Have been thinking about and discussing this.
Benefits of block-type mineral content:
- all blocks can have water content AND mineral content
- visible ore grades fun to find (oooh, high-grade iron ore!)
Detriments:
- clutters up block types; we already have a lot of cool things with meaningful distinctions (thanks to metouto); doubling or tripling those to add grades might make the plenty less fun and more tedious
Benefits of one resource value:
- neat hidden value for which player could build device or acquire magical ability to see overlaid values (still possible to say ooooh, high-grade iron ore, but only if you advance)
- not really necessary to have water everywhere (come to think of it I had patches of water in my proof of concept for trees, not everywhere water)
Detriments:
- can never have two amounts of anything in a block (maybe doesn't matter)
- mineral values not obvious (but more interesting challenge?)
Another possibility: combine the two. Accept no water+resource as a limitation, but gain the ability to broaden the resource range by having (in some cases, not all, because it is not the only way) block types that bump up the meaning of the range value. Like, for a high-grade ore the 0-16 doesn't really mean that, it means 17-32. You would just need a "resource range modifier" thing in the block definition. Or, you could have a "swamped ore" in which the 0-16 is both water AND ore. Again a boolean in the block definition, which compared to block storage is free. So you could do a lot by messing with resource values in the block type configurations, and in the modules.
Benefits of block-type mineral content:
- all blocks can have water content AND mineral content
- visible ore grades fun to find (oooh, high-grade iron ore!)
Detriments:
- clutters up block types; we already have a lot of cool things with meaningful distinctions (thanks to metouto); doubling or tripling those to add grades might make the plenty less fun and more tedious
Benefits of one resource value:
- neat hidden value for which player could build device or acquire magical ability to see overlaid values (still possible to say ooooh, high-grade iron ore, but only if you advance)
- not really necessary to have water everywhere (come to think of it I had patches of water in my proof of concept for trees, not everywhere water)
Detriments:
- can never have two amounts of anything in a block (maybe doesn't matter)
- mineral values not obvious (but more interesting challenge?)
Another possibility: combine the two. Accept no water+resource as a limitation, but gain the ability to broaden the resource range by having (in some cases, not all, because it is not the only way) block types that bump up the meaning of the range value. Like, for a high-grade ore the 0-16 doesn't really mean that, it means 17-32. You would just need a "resource range modifier" thing in the block definition. Or, you could have a "swamped ore" in which the 0-16 is both water AND ore. Again a boolean in the block definition, which compared to block storage is free. So you could do a lot by messing with resource values in the block type configurations, and in the modules.