# Deposits

**Note:** EE does not come with any pre-configured deposits, and therefore creation of deposits should be completely done by the modpack developer from scratch.

* Locate the <mark style="color:orange;">`emendatusenigmatica\deposit`</mark> config folder inside the root config folder.
* Create a \*.json file inside this folder for each deposit you wish to add to the game.
* You can create multiple deposits for the same material with different generation options.

Below you will find a more detailed break down of the Deposit Data object, and a brief explanation of each data field. An example of a complete deposit file can be found [here](/emendatus-enigmatica-v2-wiki/examples.md#deposits).

### Deposit Core module:

{% code title="REQUIRED FIELD" %}

```json
"type": string // example: "type": "emendatusenigmatica:geode_deposit"
```

{% endcode %}

> Determines the type of the deposit. At the moment, there are 5 available deposit types: <mark style="color:orange;">`"emendatusenigmatica:vanilla_deposit"`</mark>&#x20;
>
> <mark style="color:orange;">`"emendatusenigmatica:sphere_deposit"`</mark>
>
> <mark style="color:orange;">`"emendatusenigmatica:geode_deposit"`</mark>
>
> <mark style="color:orange;">`"emendatusenigmatica:dense_deposit"`</mark>
>
> <mark style="color:orange;">`"emendatusenigmatica:dike_deposit"`</mark>
>
> with more deposits planned for future updates.

{% code title="REQUIRED FIELD" %}

```json
"dimension": string // example: "dimension": "minecraft:the_end"
```

{% endcode %}

> Identifies in which dimension should this deposit generation take effect. You can obtain the dimension resource location in-game by using <mark style="color:purple;">`/execute in`</mark> and a list of dimension resource locations will be available for you.

{% code overflow="wrap" %}

```json
"biomes": [ string ] // example: "biomes": ["minecraft:dark_forest", "minecraft:plains", "minecraft:savanna"]
```

{% endcode %}

> A list object which contains a list of strings of biomes (both vanilla, and modded) in which this deposit generation should occur.&#x20;
>
> Leaving this field empty will flag all this deposit dimension's biomes as a valid biome.
>
> This list should contain either a list of biomes, or a signle biome tag.

{% code title="REQUIRED FIELD" %}

```json
"registryName": string // example: "registryName": "vanilla_nether_uranium_deposit"
```

{% endcode %}

> Used for registry of the ore generation features, and should be a unique identifier for each deposit.

{% code title="REQUIRED FIELD" %}

```json
"config": { object }
```

{% endcode %}

> This JSON object houses the deposit configuration, and based on the <mark style="color:orange;">`type`</mark> of the deposit provided, one of the following modules should be used;

### Vanilla Deposit Config module:

<figure><img src="/files/njuBPMzCHoLZP9nL2jEy" alt=""><figcaption><p>Vanilla-like ore distribution with Vanilla Deposit</p></figcaption></figure>

{% code title="REQUIRED FIELD" %}

```json
"material": string // example: "material": "zinc"
- OR
"block": string // "block": "minecraft:diamond_block"
```

{% endcode %}

> Determines the material/block that should be used by this deposit for ore generation. The usage of <mark style="color:orange;">`block`</mark> is beneficial for when you want to generate a specific block in the world, like a custom stone for example. If the field is set to <mark style="color:orange;">`material`</mark>, then the value should be the <mark style="color:orange;">`id`</mark> of a material file.&#x20;

<mark style="color:red;">**DO NOTE:**</mark> Using <mark style="color:orange;">`material`</mark> will only work if the material  has <mark style="color:orange;">`ore`</mark> as a processed type. Otherwise, the field should be set to <mark style="color:orange;">`block`</mark> and its value should be he Resource Location of a block.

{% code title="REQUIRED FIELD" overflow="wrap" %}

```json
"fillerTypes": [ string ] // example: "fillerTypes": ["minecraft_stone", "minecraft_granite", "minecraft_deepslate"]
```

{% endcode %}

> A list object which contains a list of strings of Strata entries. This field takes a list of strata <mark style="color:orange;">`id`</mark>s as a value.

