"id";"freq";"power";"scale";"ratio";"tiling";"comment" "1";"0.026";"0.010";"0.517";"1.0";"a16x16";"copper (malachite)" "2";"0.045";"0.011";"0.517";"1.0";"a16x16";"iron (haematite)" "3";"0.017";"0.070";"0.511";"3.8";"a16x4";"coal" "4";"0.019";"0.011";"0.511";"1.0";"a16x16";"zinc (sphalerite)" "5";"0.017";"0.017";"0.511";"1.0";"a16x16";"tin (cassiterite)" "6";"0.009";"0.300";"0.474";"1.0";"a16x16";"natural gold" "7";"0.013";"0.300";"0.476";"1.0";"a16x16";"natural silver" "8";"0.017";"0.020";"0.511";"1.0";"a16x16";"lead (galena)" ################################################################################ # 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 (typically 4 rotations, or 2 rotations x 2 flips) # - a16x8: 8 variants of a16 (typically 4 rotations x 2 flips) -- horz/vert flip do not matter, both produces same sets of shapes # - a16x16: 16 variants of a16 (typically 4 rotations x 2 flips x 2 styles) # - a47: use 8-neighbour autotiling (47 possible cases) # - a47x4: 4 variants of a47 (typically 4 rotations, or 2 rotations x 2 flips) # - 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