Files
Terrarum/assets/mods/basegame/ores/worldgen.csv
2023-10-29 01:06:06 +09:00

1.3 KiB

1idfreqpowerscaleratiotilingcomment
210.040.010.511.0a16x16copper (malachite)
320.070.010.511.0a16x16iron (haematite)
430.0260.070.5043.8a16x4coal
5################################################################################
6# id: ore ID to spawn, the ID must exist on the ores.csv
7#
8# freq: frequency value used to set up noise generator. Larger = ore veins are closer together
9# 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
10# 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
11# ratio: how elongated (or squeeze) the ore veins are. >1.0 = stretched horizontally, <1.0 = stretched vertically
12#
13# tiling: determines how the tiles are tiled
14# - a16: use 4-neighbour autotiling (16 possible cases)
15# - a16x4: 4 variants of a16
16# - a16x16: 16 variants of a16
17# - a47: use 8-neighbour autotiling (47 possible cases)
18# - r16: use the hash of the tile position as a variant selection, module 16
19# - r8: use the hash of the tile position as a variant selection, module 8
20#
21# comment: human-readable comments, not actually parsed