# 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 = {
        # First comes FurnitureType
        # The numbers represent patches close to and far from the starting position, respectively.
        # If you add too many patches, level generation might fail.
        "STONE" 2 4
        "IRON_ORE" 3 4
        "GOLD_ORE" 1 3
    }
    minDepth = 0
    maxDepth = 0
  }
  {
    counts = {
        "STONE" 2 0
        "IRON_ORE" 2 0
        "GOLD_ORE" 1 0
    }
    minDepth = 1
  }
  {
    counts = {
        "GOLD_ORE" 2 0
        "ADAMANTIUM_ORE" 2 0
    }
    minDepth = 6
  }

}
