Files
Terrarum/assets/mods/basegame/ores/worldgen.csv
2023-11-06 22:54:56 +09:00

1.9 KiB

1idfreqpowerscaleratiotilingcomment
210.0320.0100.5071.0a16x16copper (malachite)
320.0560.0110.5071.0a16x16iron (haematite)
430.0210.0700.5013.8a16x4coal
540.0240.0110.5011.0a16x16zinc (sphalerite)
650.0210.0200.5011.0a16x16tin (cassiterite)
760.0110.3000.4651.0a16x16natural gold
870.0160.3000.4671.0a16x16natural silver
9################################################################################
10# id: ore ID to spawn, the ID must exist on the ores.csv
11#
12# freq: frequency value used to set up noise generator. Larger = ore veins are closer together
13# 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
14# scale: scale value used to set up the noise generator. Larger = thicker veins. A valid value tend to play around the 0.5you'll need figure out this value by trial and error
15# ratio: how elongated (or squeeze) the ore veins are. >1.0 = stretched horizontally, <1.0 = stretched vertically
16#
17# tiling: determines how the tiles are tiled
18# - a16: use 4-neighbour autotiling (16 possible cases)
19# - a16x4: 4 variants of a16 (typically 4 rotations, or 2 rotations x 2 flips)
20# - a16x8: 8 variants of a16 (typically 4 rotations x 2 flips) -- horz/vert flip do not matter, both produces same sets of shapes
21# - a16x16: 16 variants of a16 (typically 4 rotations x 2 flips x 2 styles)
22# - a47: use 8-neighbour autotiling (47 possible cases)
23# - a47x4: 4 variants of a47 (typically 4 rotations, or 2 rotations x 2 flips)
24# - r16: use the hash of the tile position as a variant selection, module 16
25# - r8: use the hash of the tile position as a variant selection, module 8
26#
27# comment: human-readable comments, not actually parsed