options for ore spawn tiling; actual ore tile textures

This commit is contained in:
minjaesong
2023-10-27 13:21:29 +09:00
parent 19f1eb2278
commit ffac61fbc5
10 changed files with 66 additions and 14 deletions

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@@ -1,4 +1,20 @@
"id";"freq";"power";"scale";"comment"
"1";"0.026";"0.01";"0.505";"copper (malachite)"
"2";"0.040";"0.01";"0.505";"iron (haematite)"
#"3";"0.040";"0.08";"0.501";"coal"
"id";"freq";"power";"scale";"tiling";"comment"
"1";"0.026";"0.01";"0.505";"a16";"copper (malachite)"
"2";"0.040";"0.01";"0.505";"a16";"iron (haematite)"
#"3";"0.040";"0.08";"0.501";"r16";"coal"
################################################################################
# id: ore ID to spawn, the ID must exist on the ores.csv
#
# freq: frequency value used to set up noise generator. Larger = ore veins are closer together
# 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
# 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
#
# tiling: determines how the tiles are tiled
# - a16: use 4-neighbour autotiling (16 possible cases)
# - a47: use 8-neighbour autotiling (47 possible cases)
# - r16: use the hash of the tile position as a variant selection, module 16
# - r8: use the hash of the tile position as a variant selection, module 8
#
# comment: human-readable comments, not actually parsed
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