to solve for all possible valid combinations out of game with a third-party tool. Then you just follow and click the correct combinations.

Docsaintly’s Stonecrusher is the premiere tool for the job. It takes a bit more work to set up the mine layout, so it is most useful for the really complicated metals where you want to maximize yield, but the whole layout looks like a massive pain to even see any patterns, let alone all of them.

Taking the above mine layout as an example, one would enter in all the stone attributes. Let A be the color of the stones. 1, 3 and 8 are grey, so let’s call them G. 2, 4, 6 are blue, so B. And 5 is red, R.

Let B be the shape of the stones. 1, 4, 5 are Triangular. 2 is a Circle. (Technically, sphere, but hell, it’s my naming convention.) 3, 6, 7, 8 are Hands (beats calling it misshapen sphere with four spikey lumps on top).

One Calculate button later, all the valid combinations are displayed for you to click. Just remember which stone is which number.

Multiple ways to manage the same task. That’s the beauty of A Tale in the Desert.


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