"id";"freq";"power";"scale";"ratio";"tiling";"comment" "1";"0.04";"0.01";"0.51";"1.0";"a16x16";"copper (malachite)" "2";"0.07";"0.01";"0.51";"1.0";"a16x16";"iron (haematite)" "3";"0.026";"0.07";"0.504";"3.8";"a16x4";"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 # ratio: how elongated (or squeeze) the ore veins are. >1.0 = stretched horizontally, <1.0 = stretched vertically # # tiling: determines how the tiles are tiled # - a16: use 4-neighbour autotiling (16 possible cases) # - a16x4: 4 variants of a16 # - a16x16: 16 variants of a16 # - 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