Files
BoundlessHorizons/config/Mekanism/world.toml
2024-09-25 03:12:49 +02:00

457 lines
20 KiB
TOML

#Allows chunks to retrogen Mekanism salt and ore blocks. In general when enabling this you also want to bump the userWorldGenVersion.
enableRegeneration = false
#Change this value to cause Mekanism to regen its ore in all loaded chunks that have a version lower than this.
#Range: > 0
userWorldGenVersion = 0
#Generation Settings for Tin ore.
[tin]
#Determines if Tin ore should be added to world generation.
shouldGenerate = true
#Small Tin Vein Generation Settings.
[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 the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Small Tin Veins. This defines the minimum y-level that Small Tin Veins can spawn at.
[tin.small.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = -20
#Maximum (inclusive) height anchor for Small Tin Veins. This defines the maximum y-level that Small Tin Veins can spawn at.
[tin.small.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 94
#Large Tin Vein Generation Settings.
[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 the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Large Tin Veins. This defines the minimum y-level that Large Tin Veins can spawn at.
[tin.large.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for Large Tin Veins. This defines the maximum y-level that Large Tin Veins can spawn at.
[tin.large.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 72
#Generation Settings for Osmium ore.
[osmium]
#Determines if Osmium ore should be added to world generation.
shouldGenerate = true
#Upper Osmium Vein Generation Settings.
[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 the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 8
#Minimum (inclusive) height anchor for Upper Osmium Veins. This defines the minimum y-level that Upper Osmium Veins can spawn at.
[osmium.upper.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 72
#Maximum (inclusive) height anchor for Upper Osmium Veins. This defines the maximum y-level that Upper Osmium Veins can spawn at.
[osmium.upper.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = -24
#Middle Osmium Vein Generation Settings.
[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 the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Middle Osmium Veins. This defines the minimum y-level that Middle Osmium Veins can spawn at.
[osmium.middle.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = -32
#Maximum (inclusive) height anchor for Middle Osmium Veins. This defines the maximum y-level that Middle Osmium Veins can spawn at.
[osmium.middle.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 56
#Small Osmium Vein Generation Settings.
[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 the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Small Osmium Veins. This defines the minimum y-level that Small Osmium Veins can spawn at.
[osmium.small.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Small Osmium Veins. This defines the maximum y-level that Small Osmium Veins can spawn at.
[osmium.small.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 64
#Generation Settings for Uranium ore.
[uranium]
#Determines if Uranium ore should be added to world generation.
shouldGenerate = true
#Small Uranium Vein Generation Settings.
[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 the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Small Uranium Veins. This defines the minimum y-level that Small Uranium Veins can spawn at.
[uranium.small.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Small Uranium Veins. This defines the maximum y-level that Small Uranium Veins can spawn at.
[uranium.small.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 8
#Buried Uranium Vein Generation Settings.
[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 the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 16
#Minimum (inclusive) height anchor for Buried Uranium Veins. This defines the minimum y-level that Buried Uranium Veins can spawn at.
[uranium.buried.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for Buried Uranium Veins. This defines the maximum y-level that Buried Uranium Veins can spawn at.
[uranium.buried.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 56
#Generation Settings for Fluorite ore.
[fluorite]
#Determines if Fluorite ore should be added to world generation.
shouldGenerate = true
#Normal Fluorite Vein Generation Settings.
[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 the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Normal Fluorite Veins. This defines the minimum y-level that Normal Fluorite Veins can spawn at.
[fluorite.normal.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Normal Fluorite Veins. This defines the maximum y-level that Normal Fluorite Veins can spawn at.
[fluorite.normal.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 23
#Buried Fluorite Vein Generation Settings.
[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 the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Buried Fluorite Veins. This defines the minimum y-level that Buried Fluorite Veins can spawn at.
[fluorite.buried.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 0
#Maximum (inclusive) height anchor for Buried Fluorite Veins. This defines the maximum y-level that Buried Fluorite Veins can spawn at.
[fluorite.buried.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 4
#Generation Settings for Lead ore.
[lead]
#Determines if Lead ore should be added to world generation.
shouldGenerate = true
#Normal Lead Vein Generation Settings.
[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 the shape is Trapezoid. A value of zero means the shape is a triangle.
plateau = 0
#Minimum (inclusive) height anchor for Normal Lead Veins. This defines the minimum y-level that Normal Lead Veins can spawn at.
[lead.normal.minInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = -24
#Maximum (inclusive) height anchor for Normal Lead Veins. This defines the maximum y-level that Normal Lead Veins can spawn at.
[lead.normal.maxInclusive]
#The type of anchor. This is used to define how the value is used in calculating the y-level.
#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 the y-level for the anchor based on the type.
value = 64
#Generation Settings for salt.
[salt]
#Determines if salt should be added to world generation.
shouldGenerate = true
#Chance that salt generates in a chunk.
#Range: 1 ~ 256
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