<!-- =================================================================
     Custom Ore Generation "Immersive Engineering" Module: This
     configuration covers copper, bauxite, lead, silver, and nickel.
     ================================================================= -->






<!-- Is the "Immersive Engineering" mod on the system?  Let's find
     out! -->
<IfModInstalled name="ImmersiveEngineering">

    <!-- Starting Configuration for Custom Ore Generation. -->
    <ConfigSection>





        <!-- Setup Screen Configuration -->
        <ConfigSection>
            <OptionDisplayGroup name='groupImmersiveEngineering' displayName='Immersive Engineering' displayState='shown'>
                <Description>
                    Distribution options for Immersive Engineering Ores.
                </Description>
            </OptionDisplayGroup>
            <OptionChoice name='enableImmersiveEngineering' displayName='Handle Immersive Engineering Setup?' default='true' displayState='shown_dynamic' displayGroup='groupImmersiveEngineering'>
                <Description> Should Custom Ore Generation handle Immersive Engineering ore generation? </Description>
                <Choice value=':= ?true' displayValue='Yes' description='Use Custom Ore Generation to handle Immersive Engineering ores.'/>
                <Choice value=':= ?false' displayValue='No' description='Immersive Engineering ores will be handled by the mod itself.'/>
            </OptionChoice>

            <!-- Copper Configuration UI Starting -->
            <ConfigSection>
                <OptionChoice name='iengCopperDist'  displayState=':= if(?enableImmersiveEngineering, "shown", "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Controls how Copper is generated </Description>
                    <DisplayName>Immersive Engineering Copper</DisplayName>
                    <Choice value='LayeredVeins' displayValue='Layered Veins'>
                        <Description>
                            Small, fairly rare motherlodes with 2-4 horizontal veins each.
                        </Description>
                    </Choice>
                    <Choice value='Cloud' displayValue='Strategic Cloud'>
                        <Description>
                            Large irregular clouds filled lightly with ore.
                        </Description>
                    </Choice>
                    <Choice value='Vanilla' displayValue='Vanilla'>
                        <Description>
                            Simulates Vanilla Minecraft.
                        </Description>
                    </Choice>
                    <Choice value='none' displayValue='None' description='Copper is not generated in the world.'/>
                </OptionChoice>
                <OptionNumeric name='iengCopperFreq' default='1'  min='0' max='5' displayState=':= if(?enableImmersiveEngineering, if(?advOptions, "shown", "hidden"), "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Frequency multiplier for Immersive Engineering Copper distributions </Description>
                    <DisplayName>Immersive Engineering Copper Freq.</DisplayName>
                </OptionNumeric>
                <OptionNumeric name='iengCopperSize' default='1'  min='0' max='5' displayState=':= if(?enableImmersiveEngineering, if(?advOptions, "shown", "hidden"), "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Size multiplier for Immersive Engineering Copper distributions </Description>
                    <DisplayName>Immersive Engineering Copper Size</DisplayName>
                </OptionNumeric>
            </ConfigSection>
            <!-- Copper Configuration UI Complete -->


