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1.1 KiB
1.1 KiB
| 1 | id | freq | power | scale | tiling | comment |
|---|---|---|---|---|---|---|
| 2 | 1 | 0.026 | 0.01 | 0.505 | a16 | copper (malachite) |
| 3 | 2 | 0.040 | 0.01 | 0.505 | a16 | iron (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 0.5 | you'll need figure out this value by trial and error | ||||
| 10 | # | |||||
| 11 | # tiling: determines how the tiles are tiled | |||||
| 12 | # - a16: use 4-neighbour autotiling (16 possible cases) | |||||
| 13 | # - a47: use 8-neighbour autotiling (47 possible cases) | |||||
| 14 | # - r16: use the hash of the tile position as a variant selection, module 16 | |||||
| 15 | # - r8: use the hash of the tile position as a variant selection, module 8 | |||||
| 16 | # | |||||
| 17 | # comment: human-readable comments, not actually parsed |