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Fellies/config/Mekanism/world.toml
2021-01-23 16:21:46 +01:00

135 lines
5.6 KiB
TOML

#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 copper ore.
[world_generation.copper]
#Determines if copper ore should be added to world generation.
shouldGenerate = true
#Chance that copper generates in a chunk.
#Range: 1 ~ 128
perChunk = 16
#Maximum number of blocks in a vein of copper.
#Range: 1 ~ 512
maxVeinSize = 8
#Maximum height (exclusive) that veins of copper can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
#Range: 1 ~ 256
maxHeight = 60
#Top offset for calculating height that veins of copper can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
topOffset = 0
#Bottom offset for calculating height that veins of copper can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
bottomOffset = 0
#Generation Settings for tin ore.
[world_generation.tin]
#Determines if tin ore should be added to world generation.
shouldGenerate = true
#Chance that tin generates in a chunk.
#Range: 1 ~ 128
perChunk = 14
#Maximum number of blocks in a vein of tin.
#Range: 1 ~ 512
maxVeinSize = 8
#Maximum height (exclusive) that veins of tin can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
#Range: 1 ~ 256
maxHeight = 60
#Top offset for calculating height that veins of tin can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
topOffset = 0
#Bottom offset for calculating height that veins of tin can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
bottomOffset = 0
#Generation Settings for osmium ore.
[world_generation.osmium]
#Determines if osmium ore should be added to world generation.
shouldGenerate = true
#Chance that osmium generates in a chunk.
#Range: 1 ~ 128
perChunk = 12
#Maximum number of blocks in a vein of osmium.
#Range: 1 ~ 512
maxVeinSize = 8
#Maximum height (exclusive) that veins of osmium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
#Range: 1 ~ 256
maxHeight = 60
#Top offset for calculating height that veins of osmium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
topOffset = 0
#Bottom offset for calculating height that veins of osmium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
bottomOffset = 0
#Generation Settings for uranium ore.
[world_generation.uranium]
#Determines if uranium ore should be added to world generation.
shouldGenerate = true
#Chance that uranium generates in a chunk.
#Range: 1 ~ 128
perChunk = 8
#Maximum number of blocks in a vein of uranium.
#Range: 1 ~ 512
maxVeinSize = 8
#Maximum height (exclusive) that veins of uranium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
#Range: 1 ~ 256
maxHeight = 60
#Top offset for calculating height that veins of uranium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
topOffset = 0
#Bottom offset for calculating height that veins of uranium can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
bottomOffset = 0
#Generation Settings for fluorite ore.
[world_generation.fluorite]
#Determines if fluorite ore should be added to world generation.
shouldGenerate = true
#Chance that fluorite generates in a chunk.
#Range: 1 ~ 128
perChunk = 6
#Maximum number of blocks in a vein of fluorite.
#Range: 1 ~ 512
maxVeinSize = 12
#Maximum height (exclusive) that veins of fluorite can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
#Range: 1 ~ 256
maxHeight = 32
#Top offset for calculating height that veins of fluorite can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
topOffset = 0
#Bottom offset for calculating height that veins of fluorite can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
bottomOffset = 0
#Generation Settings for lead ore.
[world_generation.lead]
#Determines if lead ore should be added to world generation.
shouldGenerate = true
#Chance that lead generates in a chunk.
#Range: 1 ~ 128
perChunk = 8
#Maximum number of blocks in a vein of lead.
#Range: 1 ~ 512
maxVeinSize = 8
#Maximum height (exclusive) that veins of lead can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
#Range: 1 ~ 256
maxHeight = 48
#Top offset for calculating height that veins of lead can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
topOffset = 0
#Bottom offset for calculating height that veins of lead can spawn. Height is calculated by: random.nextInt(maxHeight - topOffset) + bottomOffset
bottomOffset = 0
#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 ~ 128
perChunk = 2
#Base radius of a vein of salt.
#Range: 1 ~ 4
baseRadius = 2
#Extended variability (spread) for the radius in a vein of salt.
#Range: 1 ~ 4
spread = 3
#Number of blocks to extend up and down when placing a vein of salt.
#Range: 0 ~ 127
ySize = 1