            <!-- Bauxite Configuration UI Starting -->
            <ConfigSection>
                <OptionChoice name='iengBauxiteDist'  displayState=':= if(?enableImmersiveEngineering, "shown", "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Controls how Bauxite is generated </Description>
                    <DisplayName>Immersive Engineering Bauxite</DisplayName>
                    <Choice value='LayeredVeins' displayValue='Layered Veins'>
                        <Description>
                            Small, fairly rare motherlodes with 2-4 horizontal veins each.
                        </Description>
                    </Choice>
                    <Choice value='Cloud' displayValue='Strategic Cloud'>
                        <Description>
                            Large irregular clouds filled lightly with ore.
                        </Description>
                    </Choice>
                    <Choice value='Vanilla' displayValue='Vanilla'>
                        <Description>
                            Simulates Vanilla Minecraft.
                        </Description>
                    </Choice>
                    <Choice value='none' displayValue='None' description='Bauxite is not generated in the world.'/>
                </OptionChoice>
                <OptionNumeric name='iengBauxiteFreq' default='1'  min='0' max='5' displayState=':= if(?enableImmersiveEngineering, if(?advOptions, "shown", "hidden"), "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Frequency multiplier for Immersive Engineering Bauxite distributions </Description>
                    <DisplayName>Immersive Engineering Bauxite Freq.</DisplayName>
                </OptionNumeric>
                <OptionNumeric name='iengBauxiteSize' default='1'  min='0' max='5' displayState=':= if(?enableImmersiveEngineering, if(?advOptions, "shown", "hidden"), "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Size multiplier for Immersive Engineering Bauxite distributions </Description>
                    <DisplayName>Immersive Engineering Bauxite Size</DisplayName>
                </OptionNumeric>
            </ConfigSection>
            <!-- Bauxite Configuration UI Complete -->


            <!-- Lead Configuration UI Starting -->
            <ConfigSection>
                <OptionChoice name='iengLeadDist'  displayState=':= if(?enableImmersiveEngineering, "shown", "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Controls how Lead is generated </Description>
                    <DisplayName>Immersive Engineering Lead</DisplayName>
                    <Choice value='LayeredVeins' displayValue='Layered Veins'>
                        <Description>
                            Small, fairly rare motherlodes with 2-4 horizontal veins each.
                        </Description>
                    </Choice>
                    <Choice value='Cloud' displayValue='Strategic Cloud'>
                        <Description>
                            Large irregular clouds filled lightly with ore.
                        </Description>
                    </Choice>
                    <Choice value='Vanilla' displayValue='Vanilla'>
                        <Description>
                            Simulates Vanilla Minecraft.
                        </Description>
                    </Choice>
                    <Choice value='none' displayValue='None' description='Lead is not generated in the world.'/>
                </OptionChoice>
                <OptionNumeric name='iengLeadFreq' default='1'  min='0' max='5' displayState=':= if(?enableImmersiveEngineering, if(?advOptions, "shown", "hidden"), "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Frequency multiplier for Immersive Engineering Lead distributions </Description>
                    <DisplayName>Immersive Engineering Lead Freq.</DisplayName>
                </OptionNumeric>
                <OptionNumeric name='iengLeadSize' default='1'  min='0' max='5' displayState=':= if(?enableImmersiveEngineering, if(?advOptions, "shown", "hidden"), "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Size multiplier for Immersive Engineering Lead distributions </Description>
                    <DisplayName>Immersive Engineering Lead Size</DisplayName>
                </OptionNumeric>
            </ConfigSection>
            <!-- Lead Configuration UI Complete -->


            <!-- Silver Configuration UI Starting -->
            <ConfigSection>
                <OptionChoice name='iengSilverDist'  displayState=':= if(?enableImmersiveEngineering, "shown", "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Controls how Silver is generated </Description>
                    <DisplayName>Immersive Engineering Silver</DisplayName>
                    <Choice value='LayeredVeins' displayValue='Layered Veins'>
                        <Description>
                            Small, fairly rare motherlodes with 2-4 horizontal veins each.
                        </Description>
                    </Choice>
                    <Choice value='Cloud' displayValue='Strategic Cloud'>
                        <Description>
                            Large irregular clouds filled lightly with ore.
                        </Description>
                    </Choice>
                    <Choice value='Vanilla' displayValue='Vanilla'>
                        <Description>
                            Simulates Vanilla Minecraft.
                        </Description>
                    </Choice>
                    <Choice value='none' displayValue='None' description='Silver is not generated in the world.'/>
                </OptionChoice>
                <OptionNumeric name='iengSilverFreq' default='1'  min='0' max='5' displayState=':= if(?enableImmersiveEngineering, if(?advOptions, "shown", "hidden"), "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Frequency multiplier for Immersive Engineering Silver distributions </Description>
                    <DisplayName>Immersive Engineering Silver Freq.</DisplayName>
                </OptionNumeric>
                <OptionNumeric name='iengSilverSize' default='1'  min='0' max='5' displayState=':= if(?enableImmersiveEngineering, if(?advOptions, "shown", "hidden"), "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Size multiplier for Immersive Engineering Silver distributions </Description>
                    <DisplayName>Immersive Engineering Silver Size</DisplayName>
                </OptionNumeric>
            </ConfigSection>
            <!-- Silver Configuration UI Complete -->


