OptionalallowedTerrain indices this resource can sit on. Omit to allow every terrain.
OptionalminInclusive elevation window.
OptionalmaxOptionalrequiresRequire a river through the cell (river fish, mill sites).
OptionalrequiresRequire a land cell touching a liquid cell (shellfish, salt, ports).
Mutually sensible with requiresLiquid, which is the open-water case.
OptionalrequiresRequire the cell itself to be liquid (ocean fish, whales).
OptionalminRequire a scatter layer's density level at or above level — how
"forest yield" attaches itself to cells that actually have trees.
OptionalminClimate window, matched against the temperature/moisture fields
ClimateSimulator produces (both 0–1). Terrain already encodes the biome
coarsely; these narrow a resource to part of one — cotton in the warm,
damp end of grassland rather than all of it.
Ignored unless the corresponding field is handed to generateResources.
OptionalmaxOptionalminOptionalmaxOptionalfrequencyChance of spawning on an otherwise eligible cell, 0–1. Default 0.05.
OptionalminMinimum hex distance between two deposits of this resource. Default 0 (no spacing). Raise it to break up the clumps that pure per-cell chance produces — 2–3 reads as "scattered deposits" rather than "ore country".
Where a resource is allowed to appear. Consumed by
generateResources; the renderer ignores it, so hand-placed resources can break any of these rules.