{% code title="REQUIRED FIELD" %}

```json
"chance": integer // example: "chance": 10
// NOTE: Chance Range should be 1-100
```

{% endcode %}

> Determines the generation chance per chunk of the feature.

{% code title="REQUIRED FIELD" %}

```json
"size": integer // example: "size": 16
```

{% endcode %}

> Determines the generation size of the feature.

{% code title="REQUIRED FIELD" %}

```json
"minYLevel": integer // example: "minYLevel": 24
```

{% endcode %}

> Determines the minimum Y level in which this feature can generate.

{% code title="REQUIRED FIELD" %}

```json
"maxYLevel": integer // example: "maxYLevel": 128
```

{% endcode %}

> Determines the maximum Y level in which this feature can generate.

```json
"placement": string // example: "placement": "uniform"
```

> Determines the placement type of this feature.
>
> Options:&#x20;
>
> <mark style="color:orange;">`uniform`</mark> is evenly distributed across the height range.
>
> <mark style="color:orange;">`triangle`</mark> favors the middle of the range.

```json
"rarity": string // example: "rarity": "common"
```

> Determines the general rarity of this feature's occurrence.
>
> Options:&#x20;
>
> <mark style="color:orange;">`common`</mark> attempts to generate based on provided chance per chunk.
>
> <mark style="color:orange;">`rare`</mark> averages once based on the provided chance to generate.

### Sphere Deposit Config module:

<figure><img src="/files/pvMFU7r81UPAnS6AEc2w" alt=""><figcaption><p>Sphere Deposit with a Material Ore and an Amethyst Block</p></figcaption></figure>

{% code title="REQUIRED FIELD" overflow="wrap" %}

```json
"blocks": [{ object }] // example: "blocks": [{"material": "iron", "weight": 10}, {"tag": "forge:ores/gold", "weight": 3}, {"block": "minecraft:diamond_block", "weight": 1}]
```

{% endcode %}

> A list of objects which contains the <mark style="color:orange;">`material`</mark>, <mark style="color:orange;">`tag`</mark>, or <mark style="color:orange;">`block`</mark> of the feature, and the <mark style="color:orange;">`weight`</mark> of each object. A Sphere deposit can have an unlimited number of <mark style="color:orange;">`blocks`</mark> objects.
>
> * <mark style="color:orange;">`"material"`</mark> This field takes the material <mark style="color:orange;">`id`</mark> as a value.
> * <mark style="color:orange;">`"block"`</mark> This field takes the Resource Location of a block as a value.
> * <mark style="color:orange;">`"tag"`</mark> This field takes a forge tag string as a value.&#x20;
> * <mark style="color:orange;">`"weight"`</mark> This field takes a numerical value which determines how likely this block object is to generate over other block objects in the same feature.

<mark style="color:red;">**DO NOTE:**</mark> Using <mark style="color:orange;">`material`</mark> will only work if the material  has <mark style="color:orange;">`ore`</mark> as a processed type. Otherwise, the field should be set to <mark style="color:orange;">`block`</mark> and its value should be he Resource Location of a block.

{% code title="REQUIRED FIELD" overflow="wrap" %}

```json
"fillerTypes": [ string ] // example: "fillerTypes": ["minecraft_stone", "minecraft_granite", "minecraft_deepslate"]
```

{% endcode %}

> A list object which contains a list of strings of Strata entries. This field takes a list of strata <mark style="color:orange;">`id`</mark>s as a value.

{% code title="REQUIRED FIELD" %}

```json
"chance": integer // example: "chance": 10
// NOTE: Chance Range should be 1-100
```

{% endcode %}

> Determines the chance per chunk of the feature.

{% code title="REQUIRED FIELD" %}

```json
"radius": integer // example: "radius": 6
```

{% endcode %}

> Determines the radius of the sphere feature.

{% code title="REQUIRED FIELD" %}

```json
"minYLevel": integer // example: "minYLevel": 24
```

{% endcode %}

> Determines the minimum Y level in which this feature can generate.