            <!-- Nickel Configuration UI Starting -->
            <ConfigSection>
                <OptionChoice name='iengNickelDist'  displayState=':= if(?enableImmersiveEngineering, "shown", "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Controls how Nickel is generated </Description>
                    <DisplayName>Immersive Engineering Nickel</DisplayName>
                    <Choice value='LayeredVeins' displayValue='Layered Veins'>
                        <Description>
                            Small, fairly rare motherlodes with 2-4 horizontal veins each.
                        </Description>
                    </Choice>
                    <Choice value='Cloud' displayValue='Strategic Cloud'>
                        <Description>
                            Large irregular clouds filled lightly with ore.
                        </Description>
                    </Choice>
                    <Choice value='Vanilla' displayValue='Vanilla'>
                        <Description>
                            Simulates Vanilla Minecraft.
                        </Description>
                    </Choice>
                    <Choice value='none' displayValue='None' description='Nickel is not generated in the world.'/>
                </OptionChoice>
                <OptionNumeric name='iengNickelFreq' default='1'  min='0' max='5' displayState=':= if(?enableImmersiveEngineering, if(?advOptions, "shown", "hidden"), "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Frequency multiplier for Immersive Engineering Nickel distributions </Description>
                    <DisplayName>Immersive Engineering Nickel Freq.</DisplayName>
                </OptionNumeric>
                <OptionNumeric name='iengNickelSize' default='1'  min='0' max='5' displayState=':= if(?enableImmersiveEngineering, if(?advOptions, "shown", "hidden"), "hidden")' displayGroup='groupImmersiveEngineering'>
                    <Description> Size multiplier for Immersive Engineering Nickel distributions </Description>
                    <DisplayName>Immersive Engineering Nickel Size</DisplayName>
                </OptionNumeric>
            </ConfigSection>
            <!-- Nickel Configuration UI Complete -->

        </ConfigSection>
        <!-- Setup Screen Complete -->

        <IfCondition condition=':= ?enableImmersiveEngineering'>




            <!-- Overworld Setup Beginning -->

            <IfCondition condition=':= ?COGActive'>

                <!-- Starting Original "Overworld" Block Removal -->

                <IfCondition condition=':= ?blockExists("minecraft:stone")'>
                    <Substitute name='iengOverworldBlockSubstitute0' block='minecraft:stone'>
                        <Description>
                            Replace vanilla-generated ore clusters.
                        </Description>
                        <Comment>
                            The global option  deferredPopulationRange
                            must be large  enough to catch all ore
                            clusters (>=  32).
                        </Comment>
                        <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:0")'> <Replaces block='ImmersiveEngineering:ore:0' weight='1.0' /> </IfCondition>
                        <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:1")'> <Replaces block='ImmersiveEngineering:ore:1' weight='1.0' /> </IfCondition>
                        <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:2")'> <Replaces block='ImmersiveEngineering:ore:2' weight='1.0' /> </IfCondition>
                        <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:3")'> <Replaces block='ImmersiveEngineering:ore:3' weight='1.0' /> </IfCondition>
                        <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:4")'> <Replaces block='ImmersiveEngineering:ore:4' weight='1.0' /> </IfCondition>
                    </Substitute>
                </IfCondition>

