if(turf icon='ores.dmi')//The icon holding the ore icons
icon_state= rand(1,2)//1,2,3 being the icon_states
usr << "Test 1)"
usr << "Test 2"
So, I've been having some creativity issues about how I'd like the ore system for this project I am doing to go. I've come upon the conclusion that an turf, or object, will be assigned a ore based off a percentage value. Not only am I having issues implementing such idea, it also seems like a poor way to run such a system. I'd greatly appreciate better ideas about how to set up an ore system, or about how to get mine to work.