{% code title="REQUIRED FIELD" %}

```json
"maxYLevel": integer // example: "maxYLevel": 128
```

{% endcode %}

> Determines the maximum Y level in which this feature can generate.

```json
"placement": string // example: "placement": "uniform"
```

> Determines the placement type of this feature.
>
> Options:&#x20;
>
> <mark style="color:orange;">`uniform`</mark> is evenly distributed across the height range.
>
> <mark style="color:orange;">`triangle`</mark> favors the middle of the range.

```json
"rarity": string // example: "rarity": "common"
```

> Determines the general rarity of this feature's occurrence.
>
> Options:&#x20;
>
> <mark style="color:orange;">`common`</mark> attempts to generate based on provided chance per chunk.
>
> <mark style="color:orange;">`rare`</mark> averages once based on the provided chance to generate.

```json
"generateSamples": boolean // example: "generateSamples": true
```

> Determines whether this deposit should generate a Surface Sample.

{% code overflow="wrap" %}

```json
"sampleBlocks": [{ object }] // example: "sampleBlocks": [{"material": "iron", "weight": 10, "strata": "minecraft_stone"}, {"material": "iridium", "weight": 5, "strata": "minecraft_sand"}]
```

{% endcode %}

> A list of objects which contains the <mark style="color:orange;">`material`</mark>, <mark style="color:orange;">`tag`</mark>, or <mark style="color:orange;">`block`</mark> of the surface sample, the <mark style="color:orange;">`weight`</mark> of each object, and which <mark style="color:orange;">`strata`</mark> block to be used for these surface samples.&#x20;
>
> A Sphere deposit can have an unlimited number of <mark style="color:orange;">`sampleBlocks`</mark> objects.
>
> * <mark style="color:orange;">`"material"`</mark> This field takes the material <mark style="color:orange;">`id`</mark> as a value.
> * <mark style="color:orange;">`"block"`</mark> This field takes the Resource Location of a block as a value.
> * <mark style="color:orange;">`"tag"`</mark> This field takes a forge tag string as a value.&#x20;
> * <mark style="color:orange;">`"weight"`</mark> This field takes a numerical value which determines how likely this block object is to generate over other block objects in the same feature.
> * <mark style="color:orange;">`"strata"`</mark> this fields takes the strata <mark style="color:orange;">`id`</mark> as a value.

<mark style="color:red;">**DO NOTE:**</mark> Using <mark style="color:orange;">`material`</mark> will only work if the material  has <mark style="color:orange;">`ore`</mark> as a processed type. Otherwise, the field should be set to <mark style="color:orange;">`block`</mark> and its value should be he Resource Location of a block.

### Geode Deposit Config module:

<figure><img src="/files/PNACmit9UFmcA135MNhc" alt=""><figcaption><p>Geode Deposit for Quartz Ore and Clusters</p></figcaption></figure>

{% code title="REQUIRED FIELD" overflow="wrap" %}

```json
"outerShellBlocks": [{ string }], // "example: outerShellBlocks": [{"material": "iron", "weight": 10}, {"tag": "forge:ores/gold", "weight": 3}]
"innerShellBlocks": [{ string }], // "example: innerShellBlocks": [{"material": "iridium", "weight": 5}, {"block": "minecraft:redstone_block", "weight": 2}]
"innerBlocks": [{ string }], // exmaple: "innerBlocks": [{"tag": "forge:storage_blocks/raw_uranium", "weight": 7}, {"material": "sulfur", "weight": 3}]
"fillBlocks": [{ string }] // example: "fillBlocks": [{"block": "minecraft:air", "weight": 10}]
```

{% endcode %}

> A list of objects which contains the <mark style="color:orange;">`material`</mark>, <mark style="color:orange;">`tag`</mark>, or <mark style="color:orange;">`block`</mark> of the feature, and the <mark style="color:orange;">`weight`</mark> of each object. A geode deposit can have an unlimited number of `blocks` objects.
>
> To generate a hollow geode, <mark style="color:orange;">`fillBlocks`</mark> can be set to <mark style="color:orange;">`"minecraft:air"`</mark>
>
> * <mark style="color:orange;">`"material"`</mark> This field takes the material <mark style="color:orange;">`id`</mark> as a value.
> * <mark style="color:orange;">`"block"`</mark> This field takes the Resource Location of a block as a value.
> * <mark style="color:orange;">`"tag"`</mark> This field takes a forge tag string as a value.
> * <mark style="color:orange;">`"weight"`</mark> This field takes a numerical value which determines how likely this block object is to generate over other block objects in the same feature.

