############################################ #Bonus mod z-level mining ############################################ # At every level, including ground (level 0), the game randomly chooses one of available sets. # Some levels, like water level, won't generate the resources, obviously. { counts = { "BONUS_MASS_GRAVE" {1 3} 4 3 "STONE" {4 6} 8 4 "IRON_ORE" {4 6} 6 4 "GOLD_ORE" {3 5} 4 3 } minDepth = 1 maxDepth = 1 } { # Modded counts = { "BONUS_CAVE_BUSHES" {3 6} 3 2 "STONE" {6 8} 8 5 "IRON_ORE" {6 8} 5 3 "GOLD_ORE" {4 6} 3 2 } minDepth = 2 } { # Modded counts = { "STONE" {4 8} 6 4 "IRON_ORE" {4 8} 5 3 "GOLD_ORE" {3 5} 4 3 "VENORACK_ORE" {1 2} 4 3 } minDepth = 7 } { # Modded counts = { "STONE" {4 6} 6 4 "IRON_ORE" {6 8} 5 3 "GOLD_ORE" {2 6} 5 3 } minDepth = 3 } { # Modded (Adamantium & Venorack are same tier in 1.0) counts = { "IRON_ORE" {3 6} 5 5 "ADAMANTIUM_ORE" {2 3} 5 4 "VENORACK_ORE" {1 2} 5 4 } minDepth = 7 } { counts = { "GOLD_ORE" {4 6} 4 4 "ADAMANTIUM_ORE" {2 5} 5 4 } minDepth = 6 } { #Modded (Caelidite is the Acid metal, Adamantine tier) counts = { "STONE" {5 10} 1 2 "IRON_ORE" {5 10} 1 2 "GOLD_ORE" {5 10} 1 2 "BONUS_CAELIDITE_ORE" {2 4} 2 3 } minDepth = 7 } { counts = { "STONE" {5 10} 1 1 "IRON_ORE" {5 10} 1 1 "GOLD_ORE" {5 10} 1 1 "BONUS_JOTHNITE_ORE" {2 4} 2 1 } minDepth = 14 } { counts = { "STONE" {5 10} 1 1 "IRON_ORE" {5 10} 1 1 "GOLD_ORE" {5 10} 1 1 "ADOXIUM_ORE" {2 4} 2 1 } minDepth = 14 } { counts = { "STONE" {5 10} 1 1 "IRON_ORE" {5 10} 1 1 "GOLD_ORE" {5 10} 1 1 "INFERNITE_ORE" {2 4} 2 1 } minDepth = 14 } { counts = { "STONE" {5 10} 1 1 "GOLD_ORE" {4 6} 4 4 "VENORACK_ORE" {2 4} 3 2 "BONUS_JOTHNITE_ORE" {2 4} 2 1 } minDepth = 18 }