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1.9 KiB
1.9 KiB
| 1 | id | freq | power | scale | ratio | tiling | comment |
|---|---|---|---|---|---|---|---|
| 2 | 1 | 0.026 | 0.010 | 0.517 | 1.0 | a16x16 | copper (malachite) |
| 3 | 2 | 0.045 | 0.011 | 0.517 | 1.0 | a16x16 | iron (haematite) |
| 4 | 3 | 0.017 | 0.070 | 0.511 | 3.8 | a16x4 | coal |
| 5 | 4 | 0.019 | 0.011 | 0.511 | 1.0 | a16x16 | zinc (sphalerite) |
| 6 | 5 | 0.017 | 0.017 | 0.511 | 1.0 | a16x16 | tin (cassiterite) |
| 7 | 6 | 0.009 | 0.300 | 0.474 | 1.0 | a16x16 | natural gold |
| 8 | 7 | 0.013 | 0.300 | 0.476 | 1.0 | a16x16 | natural silver |
| 9 | 8 | 0.017 | 0.020 | 0.511 | 1.0 | a16x16 | lead (galena) |
| 10 | ################################################################################ | ||||||
| 11 | # id: ore ID to spawn, the ID must exist on the ores.csv | ||||||
| 12 | # | ||||||
| 13 | # freq: frequency value used to set up noise generator. Larger = ore veins are closer together | ||||||
| 14 | # 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 | ||||||
| 15 | # 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 | |||||
| 16 | # ratio: how elongated (or squeeze) the ore veins are. >1.0 = stretched horizontally, <1.0 = stretched vertically | ||||||
| 17 | # | ||||||
| 18 | # tiling: determines how the tiles are tiled | ||||||
| 19 | # - a16: use 4-neighbour autotiling (16 possible cases) | ||||||
| 20 | # - a16x4: 4 variants of a16 (typically 4 rotations, or 2 rotations x 2 flips) | ||||||
| 21 | # - a16x8: 8 variants of a16 (typically 4 rotations x 2 flips) -- horz/vert flip do not matter, both produces same sets of shapes | ||||||
| 22 | # - a16x16: 16 variants of a16 (typically 4 rotations x 2 flips x 2 styles) | ||||||
| 23 | # - a47: use 8-neighbour autotiling (47 possible cases) | ||||||
| 24 | # - a47x4: 4 variants of a47 (typically 4 rotations, or 2 rotations x 2 flips) | ||||||
| 25 | # - r16: use the hash of the tile position as a variant selection, module 16 | ||||||
| 26 | # - r8: use the hash of the tile position as a variant selection, module 8 | ||||||
| 27 | # | ||||||
| 28 | # comment: human-readable comments, not actually parsed |