<mark style="color:red;">**DO NOTE:**</mark> Using <mark style="color:orange;">`material`</mark> will only work if the material  has <mark style="color:orange;">`ore`</mark> as a processed type. Otherwise, the field should be set to <mark style="color:orange;">`block`</mark> and its value should be he Resource Location of a block.

{% code title="REQUIRED FIELD" overflow="wrap" %}

```json
"fillerTypes": [ string ] // example: "fillerTypes": ["minecraft_stone", "minecraft_granite", "minecraft_deepslate"]
```

{% endcode %}

> A list object which contains a list of strings of Strata entries. This field takes a list of strata `id`s as a value.

{% code overflow="wrap" %}

```json
"clusters": [ string ] // example: "clusters": ["emendatusenigmatica:small_osmium_bud", "emendatusenigmatica:medium_osmium_bud", "emendatusenigmatica:large_osmium_bud"]
```

{% endcode %}

> A list object which contains a list of strings of clusters.&#x20;
>
> If the <mark style="color:orange;">`innerBlocks`</mark> has a budding block, these clusters will generate atop of them similar to the Vanilla Amethyst Geodes.

<figure><img src="/files/t2Qej2IuFWgGlH3Npuj2" alt=""><figcaption><p>Example of Clusters</p></figcaption></figure>

{% code title="REQUIRED FIELD" %}

```json
"chance": integer // example: "chance": 10
// NOTE: Chance Range should be 1-100
```

{% endcode %}

> Determines the chance per chunk of the feature.

{% code title="REQUIRED FIELD" %}

```json
"crackChance": float // example: "crackChance": 0.75
```

{% endcode %}

> Determines the crack chance of the geode feature.

{% code title="REQUIRED FIELD" %}

```json
"minYLevel": integer // example: "minYLevel": 24
```

{% endcode %}

> Determines the minimum Y level in which this feature can generate.

{% code title="REQUIRED FIELD" %}

```json
"maxYLevel": integer // example: "maxYLevel": 128
```

{% endcode %}

> Determines the maximum Y level in which this feature can generate.

```json
"placement": string // example: "placement": "uniform"
```

> Determines the placement type of this feature.
>
> Options:&#x20;
>
> <mark style="color:orange;">`uniform`</mark> is evenly distributed across the height range.
>
> <mark style="color:orange;">`triangle`</mark> favors the middle of the range.

```json
"rarity": string // example: "rarity": "common"
```

> Determines the general rarity of this feature's occurrence.
>
> Options:&#x20;
>
> <mark style="color:orange;">`common`</mark> attempts to generate based on provided chance per chunk.
>
> <mark style="color:orange;">`rare`</mark> averages once based on the provided chance to generate.

```json
"generateSamples": boolean // example: "generateSamples": true
```

> Determines whether this deposit should generate a Surface Sample.

{% code overflow="wrap" %}

```json
"sampleBlocks": [{ object }] // example: "sampleBlocks": [{"material": "iron", "weight": 10, "strata": "minecraft_stone"}, {"material": "iridium", "weight": 5, "strata": "minecraft_sand"}]
```