                <!-- Original "Overworld" Block Removal Complete -->

                <!-- Adding blocks -->

                <!-- Begin Copper Generation -->

                <!-- Starting LayeredVeins Preset for Copper. -->
                <ConfigSection>
                    <IfCondition condition=':= iengCopperDist = "LayeredVeins"'>
                        <Veins name='iengCopperVeins'  inherits='PresetLayeredVeins' drawWireframe='true' wireframeColor='0x60E78125' drawBoundBox='false' boundBoxColor='0x60E78125'>
                            <Description>
                                Small, fairly rare motherlodes  with
                                2-4 horizontal veins each.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:0")'> <OreBlock block='ImmersiveEngineering:ore:0' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='MotherlodeFrequency' avg=':= 1.416 * _default_ * iengCopperFreq ' range=':= 1.416 * _default_ * iengCopperFreq ' type='normal' scaleTo='base' />
                            <Setting name='MotherlodeSize' avg=':= 1.060 * _default_ * iengCopperSize ' range=':= 1.060 * _default_ * iengCopperSize ' type='normal' />
                            <Setting name='MotherlodeHeight' avg=':= 56 ' range=':= 16 ' type='normal' scaleTo='base' />
                            <Setting name='MotherlodeRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchFrequency' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchInclination' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchLength' avg=':= 1.190 * _default_ ' range=':= 1.190 * _default_ ' type='normal' />
                            <Setting name='BranchHeightLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' scaleTo='base' />
                            <Setting name='SegmentForkFrequency' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentForkLengthMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentLength' avg=':= _default_ * iengCopperSize ' range=':= _default_ * iengCopperSize ' type='normal' />
                            <Setting name='SegmentAngle' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentRadius' avg=':= 1.091 * _default_ * iengCopperSize ' range=':= 1.091 * _default_ * iengCopperSize ' type='normal' />
                            <Setting name='OreDensity' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreRadiusMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                        </Veins>
                    </IfCondition>
                </ConfigSection>
                <!-- LayeredVeins Preset for Copper is complete. -->


                <!-- Starting Cloud Preset for Copper. -->
                <ConfigSection>
                    <IfCondition condition=':= iengCopperDist = "Cloud"'>
                        <Cloud name='iengCopperCloud'  inherits='PresetStrategicCloud' drawWireframe='true' wireframeColor='0x60E78125' drawBoundBox='false' boundBoxColor='0x60E78125'>
                            <Description>
                                Large irregular clouds filled  lightly
                                with ore.  These are  huge, spanning
                                several adjacent  chunks, and
                                consequently rather  rare.  They
                                contain a sizeable  amount of ore, but
                                it takes some  time and effort to mine
                                due to  low density. The intent for
                                strategic clouds is that the  player
                                will need to actively  search for one
                                and then set up a  semi-permanent
                                mining base and  spend some time
                                actually mining  the ore.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:0")'> <OreBlock block='ImmersiveEngineering:ore:0' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='CloudRadius' avg=':= 1.113 * _default_ * iengCopperSize ' range=':= 1.113 * _default_ * iengCopperSize ' type='normal' />
                            <Setting name='CloudThickness' avg=':= 1.113 * _default_ * iengCopperSize ' range=':= 1.113 * _default_ * iengCopperSize ' type='normal' scaleTo='base' />
                            <Setting name='DistributionFrequency' avg=':= 1.239 * _default_ * iengCopperFreq ' range=':= 1.239 * _default_ * iengCopperFreq ' type='normal' scaleTo='base' />
                            <Setting name='CloudHeight' avg=':= 56 ' range=':= 16 ' type='normal' scaleTo='base' />
                            <Setting name='ParentRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='CloudSizeNoise' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='CloudInclination' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreDensity' avg=':= _default_ ' range=':= _default_ ' type='normal' scaleTo='base' />
                            <Setting name='OreVolumeNoiseCutoff' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreRadiusMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Veins name='iengCopperHintVeins'  inherits='PresetHintVeins' drawWireframe='true' wireframeColor='0x60E78125' drawBoundBox='false' boundBoxColor='0x60E78125'>
                                <Description>
                                    Single blocks, generously
                                    scattered through all heights
                                    (density is about that of  vanilla
                                    iron ore). They will  replace dirt
                                    and sandstone  (but not grass or
                                    sand), so  they can be found
                                    nearer to  the surface than most
                                    ores.  Intened to be used as a
                                    child  distribution for large,
                                    rare  strategic deposits that
                                    would  otherwise be very difficult
                                    to find.  Note that the  frequency
                                    is multiplied by  ground level to
                                    maintain a  constant density, but
                                    not by  ore frequency because it
                                    is  assumed that the frequency of
                                    the parent distribution will
                                    already be scaled by that.
                                </Description>
                                <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:0")'> <OreBlock block='ImmersiveEngineering:ore:0' weight='1.0' /> </IfCondition>
                                <IfCondition condition=':= ?blockExists("minecraft:dirt")'> <Replaces block='minecraft:dirt' weight='1.0' /> </IfCondition>
                                <IfCondition condition=':= ?blockExists("minecraft:sandstone")'> <Replaces block='minecraft:sandstone' weight='1.0' /> </IfCondition>
                            </Veins>
                        </Cloud>
                    </IfCondition>
                </ConfigSection>
                <!-- Cloud Preset for Copper is complete. -->


