461 lines
17 KiB
TOML
461 lines
17 KiB
TOML
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#World generation settings for Mekanism. This config is synced from server to client
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[world_generation]
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#Allows chunks to retrogen Mekanism ore blocks.
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enableRegeneration = false
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#Change this value to cause Mekanism to regen its ore in all loaded chunks.
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#Range: > 0
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userWorldGenVersion = 0
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#Generation Settings for tin ore.
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[world_generation.tin]
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#Determines if tin ore should be added to world generation.
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shouldGenerate = true
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#small tin vein Generation Settings.
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[world_generation.tin.small]
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#Determines if small tin veins should be added to world generation. Note: Requires generating tin ore to be enabled.
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shouldGenerate = true
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#Chance that small tin veins generates in a chunk.
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#Range: 1 ~ 256
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perChunk = 14
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#Maximum number of blocks in a small tin vein.
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#Range: 1 ~ 64
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maxVeinSize = 4
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#Maximum number of blocks in a small tin vein.
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#Range: 0.0 ~ 1.0
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discardChanceOnAirExposure = 0.0
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#Distribution shape for placing small tin veins.
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#Allowed Values: TRAPEZOID, UNIFORM
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shape = "TRAPEZOID"
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#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
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plateau = 0
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#Minimum (inclusive) height anchor for small tin veins.
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[world_generation.tin.small.minInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = -20
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#Maximum (inclusive) height anchor for small tin veins.
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[world_generation.tin.small.maxInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = 94
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#large tin vein Generation Settings.
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[world_generation.tin.large]
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#Determines if large tin veins should be added to world generation. Note: Requires generating tin ore to be enabled.
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shouldGenerate = true
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#Chance that large tin veins generates in a chunk.
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#Range: 1 ~ 256
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perChunk = 12
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#Maximum number of blocks in a large tin vein.
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#Range: 1 ~ 64
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maxVeinSize = 9
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#Maximum number of blocks in a large tin vein.
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#Range: 0.0 ~ 1.0
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discardChanceOnAirExposure = 0.0
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#Distribution shape for placing large tin veins.
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#Allowed Values: TRAPEZOID, UNIFORM
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shape = "TRAPEZOID"
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#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
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plateau = 0
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#Minimum (inclusive) height anchor for large tin veins.
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[world_generation.tin.large.minInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = -32
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#Maximum (inclusive) height anchor for large tin veins.
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[world_generation.tin.large.maxInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = 72
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#Generation Settings for osmium ore.
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[world_generation.osmium]
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#Determines if osmium ore should be added to world generation.
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shouldGenerate = true
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#upper osmium vein Generation Settings.
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[world_generation.osmium.upper]
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#Determines if upper osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
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shouldGenerate = true
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#Chance that upper osmium veins generates in a chunk.
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#Range: 1 ~ 256
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perChunk = 65
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#Maximum number of blocks in a upper osmium vein.
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#Range: 1 ~ 64
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maxVeinSize = 7
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#Maximum number of blocks in a upper osmium vein.
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#Range: 0.0 ~ 1.0
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discardChanceOnAirExposure = 0.0
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#Distribution shape for placing upper osmium veins.
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#Allowed Values: TRAPEZOID, UNIFORM
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shape = "TRAPEZOID"
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#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
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plateau = 8
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#Minimum (inclusive) height anchor for upper osmium veins.
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[world_generation.osmium.upper.minInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = 72
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#Maximum (inclusive) height anchor for upper osmium veins.
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[world_generation.osmium.upper.maxInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "BELOW_TOP"
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#Value used for calculating y for the anchor based on the type.
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value = -24
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#middle osmium vein Generation Settings.
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[world_generation.osmium.middle]
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#Determines if middle osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
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shouldGenerate = true
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#Chance that middle osmium veins generates in a chunk.
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#Range: 1 ~ 256
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perChunk = 6
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#Maximum number of blocks in a middle osmium vein.
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#Range: 1 ~ 64
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maxVeinSize = 9
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#Maximum number of blocks in a middle osmium vein.
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#Range: 0.0 ~ 1.0
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discardChanceOnAirExposure = 0.0
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#Distribution shape for placing middle osmium veins.