{% endcode %}

> A list of objects which contains the <mark style="color:orange;">`material`</mark>, <mark style="color:orange;">`tag`</mark>, or <mark style="color:orange;">`block`</mark> of the surface sample, the <mark style="color:orange;">`weight`</mark> of each object, and which <mark style="color:orange;">`strata`</mark> block to be used for these surface samples.&#x20;
>
> A Geode deposit can have an unlimited number of <mark style="color:orange;">`sampleBlocks`</mark> objects.
>
> * <mark style="color:orange;">`"material"`</mark> This field takes the material <mark style="color:orange;">`id`</mark> as a value.
> * <mark style="color:orange;">`"block"`</mark> This field takes the Resource Location of a block as a value.
> * <mark style="color:orange;">`"tag"`</mark> This field takes a forge tag string as a value.&#x20;
> * <mark style="color:orange;">`"weight"`</mark> This field takes a numerical value which determines how likely this block object is to generate over other block objects in the same feature.
> * <mark style="color:orange;">`"strata"`</mark> this fields takes the strata <mark style="color:orange;">`id`</mark> as a value.

<mark style="color:red;">**DO NOTE:**</mark> Using <mark style="color:orange;">`material`</mark> will only work if the material  has <mark style="color:orange;">`ore`</mark> as a processed type. Otherwise, the field should be set to <mark style="color:orange;">`block`</mark> and its value should be he Resource Location of a block.

### Dense Deposit Config module:

<figure><img src="/files/kppSM0qNJOZxt6AVFoWv" alt=""><figcaption><p>Dense Deposit for a single material ore</p></figcaption></figure>

{% code title="REQUIRED FIELD" overflow="wrap" %}

```json
"blocks": [{ object }] // example: "blocks": [{"material": "iron", "weight": 10}, {"tag": "forge:ores/gold", "weight": 3}, {"block": "minecraft:diamond_block", "weight": 1}]
```

{% endcode %}

> A list of objects which contains the <mark style="color:orange;">`material`</mark>, <mark style="color:orange;">`tag`</mark>, or <mark style="color:orange;">`block`</mark> of the feature, and the <mark style="color:orange;">`weight`</mark> of each object. A Dense deposit can have an unlimited number of <mark style="color:orange;">`blocks`</mark> objects.
>
> * <mark style="color:orange;">`"material"`</mark> This field takes the material <mark style="color:orange;">`id`</mark> as a value.
> * <mark style="color:orange;">`"block"`</mark> This field takes the Resource Location of a block as a value.
> * <mark style="color:orange;">`"tag"`</mark> This field takes a forge tag string as a value.&#x20;
> * <mark style="color:orange;">`"weight"`</mark> This field takes a numerical value which determines how likely this block object is to generate over other block objects in the same feature.

<mark style="color:red;">**DO NOTE:**</mark> Using <mark style="color:orange;">`material`</mark> will only work if the material  has <mark style="color:orange;">`ore`</mark> as a processed type. Otherwise, the field should be set to <mark style="color:orange;">`block`</mark> and its value should be he Resource Location of a block.

{% code title="REQUIRED FIELD" overflow="wrap" %}

```json
"fillerTypes": [ string ] // example: "fillerTypes": ["minecraft_stone", "minecraft_granite", "minecraft_deepslate"]
```

{% endcode %}

> A list object which contains a list of strings of Strata entries. This field takes a list of strata <mark style="color:orange;">`id`</mark>s as a value.

{% code title="REQUIRED FIELD" %}

```json
"chance": integer // example: "chance": 10
// NOTE: Chance Range should be 1-100
```

{% endcode %}

> Determines the chance per chunk of the feature.

{% code title="REQUIRED FIELD" %}

```json
"size": integer // example: "size": 6
```

{% endcode %}

> Determines the size of the dense feature.

{% code title="REQUIRED FIELD" %}

```json
"minYLevel": integer // example: "minYLevel": 24
```

{% endcode %}

> Determines the minimum Y level in which this feature can generate.

{% code title="REQUIRED FIELD" %}

```json
"maxYLevel": integer // example: "maxYLevel": 128
```

{% endcode %}

> Determines the maximum Y level in which this feature can generate.

```json
"placement": string // example: "placement": "uniform"
```

> Determines the placement type of this feature.
>
> Options:&#x20;
>
> <mark style="color:orange;">`uniform`</mark> is evenly distributed across the height range.
>
> <mark style="color:orange;">`triangle`</mark> favors the middle of the range.

```json
"rarity": string // example: "rarity": "common"
```

> Determines the general rarity of this feature's occurrence.
>
> Options:&#x20;
>
> <mark style="color:orange;">`common`</mark> attempts to generate based on provided chance per chunk.
>
> <mark style="color:orange;">`rare`</mark> averages once based on the provided chance to generate.

```json
"generateSamples": boolean // example: "generateSamples": true
```

> Determines whether this deposit should generate a Surface Sample.