                <!-- Starting Vanilla Preset for Copper. -->
                <ConfigSection>
                    <IfCondition condition=':= iengCopperDist = "Vanilla"'>
                        <StandardGen name='iengCopperStandard'  inherits='PresetStandardGen' drawWireframe='true' wireframeColor='0x60E78125' drawBoundBox='false' boundBoxColor='0x60E78125'>
                            <Description>
                                A master preset for standardgen  ore
                                distributions.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:0")'> <OreBlock block='ImmersiveEngineering:ore:0' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='Size' avg=':= 8.000 * iengCopperSize ' range=':= _default_ * iengCopperSize ' type='normal' />
                            <Setting name='Frequency' avg=':= 8.000 * iengCopperFreq ' range=':= _default_ * iengCopperFreq ' type='normal' scaleTo='base' />
                            <Setting name='Height' avg=':= 56 ' range=':= 16 ' type='normal' scaleTo='base' />
                            <Setting name='ParentRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                        </StandardGen>
                    </IfCondition>
                </ConfigSection>
                <!-- Vanilla Preset for Copper is complete. -->

                <!-- End Copper Generation -->


                <!-- Begin Bauxite Generation -->

                <!-- Starting LayeredVeins Preset for Bauxite. -->
                <ConfigSection>
                    <IfCondition condition=':= iengBauxiteDist = "LayeredVeins"'>
                        <Veins name='iengBauxiteVeins'  inherits='PresetLayeredVeins' drawWireframe='true' wireframeColor='0x60C0C7CA' drawBoundBox='false' boundBoxColor='0x60C0C7CA'>
                            <Description>
                                Small, fairly rare motherlodes  with
                                2-4 horizontal veins each.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:1")'> <OreBlock block='ImmersiveEngineering:ore:1' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='MotherlodeFrequency' avg=':= 1.001 * _default_ * iengBauxiteFreq ' range=':= 1.001 * _default_ * iengBauxiteFreq ' type='normal' scaleTo='base' />
                            <Setting name='MotherlodeSize' avg=':= 1.000 * _default_ * iengBauxiteSize ' range=':= 1.000 * _default_ * iengBauxiteSize ' type='normal' />
                            <Setting name='MotherlodeHeight' avg=':= 62.5 ' range=':= 22.5 ' type='normal' scaleTo='base' />
                            <Setting name='MotherlodeRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchFrequency' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchInclination' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchLength' avg=':= 1.000 * _default_ ' range=':= 1.000 * _default_ ' type='normal' />
                            <Setting name='BranchHeightLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' scaleTo='base' />
                            <Setting name='SegmentForkFrequency' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentForkLengthMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentLength' avg=':= _default_ * iengBauxiteSize ' range=':= _default_ * iengBauxiteSize ' type='normal' />
                            <Setting name='SegmentAngle' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentRadius' avg=':= 1.000 * _default_ * iengBauxiteSize ' range=':= 1.000 * _default_ * iengBauxiteSize ' type='normal' />
                            <Setting name='OreDensity' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreRadiusMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                        </Veins>
                    </IfCondition>
                </ConfigSection>
                <!-- LayeredVeins Preset for Bauxite is complete. -->