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#Allowed Values: TRAPEZOID, UNIFORM
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shape = "TRAPEZOID"
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#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
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plateau = 0
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#Minimum (inclusive) height anchor for middle osmium veins.
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[world_generation.osmium.middle.minInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = -32
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#Maximum (inclusive) height anchor for middle osmium veins.
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[world_generation.osmium.middle.maxInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = 56
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#small osmium vein Generation Settings.
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[world_generation.osmium.small]
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#Determines if small osmium veins should be added to world generation. Note: Requires generating osmium ore to be enabled.
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shouldGenerate = true
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#Chance that small osmium veins generates in a chunk.
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#Range: 1 ~ 256
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perChunk = 8
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#Maximum number of blocks in a small osmium vein.
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#Range: 1 ~ 64
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maxVeinSize = 4
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#Maximum number of blocks in a small osmium vein.
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#Range: 0.0 ~ 1.0
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discardChanceOnAirExposure = 0.0
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#Distribution shape for placing small osmium veins.
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#Allowed Values: TRAPEZOID, UNIFORM
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shape = "UNIFORM"
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#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
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plateau = 0
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#Minimum (inclusive) height anchor for small osmium veins.
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[world_generation.osmium.small.minInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABOVE_BOTTOM"
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#Value used for calculating y for the anchor based on the type.
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value = 0
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#Maximum (inclusive) height anchor for small osmium veins.
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[world_generation.osmium.small.maxInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = 64
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#Generation Settings for uranium ore.
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[world_generation.uranium]
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#Determines if uranium ore should be added to world generation.
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shouldGenerate = true
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#small uranium vein Generation Settings.
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[world_generation.uranium.small]
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#Determines if small uranium veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
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shouldGenerate = true
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#Chance that small uranium veins generates in a chunk.
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#Range: 1 ~ 256
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perChunk = 4
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#Maximum number of blocks in a small uranium vein.
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#Range: 1 ~ 64
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maxVeinSize = 4
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#Maximum number of blocks in a small uranium vein.
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#Range: 0.0 ~ 1.0
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discardChanceOnAirExposure = 0.0
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#Distribution shape for placing small uranium veins.
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#Allowed Values: TRAPEZOID, UNIFORM
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shape = "TRAPEZOID"
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#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
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plateau = 0
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#Minimum (inclusive) height anchor for small uranium veins.
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[world_generation.uranium.small.minInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABOVE_BOTTOM"
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#Value used for calculating y for the anchor based on the type.
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value = 0
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#Maximum (inclusive) height anchor for small uranium veins.
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[world_generation.uranium.small.maxInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = 8
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#buried uranium vein Generation Settings.
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[world_generation.uranium.buried]
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#Determines if buried uranium veins should be added to world generation. Note: Requires generating uranium ore to be enabled.
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shouldGenerate = true
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#Chance that buried uranium veins generates in a chunk.
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#Range: 1 ~ 256
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perChunk = 7
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#Maximum number of blocks in a buried uranium vein.
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#Range: 1 ~ 64
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maxVeinSize = 9
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#Maximum number of blocks in a buried uranium vein.
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#Range: 0.0 ~ 1.0
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discardChanceOnAirExposure = 0.75
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#Distribution shape for placing buried uranium veins.
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#Allowed Values: TRAPEZOID, UNIFORM
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shape = "TRAPEZOID"
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#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
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plateau = 16
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#Minimum (inclusive) height anchor for buried uranium veins.
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[world_generation.uranium.buried.minInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABOVE_BOTTOM"
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#Value used for calculating y for the anchor based on the type.
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value = -24
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#Maximum (inclusive) height anchor for buried uranium veins.
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[world_generation.uranium.buried.maxInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABOVE_BOTTOM"
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#Value used for calculating y for the anchor based on the type.
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value = 56
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#Generation Settings for fluorite ore.
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[world_generation.fluorite]
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#Determines if fluorite ore should be added to world generation.
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shouldGenerate = true
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#normal fluorite vein Generation Settings.
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[world_generation.fluorite.normal]
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#Determines if normal fluorite veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
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shouldGenerate = true
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#Chance that normal fluorite veins generates in a chunk.
