---
# System prepended metadata

title: Mining Overhaul

---

# Mining is Lackluster
Mining, as it stands from a /tg/ point of view, is a one-in-two crap shot of you dying or coming back. Chasms, fauna, ash storms, there's *a lot* on Lavaland that's out to kill you. So, whats the idea for TaleStation's mining overhaul? It's simple. Lavaland isn't being removed, but it's importance in the mining scene is going to be drastically downsized.

The plans:
- Introduce a diet version of overmap (TGUI)
- Introduce new planets to explore
- Introduce new fauna
- Most likely need new cave gens

## The Z-Level Problem

Currently, there are a FEW solutions that can be accomplished here.

1. Rework how Z levels are loaded as well as cave gen to work with loading/unloading

Due to how modular we want to keep this system, this approach is probably off the table for the most part. It's probably not feasible, and with the current system from /tg/, would probably also need an extensive rework to get this TO work.

2. Have one Z loaded at all times with the maps on them, already generated

This approach is more plausible, probably modular, and easier to attain. However, the "keeping me loaded all the time" doesn't seem really worth it. With atmos constantly processing, other smaller processes, it doesn't seem worth it.

3. Make as many Zs as planet maps. Make them load/gen during world int 

Similar to No. 2, but each planet can be made as big as desired. Makes maps bigger and more exploration based. Multiple Zs loaded along with space seems worrying.

## Diet Overmap

We will not be porting the overmap system at all. The "diet" version of overmap is giving an illusion you can travel in the vast space, but instead, you only have points A to E to go to (ambigious).

The decision of making a fancy TGUI is up in the air, or just making it a drop down of "Fly to planet [X]".

Design idea is to plaster Lavaland on the bottom of the screen, the station above it, and multiple planets in the background.

Mousing over said planets should state their name, ore content and atmosphere (toxic, breathable, deadly)

## New Planets

This list is going to be tight, but open to ideas.

Six planets max.

### Ice Planet
Similar to Icebox. Contains plasma rivers, cold.

Ore type: Silver (Common), Gold (Uncommon), Iron (Uncommon), Diamond (Rare)
Fauna: Whatever's on Icebox normally

### Jungle Planet
Hot, humid planet. The plants here want to kill you.

Ore type: Iron (Common), Uranium (Uncommon)
Fauna: Plants and some insects

### Ash Planet
Ash covers the ground and the skies. It never stops snowing ash.

Ore type: Uranium (Rare)
Fauna: Ashen skeletons

### Plasma Planet
A combination of the Ash and Ice planet. The ground is dark and coated in a layer of thick soot. Plasma rivers are everywhere.

Ore type: Silver, Gold, Iron (Scarce), Sand (Abudnant), Bluespace (Rare)
Fauna: Plasma skeletons

## New Fauna
This section will be expanded upon once the planets are set in stone to avoid any issues.

## Lavaland becomes PvE
Lavaland will slowly be de-mineralized while keeping the fauna. The mining base will most likely be overhauled, same with the Gulag.

Issues with Gulaging people may be present, so "gulaging" people will probably have to be redone as well (probably move to a timer based system instead of a point based system). In the event we can make seperate Gulags on different planets, the point system can be left in tact.

This is a discussion for another time, however.

## Cave Gen
Currently, Cave Gen is only used on Lavaland and Icebox, both of which are mutually exclusive (they don't generate together, AND their cave gens are unique). Preformance may be a concern here, so extensive testing will need to be done to ensure stability.
