Files
Terrarum/assets/mods/basegame/ores/worldgen.csv
2023-11-15 00:47:48 +09:00

1.9 KiB

1idfreqpowerscaleratiotilingcomment
210.0260.0100.5171.0a16x16copper (malachite)
320.0450.0110.5171.0a16x16iron (haematite)
430.0170.0700.5113.8a16x4coal
540.0190.0110.5111.0a16x16zinc (sphalerite)
650.0170.0170.5111.0a16x16tin (cassiterite)
760.0090.3000.4741.0a16x16natural gold
870.0130.3000.4761.0a16x16natural silver
980.0170.0200.5111.0a16x16lead (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 0.5you'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