{% code overflow="wrap" %}

```json
"sampleBlocks": [{ object }] // example: "sampleBlocks": [{"material": "iron", "weight": 10, "strata": "minecraft_stone"}, {"material": "iridium", "weight": 5, "strata": "minecraft_sand"}]
```

{% endcode %}

> A list of objects which contains the <mark style="color:orange;">`material`</mark>, <mark style="color:orange;">`tag`</mark>, or <mark style="color:orange;">`block`</mark> of the surface sample, the <mark style="color:orange;">`weight`</mark> of each object, and which <mark style="color:orange;">`strata`</mark> block to be used for these surface samples.&#x20;
>
> A Dense deposit can have an unlimited number of <mark style="color:orange;">`sampleBlocks`</mark> objects.
>
> * <mark style="color:orange;">`"material"`</mark> This field takes the material <mark style="color:orange;">`id`</mark> as a value.
> * <mark style="color:orange;">`"block"`</mark> This field takes the Resource Location of a block as a value.
> * <mark style="color:orange;">`"tag"`</mark> This field takes a forge tag string as a value.&#x20;
> * <mark style="color:orange;">`"weight"`</mark> This field takes a numerical value which determines how likely this block object is to generate over other block objects in the same feature.
> * <mark style="color:orange;">`"strata"`</mark> this fields takes the strata <mark style="color:orange;">`id`</mark> as a value.

<mark style="color:red;">**DO NOTE:**</mark> Using <mark style="color:orange;">`material`</mark> will only work if the material  has <mark style="color:orange;">`ore`</mark> as a processed type. Otherwise, the field should be set to <mark style="color:orange;">`block`</mark> and its value should be he Resource Location of a block.

### Dike Deposit Config module:

<figure><img src="/files/Dst6UgDaXJBX1FwmhCBp" alt=""><figcaption><p>Dike Deposit are pillar-like of any combination of Materials or Blocks</p></figcaption></figure>

<figure><img src="/files/Qtv9DUDxLwRA78kItxFi" alt=""><figcaption><p>Dike Deposit example using the min/max for its Diamond ore, where they only spawn between -64 and 16</p></figcaption></figure>

{% code title="REQUIRED FIELD" overflow="wrap" %}

```json
"blocks": [{ object }] // example: "blocks": [{"material": "iron", "weight": 10}, {"tag": "forge:ores/gold", "weight": 3}, {"block": "minecraft:diamond_block", "weight": 1, "min": -64, "max": 0}]
```

{% endcode %}

> A list of objects which contains the <mark style="color:orange;">`material`</mark>, <mark style="color:orange;">`tag`</mark>, or <mark style="color:orange;">`block`</mark> of the feature, and the <mark style="color:orange;">`weight`</mark> of each object. A Dike deposit can have an unlimited number of <mark style="color:orange;">`blocks`</mark> objects.
>
> * <mark style="color:orange;">`"material"`</mark> This field takes the material <mark style="color:orange;">`id`</mark> as a value.
> * <mark style="color:orange;">`"block"`</mark> This field takes the Resource Location of a block as a value.
> * <mark style="color:orange;">`"tag"`</mark> This field takes a forge tag string as a value.&#x20;
> * <mark style="color:orange;">`"weight"`</mark> This field takes a numerical value which determines how likely this block object is to generate over other block objects in the same feature.
>
> With Dike Deposits being a tall column of generation, an additional feature was added to this object where you can specify the min and max Y level of a specific material, giving you more Y Level control when mixing multiple materials in a single deposit.
>
> * <mark style="color:orange;">`"min"`</mark> This field takes the minimum Y level value of this specific blocks entry.&#x20;
> * <mark style="color:orange;">`"max"`</mark> This field takes the maximum Y level value of this specific blocks entry.

