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<layers>
<layer depth="1" blockname="terrSnow"/> <layer depth="3" blockname="terrDirt"/>
<layer depth="*" blockname="terrStone">
<resource blockname="terrOreIron" prob="0.6500" rwgGenerationType="all"/>
<resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/>
</layer>
<layer depth="3" blockname="terrBedrock"/>
</layers>
Numberz said:Open the biomes.xml file.
Search for entries such the one below. Change the prob values to something less.
<layers>
<layer depth="1" blockname="terrSnow"/> <layer depth="3" blockname="terrDirt"/>
<layer depth="*" blockname="terrStone">
<resource blockname="terrOreIron" prob="0.6500" rwgGenerationType="all"/>
<resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/>
</layer>
<layer depth="3" blockname="terrBedrock"/>
</layers>
Ok interesting, thanks for clarifying that, then that is solved, prob = density.No, it increases and decreases the density of the ore in the vein. Higher values gives more of the that block / ore.
It is populated once, at map generation.
Sorry, don’t know. I think they are generated by algorithm and not exposed to xml.Ok interesting, thanks for clarifying that, then that is solved, prob = density.
Then Im curious to what that control number of veins and size of veins, or is the only variable prob?
ok, thanks again for your help.Sorry, don’t know. I think they are generated by algorithm and not exposed to xml.
<block name="terrOreIron">
<drop event="Harvest" name="resourceScrapIron" count="105" tag="oreWoodHarvest"/>
<drop event="Harvest" name="resourceRockSmall" count="14" tag="oreWoodHarvest"/>