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#Range: 1 ~ 256
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perChunk = 5
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#Maximum number of blocks in a normal fluorite vein.
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#Range: 1 ~ 64
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maxVeinSize = 5
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#Maximum number of blocks in a normal fluorite vein.
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#Range: 0.0 ~ 1.0
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discardChanceOnAirExposure = 0.0
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#Distribution shape for placing normal fluorite veins.
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#Allowed Values: TRAPEZOID, UNIFORM
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shape = "UNIFORM"
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#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
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plateau = 0
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#Minimum (inclusive) height anchor for normal fluorite veins.
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[world_generation.fluorite.normal.minInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABOVE_BOTTOM"
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#Value used for calculating y for the anchor based on the type.
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value = 0
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#Maximum (inclusive) height anchor for normal fluorite veins.
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[world_generation.fluorite.normal.maxInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = 23
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#buried fluorite vein Generation Settings.
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[world_generation.fluorite.buried]
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#Determines if buried fluorite veins should be added to world generation. Note: Requires generating fluorite ore to be enabled.
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shouldGenerate = true
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#Chance that buried fluorite veins generates in a chunk.
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#Range: 1 ~ 256
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perChunk = 3
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#Maximum number of blocks in a buried fluorite vein.
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#Range: 1 ~ 64
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maxVeinSize = 13
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#Maximum number of blocks in a buried fluorite vein.
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#Range: 0.0 ~ 1.0
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discardChanceOnAirExposure = 1.0
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#Distribution shape for placing buried fluorite veins.
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#Allowed Values: TRAPEZOID, UNIFORM
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shape = "TRAPEZOID"
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#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
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plateau = 0
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#Minimum (inclusive) height anchor for buried fluorite veins.
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[world_generation.fluorite.buried.minInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABOVE_BOTTOM"
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#Value used for calculating y for the anchor based on the type.
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value = 0
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#Maximum (inclusive) height anchor for buried fluorite veins.
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[world_generation.fluorite.buried.maxInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = 4
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#Generation Settings for lead ore.
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[world_generation.lead]
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#Determines if lead ore should be added to world generation.
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shouldGenerate = true
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#normal lead vein Generation Settings.
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[world_generation.lead.normal]
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#Determines if normal lead veins should be added to world generation. Note: Requires generating lead ore to be enabled.
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shouldGenerate = true
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#Chance that normal lead veins generates in a chunk.
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#Range: 1 ~ 256
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perChunk = 8
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#Maximum number of blocks in a normal lead vein.
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#Range: 1 ~ 64
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maxVeinSize = 9
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#Maximum number of blocks in a normal lead vein.
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#Range: 0.0 ~ 1.0
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discardChanceOnAirExposure = 0.25
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#Distribution shape for placing normal lead veins.
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#Allowed Values: TRAPEZOID, UNIFORM
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shape = "TRAPEZOID"
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#Half length of short side of trapezoid, only used if shape is TRAPEZOID. A value of zero means the shape is a triangle.
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plateau = 0
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#Minimum (inclusive) height anchor for normal lead veins.
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[world_generation.lead.normal.minInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABOVE_BOTTOM"
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#Value used for calculating y for the anchor based on the type.
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value = -24
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#Maximum (inclusive) height anchor for normal lead veins.
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[world_generation.lead.normal.maxInclusive]
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#Type of anchor.
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#Absolute -> y = value
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#Above Bottom -> y = minY + value
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#Below Top -> y = depth - 1 + minY - value
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#Allowed Values: ABSOLUTE, ABOVE_BOTTOM, BELOW_TOP
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type = "ABSOLUTE"
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#Value used for calculating y for the anchor based on the type.
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value = 64
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#Generation Settings for salt.
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[world_generation.salt]
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#Determines if salt should be added to world generation.
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shouldGenerate = true
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#Chance that salt generates in a chunk.
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#Range: 1 ~ 2031
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perChunk = 2
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#Base radius of a vein of salt.
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#Range: 1 ~ 4
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minRadius = 2
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#Extended variability (spread) for the radius in a vein of salt.
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maxRadius = 3
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#Number of blocks to extend up and down when placing a vein of salt.
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#Range: 0 ~ 2031
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halfHeight = 1
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