<mark style="color:red;">**DO NOTE:**</mark> Using <mark style="color:orange;">`material`</mark> will only work if the material  has <mark style="color:orange;">`ore`</mark> as a processed type. Otherwise, the field should be set to <mark style="color:orange;">`block`</mark> and its value should be he Resource Location of a block.

{% code title="REQUIRED FIELD" overflow="wrap" %}

```json
"fillerTypes": [ string ] // example: "fillerTypes": ["minecraft_stone", "minecraft_granite", "minecraft_deepslate"]
```

{% endcode %}

> A list object which contains a list of strings of Strata entries. This field takes a list of strata <mark style="color:orange;">`id`</mark>s as a value.

{% code title="REQUIRED FIELD" %}

```json
"chance": integer // example: "chance": 10
// NOTE: Chance Range should be 1-100
```

{% endcode %}

> Determines the chance per chunk of the feature.

{% code title="REQUIRED FIELD" %}

```json
"size": integer // example: "size": 6
```

{% endcode %}

> Determines the size of the dike feature.

{% code title="REQUIRED FIELD" %}

```json
"minYLevel": integer // example: "minYLevel": 24
```

{% endcode %}

> Determines the minimum Y level in which this feature can generate.

{% code title="REQUIRED FIELD" %}

```json
"maxYLevel": integer // example: "maxYLevel": 128
```

{% endcode %}

> Determines the maximum Y level in which this feature can generate.

```json
"placement": string // example: "placement": "uniform"
```

> Determines the placement type of this feature.
>
> Options:&#x20;
>
> <mark style="color:orange;">`uniform`</mark> is evenly distributed across the height range.
>
> <mark style="color:orange;">`triangle`</mark> favors the middle of the range.

```json
"rarity": string // example: "rarity": "common"
```

> Determines the general rarity of this feature's occurrence.
>
> Options:&#x20;
>
> <mark style="color:orange;">`common`</mark> attempts to generate based on provided chance per chunk.
>
> <mark style="color:orange;">`rare`</mark> averages once based on the provided chance to generate.

```json
"generateSamples": boolean // example: "generateSamples": true
```

> Determines whether this deposit should generate a Surface Sample.

{% code overflow="wrap" %}

```json
"sampleBlocks": [{ object }] // example: "sampleBlocks": [{"material": "iron", "weight": 10, "strata": "minecraft_stone"}, {"material": "iridium", "weight": 5, "strata": "minecraft_sand"}]
```

{% endcode %}

> A list of objects which contains the <mark style="color:orange;">`material`</mark>, <mark style="color:orange;">`tag`</mark>, or <mark style="color:orange;">`block`</mark> of the surface sample, the <mark style="color:orange;">`weight`</mark> of each object, and which <mark style="color:orange;">`strata`</mark> block to be used for these surface samples.&#x20;
>
> A Dike deposit can have an unlimited number of <mark style="color:orange;">`sampleBlocks`</mark> objects.
>
> * <mark style="color:orange;">`"material"`</mark> This field takes the material <mark style="color:orange;">`id`</mark> as a value.
> * <mark style="color:orange;">`"block"`</mark> This field takes the Resource Location of a block as a value.
> * <mark style="color:orange;">`"tag"`</mark> This field takes a forge tag string as a value.&#x20;
> * <mark style="color:orange;">`"weight"`</mark> This field takes a numerical value which determines how likely this block object is to generate over other block objects in the same feature.
> * <mark style="color:orange;">`"strata"`</mark> this fields takes the strata <mark style="color:orange;">`id`</mark> as a value.

<mark style="color:red;">**DO NOTE:**</mark> Using <mark style="color:orange;">`material`</mark> will only work if the material  has <mark style="color:orange;">`ore`</mark> as a processed type. Otherwise, the field should be set to <mark style="color:orange;">`block`</mark> and its value should be he Resource Location of a block.


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