                <!-- Starting Cloud Preset for Bauxite. -->
                <ConfigSection>
                    <IfCondition condition=':= iengBauxiteDist = "Cloud"'>
                        <Cloud name='iengBauxiteCloud'  inherits='PresetStrategicCloud' drawWireframe='true' wireframeColor='0x60C0C7CA' drawBoundBox='false' boundBoxColor='0x60C0C7CA'>
                            <Description>
                                Large irregular clouds filled  lightly
                                with ore.  These are  huge, spanning
                                several adjacent  chunks, and
                                consequently rather  rare.  They
                                contain a sizeable  amount of ore, but
                                it takes some  time and effort to mine
                                due to  low density. The intent for
                                strategic clouds is that the  player
                                will need to actively  search for one
                                and then set up a  semi-permanent
                                mining base and  spend some time
                                actually mining  the ore.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:1")'> <OreBlock block='ImmersiveEngineering:ore:1' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='CloudRadius' avg=':= 0.936 * _default_ * iengBauxiteSize ' range=':= 0.936 * _default_ * iengBauxiteSize ' type='normal' />
                            <Setting name='CloudThickness' avg=':= 0.936 * _default_ * iengBauxiteSize ' range=':= 0.936 * _default_ * iengBauxiteSize ' type='normal' scaleTo='base' />
                            <Setting name='DistributionFrequency' avg=':= 0.876 * _default_ * iengBauxiteFreq ' range=':= 0.876 * _default_ * iengBauxiteFreq ' type='normal' scaleTo='base' />
                            <Setting name='CloudHeight' avg=':= 62.5 ' range=':= 22.5 ' type='normal' scaleTo='base' />
                            <Setting name='ParentRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='CloudSizeNoise' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='CloudInclination' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreDensity' avg=':= _default_ ' range=':= _default_ ' type='normal' scaleTo='base' />
                            <Setting name='OreVolumeNoiseCutoff' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreRadiusMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Veins name='iengBauxiteHintVeins'  inherits='PresetHintVeins' drawWireframe='true' wireframeColor='0x60C0C7CA' drawBoundBox='false' boundBoxColor='0x60C0C7CA'>
                                <Description>
                                    Single blocks, generously
                                    scattered through all heights
                                    (density is about that of  vanilla
                                    iron ore). They will  replace dirt
                                    and sandstone  (but not grass or
                                    sand), so  they can be found
                                    nearer to  the surface than most
                                    ores.  Intened to be used as a
                                    child  distribution for large,
                                    rare  strategic deposits that
                                    would  otherwise be very difficult
                                    to find.  Note that the  frequency
                                    is multiplied by  ground level to
                                    maintain a  constant density, but
                                    not by  ore frequency because it
                                    is  assumed that the frequency of
                                    the parent distribution will
                                    already be scaled by that.
                                </Description>
                                <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:1")'> <OreBlock block='ImmersiveEngineering:ore:1' weight='1.0' /> </IfCondition>
                                <IfCondition condition=':= ?blockExists("minecraft:dirt")'> <Replaces block='minecraft:dirt' weight='1.0' /> </IfCondition>
                                <IfCondition condition=':= ?blockExists("minecraft:sandstone")'> <Replaces block='minecraft:sandstone' weight='1.0' /> </IfCondition>
                            </Veins>
                        </Cloud>
                    </IfCondition>
                </ConfigSection>
                <!-- Cloud Preset for Bauxite is complete. -->


