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2.4 KiB
2.4 KiB
| 1 | id | freq | power | scale | ratio | tiling | comment | blocktagnongrata |
|---|---|---|---|---|---|---|---|---|
| 2 | 1 | 0.026 | 0.010 | 0.517 | 1.0 | a16x16 | copper (malachite) | |
| 3 | 2 | 0.031 | 0.011 | 0.521 | 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 | 9 | 0.008 | 0.200 | 0.480 | 1.0 | a16x16 | uranium (pitchblende) | FLUXSTONE |
| 11 | 256 | 0.010 | -0.366 | 0.528 | 2.4 | a16x8 | rocksalt | DEEPROCK,BASALT |
| 12 | 257 | 0.007 | 0.100 | 0.494 | 1.0 | a16x8 | amethyst | DEEPROCK,BASALT |
| 13 | 258 | 0.019 | 0.015 | 0.509 | 1.0 | a16x8 | quartz | DEEPROCK,BASALT |
| 14 | 259 | 0.010 | -0.166 | 0.517 | 1.4 | a16x8 | nitre | DEEPROCK,BASALT |
| 15 | ################################################################################ | |||||||
| 16 | # id: ore ID to spawn, the ID must exist on the ores.csv | |||||||
| 17 | # | |||||||
| 18 | # freq: frequency value used to set up noise generator. Larger = ore veins are closer together | |||||||
| 19 | # 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 | |||||||
| 20 | # 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 | ||||||
| 21 | # ratio: how elongated (or squeeze) the ore veins are. >1.0 = stretched horizontally, <1.0 = stretched vertically | |||||||
| 22 | # | |||||||
| 23 | # tiling: determines how the tiles are tiled | |||||||
| 24 | # - a16: use 4-neighbour autotiling (16 possible cases) | |||||||
| 25 | # - a16x4: 4 variants of a16 (typically 4 rotations, or 2 rotations x 2 flips) | |||||||
| 26 | # - a16x8: 8 variants of a16 (typically 4 rotations x 2 flips) -- horz/vert flip do not matter, both produces same sets of shapes | |||||||
| 27 | # - a16x16: 16 variants of a16 (typically 4 rotations x 2 flips x 2 styles) | |||||||
| 28 | # - a47: use 8-neighbour autotiling (47 possible cases) | |||||||
| 29 | # - a47x4: 4 variants of a47 (typically 4 rotations, or 2 rotations x 2 flips) | |||||||
| 30 | # - r16: use the hash of the tile position as a variant selection, module 16 | |||||||
| 31 | # - r8: use the hash of the tile position as a variant selection, module 8 | |||||||
| 32 | # | |||||||
| 33 | # comment: human-readable comments, not actually used |