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options for ore spawn tiling; actual ore tile textures
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@@ -1,4 +1,20 @@
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"id";"freq";"power";"scale";"comment"
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"1";"0.026";"0.01";"0.505";"copper (malachite)"
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"2";"0.040";"0.01";"0.505";"iron (haematite)"
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#"3";"0.040";"0.08";"0.501";"coal"
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"id";"freq";"power";"scale";"tiling";"comment"
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"1";"0.026";"0.01";"0.505";"a16";"copper (malachite)"
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"2";"0.040";"0.01";"0.505";"a16";"iron (haematite)"
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#"3";"0.040";"0.08";"0.501";"r16";"coal"
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################################################################################
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# id: ore ID to spawn, the ID must exist on the ores.csv
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#
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# freq: frequency value used to set up noise generator. Larger = ore veins are closer together
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# power: power value (as in: randomNumber ^ power) used to set up the noise generator. Larger = veins are larger as you go deeper. 0.01 almost negates this effect
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# scale: scale value used to set up the noise generator. Larger = thicker veins. A valid value tend to play around the 0.5; you'll need figure out this value by trial and error
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#
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# tiling: determines how the tiles are tiled
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# - a16: use 4-neighbour autotiling (16 possible cases)
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# - a47: use 8-neighbour autotiling (47 possible cases)
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# - r16: use the hash of the tile position as a variant selection, module 16
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# - r8: use the hash of the tile position as a variant selection, module 8
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#
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# comment: human-readable comments, not actually parsed
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