Files
Terrarum/assets/mods/basegame/ores/worldgen.csv
2023-10-28 16:49:34 +09:00

1.3 KiB

1idfreqpowerscaleratiotilingcomment
210.0260.010.5051.0a16copper (malachite)
320.0400.010.5051.0a16iron (haematite)
4################################################################################
5# id: ore ID to spawn, the ID must exist on the ores.csv
6#
7# freq: frequency value used to set up noise generator. Larger = ore veins are closer together
8# 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
9# 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
10# ratio: how elongated (or squeeze) the ore veins are. >1.0 = stretched horizontally, <1.0 = stretched vertically
11#
12# tiling: determines how the tiles are tiled
13# - a16: use 4-neighbour autotiling (16 possible cases)
14# - a47: use 8-neighbour autotiling (47 possible cases)
15# - r16: use the hash of the tile position as a variant selection, module 16
16# - r8: use the hash of the tile position as a variant selection, module 8
17#
18# comment: human-readable comments, not actually parsed