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