Files
Terrarum/assets/mods/basegame/ores/worldgen.csv
2024-09-25 19:43:22 +09:00

2.4 KiB

1idfreqpowerscaleratiotilingcommentblocktagnongrata
210.0260.0100.5171.0a16x16copper (malachite)
320.0310.0110.5211.0a16x16iron (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)
1090.0080.2000.4801.0a16x16uranium (pitchblende)FLUXSTONE
112560.010-0.3660.5282.4a16x8rocksaltDEEPROCK,BASALT
122570.0070.1000.4941.0a16x8amethystDEEPROCK,BASALT
132580.0190.0150.5091.0a16x8quartzDEEPROCK,BASALT
142590.010-0.1660.5171.4a16x8nitreDEEPROCK,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 0.5you'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