Question: Using Chemistry to find resource deposits ?

R4tt3xx

I want to believe
Joined
Apr 10, 2005
Posts
2,397
Location
South Africa
Society
High Tower
Avatar Name
Alexis Sky Greenstar
So here is a very hard question, you either know what I am talking about or you don't. Or you are thinking to yourself WTF is this guy on about..

I must admit that even typing this out, it is a little bit crazy but here goes. So I posted a little excel sheet about a year back suggesting how one could search for a resource based on factorization. That part works and I am happy with it. It's in python now so the old Excel is gone. The next piece was finding a "seed", I mean every semi-rng system has one. Mindark has provided hints as well as a link to the science of chemistry..

Allow me to explain. I am not a chemist but I like to experiment, especially with numbers, so the application that I have requires a few inputs, the main ones being radius and a slot for a "seed" you could say. Hydrogen has an atomic radius of 53pm.. Now we all know what the number 53 means... Hydrogen has other radii, so I began to experiment..

A few deposits later, and well I am broke again, but I did learn a lot. This game is far from random, I started getting weird skillgains, int went up, seren went up, unusual mining sizes started popping up. So I am wondering to myself if this little "game" may be a lot more real than what people are expecting it to be.

I am going to take some time out from the game and import the periodic table of elements into my app, see if it can show me where resources are around my avatar... Think of it as a map...

Is there anyone else that will care to admit that they have done something similar ? What were your results ?

R4t OUT
PS I am looking at this too
 
can we just agree on removing all the words you can possible think of and remember just one : markup?
Now that we agreed, go get it.
 
can we just agree on removing all the words you can possible think of and remember just one : markup?
Now that we agreed, go get it.

So markup involves rare resources, which are deeper.. ye get on that chemistry, go deep.

That's what she said.
 
Last edited:
markup is markup, rare or not, deep or shallow, easy or hard, at the end of the day markup is markup, stop overcomplicate 1+1.
 
Nope. https://en.wikipedia.org/wiki/Atomic_orbital

Its three dimensional waves that describe the " Aufenthaltswahrscheinlichkeit", the probability of finding the electron within that region is like 99.9%. Now with a few exceptions you usually don't have just single Atoms hanging around, they like to bond with other to form Molecules which further complicates thr e shape as the location probability gets deformed and stretched by the neighboring atoms.

With all the loot theories you have to simply look at it from "the other side" if and how can it be implemented in code. The crazy complicated stuff you're thinking about is way too complex, but human brain likes to see patterns where there are none, like take a listen to this and tell me if the sound is rising or lowering https://mynoise.net/NoiseMachines/s...46474948494948&a=1&am=s&title=Shepard Madness
 
Nope. https://en.wikipedia.org/wiki/Atomic_orbital

Its three dimensional waves that describe the " Aufenthaltswahrscheinlichkeit", the probability of finding the electron within that region is like 99.9%. Now with a few exceptions you usually don't have just single Atoms hanging around, they like to bond with other to form Molecules which further complicates thr e shape as the location probability gets deformed and stretched by the neighboring atoms.

With all the loot theories you have to simply look at it from "the other side" if and how can it be implemented in code. The crazy complicated stuff you're thinking about is way too complex, but human brain likes to see patterns where there are none, like take a listen to this and tell me if the sound is rising or lowering https://mynoise.net/NoiseMachines/shepardAudioIllusionToneGenerator.php?l=00474746474948494948&a=1&am=s&title=Shepard Madness
I am not looking for electrons.. I am looking for atoms. Like bonded atoms that are +- 150pms apart from each other on average. Also if i do "hit" an electron, well I still have to prove this, but lets just say that it would use a skill.
 
THat would actually be quite cool if they used at least some info from the periodic table to decide what
stats each resource gonna get.
Might have gone on a route for this that isn't too realistic but something that would fit a game more,
and can be figured out.
 
