/turf/simulated/mineral/vacuum/gb_mine/make_ore(var/rare_ore) if(mineral) return var/mineral_name if(rare_ore) mineral_name = pickweight(list( ORE_MARBLE = 3, ORE_URANIUM = 10, ORE_PLATINUM = 10, ORE_HEMATITE = 20, ORE_CARBON = 20, ORE_DIAMOND = 1, ORE_GOLD = 8, ORE_SILVER = 8, ORE_PHORON = 18, ORE_LEAD = 2, ORE_VERDANTIUM = 1, ORE_TIN = 3, ORE_COPPER = 2, ORE_BAUXITE = 9, ORE_QUARTZ = 5, ORE_PAINITE = 1)) else mineral_name = pickweight(list( ORE_MARBLE = 2, ORE_URANIUM = 5, ORE_PLATINUM = 5, ORE_HEMATITE = 35, ORE_CARBON = 35, ORE_GOLD = 3, ORE_SILVER = 3, ORE_PHORON = 25, ORE_LEAD = 1, ORE_TIN = 12, ORE_COPPER = 9)) if(mineral_name && (mineral_name in GLOB.ore_data)) mineral = GLOB.ore_data[mineral_name] UpdateMineral() update_icon() /datum/random_map/noise/ore/gb_mining descriptor = "groundbase underground ore distribution map" deep_val = 0.7 rare_val = 0.5 /datum/random_map/noise/ore/mining/check_map_sanity() return 1 //Totally random, but probably beneficial.