"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