Y
THat would actually be quite cool if they used at least some info from the periodic table to decide what
stats each resource gonna get.
Might have gone on a route for this that isn't too realistic but something that would fit a game more,
and can be figured out.
Ye, thanks Joat, your avatar completely destroys my idea, thanks for that :)


I need to try again..
 
Y

Ye, thanks Joat, your avatar completely destroys my idea, thanks for that :)


I need to try again..
MA do use RL info, but I guess if they do it here tehy kind of go easy on us. :D
 
Not quite understanding all this :(
By Chemistry, is it something like this?
 
So imagine your avatar is shrunk down to the size of a picometer, If you get a skillgain you are close to the nucleus of an atom that you have to find break apart.


It's a neat idea but after further testing, I don't think MA is using this..
 
I cannot help thinking that this thread is people taking the piss & having a good laugh. Chemistry, seriously? Using Physics may be more appropriate. Or while we are at it, how about Astrology - that would fit right in here.
 
Here’s an idea:

Put your ideas to the test and create a log that tracks your returns from a TT and MU perspective. If you have success after 6 months, then you will have obtained a degree of confidence in your idea(s) and can pursue them further.

If not, then you can throw the idea out the window and move onto the next one.
 
I cannot help thinking that this thread is people taking the piss & having a good laugh. Chemistry, seriously? Using Physics may be more appropriate. Or while we are at it, how about Astrology - that would fit right in here.
MA can use chemistry here, take atom mass times 2 or 3 or something between that fits and use for the depth of resource.
For all "fictional" resources or if not suitable for atom mass just use a formula that uses TT value for it instead.
Precision is not important here, just some variation between resources.
 
With MU you mean more profit, but you don't always have to go deep to have more MU.
My profit with the F-101 or F-106 is about the same ... I only get different resources.

When I look at return on all depths and with any finder this runs evenly and that over 23 years

Also look at the number or percentage wise that you find with deeper ores with better MU, that doesn't make that big of a difference with other lower MU ores.

And what most completely ignore is the % fillers that you always have and that are then sold at a bargain price ... and that is exactly where the biggest profit is.
Learn to sell fillers or mid-depth for a decent % and you'll notice the difference.
 
With MU you mean more profit, but you don't always have to go deep to have more MU.
My profit with the F-101 or F-106 is about the same ... I only get different resources.

When I look at return on all depths and with any finder this runs evenly and that over 23 years

Also look at the number or percentage wise that you find with deeper ores with better MU, that doesn't make that big of a difference with other lower MU ores.

And what most completely ignore is the % fillers that you always have and that are then sold at a bargain price ... and that is exactly where the biggest profit is.
Learn to sell fillers or mid-depth for a decent % and you'll notice the difference.
Another thing we hobby miners are a bit bad at is to join up with others and trade stuff together.
Trust must be 100% so it isn't always so easy to do, but it do help when it do work out good.
Five players selling fillers together will increase amount trades more often so might be something more players
should consider.
 
Another thing we hobby miners are a bit bad at is to join up with others and trade stuff together.
Trust must be 100% so it isn't always so easy to do, but it do help when it do work out good.
Five players selling fillers together will increase amount trades more often so might be something more players
should consider.

I understand what you mean.

Especially when you have less time you want to mine and not stand at the auction to look at the prices, although that is where the profit is.
Now that the differences in % are getting bigger, partly caused by the events, both hunting events but now also the resource event.

Look at your returns ... take it from me that you have about 50% fillers ... Look at the amount of lyst and try to sell it at 108% net.

Do NOT look at the % that others sell but calculate your own %. If many want to sell at a loss, then do not do the same. When I look at certain %, costs of extraction and refining ... This proves once again that most do not calculate and lose.

Agreed, it takes some time, and the more peds you have available, the easier it becomes, and I hear some people say it already... it is not always possible to sell a large quantity at a better % or to store, but that is what I call mining above your pedcard.
 
Back
Top