                <!-- Starting Vanilla Preset for Bauxite. -->
                <ConfigSection>
                    <IfCondition condition=':= iengBauxiteDist = "Vanilla"'>
                        <StandardGen name='iengBauxiteStandard'  inherits='PresetStandardGen' drawWireframe='true' wireframeColor='0x60C0C7CA' drawBoundBox='false' boundBoxColor='0x60C0C7CA'>
                            <Description>
                                A master preset for standardgen  ore
                                distributions.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:1")'> <OreBlock block='ImmersiveEngineering:ore:1' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='Size' avg=':= 4.000 * iengBauxiteSize ' range=':= _default_ * iengBauxiteSize ' type='normal' />
                            <Setting name='Frequency' avg=':= 8.000 * iengBauxiteFreq ' range=':= _default_ * iengBauxiteFreq ' type='normal' scaleTo='base' />
                            <Setting name='Height' avg=':= 62.5 ' range=':= 22.5 ' type='normal' scaleTo='base' />
                            <Setting name='ParentRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                        </StandardGen>
                    </IfCondition>
                </ConfigSection>
                <!-- Vanilla Preset for Bauxite is complete. -->

                <!-- End Bauxite Generation -->


                <!-- Begin Lead Generation -->

                <!-- Starting LayeredVeins Preset for Lead. -->
                <ConfigSection>
                    <IfCondition condition=':= iengLeadDist = "LayeredVeins"'>
                        <Veins name='iengLeadVeins'  inherits='PresetLayeredVeins' drawWireframe='true' wireframeColor='0x60636A81' drawBoundBox='false' boundBoxColor='0x60636A81'>
                            <Description>
                                Small, fairly rare motherlodes  with
                                2-4 horizontal veins each.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:2")'> <OreBlock block='ImmersiveEngineering:ore:2' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='MotherlodeFrequency' avg=':= 0.867 * _default_ * iengLeadFreq ' range=':= 0.867 * _default_ * iengLeadFreq ' type='normal' scaleTo='base' />
                            <Setting name='MotherlodeSize' avg=':= 0.976 * _default_ * iengLeadSize ' range=':= 0.976 * _default_ * iengLeadSize ' type='normal' />
                            <Setting name='MotherlodeHeight' avg=':= 22 ' range=':= 14 ' type='normal' scaleTo='base' />
                            <Setting name='MotherlodeRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchFrequency' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchInclination' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchLength' avg=':= 0.931 * _default_ ' range=':= 0.931 * _default_ ' type='normal' />
                            <Setting name='BranchHeightLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' scaleTo='base' />
                            <Setting name='SegmentForkFrequency' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentForkLengthMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentLength' avg=':= _default_ * iengLeadSize ' range=':= _default_ * iengLeadSize ' type='normal' />
                            <Setting name='SegmentAngle' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentRadius' avg=':= 0.965 * _default_ * iengLeadSize ' range=':= 0.965 * _default_ * iengLeadSize ' type='normal' />
                            <Setting name='OreDensity' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreRadiusMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                        </Veins>
                    </IfCondition>
                </ConfigSection>
                <!-- LayeredVeins Preset for Lead is complete. -->


                <!-- Starting Cloud Preset for Lead. -->
                <ConfigSection>
                    <IfCondition condition=':= iengLeadDist = "Cloud"'>
                        <Cloud name='iengLeadCloud'  inherits='PresetStrategicCloud' drawWireframe='true' wireframeColor='0x60636A81' drawBoundBox='false' boundBoxColor='0x60636A81'>
                            <Description>
                                Large irregular clouds filled  lightly
                                with ore.  These are  huge, spanning
                                several adjacent  chunks, and
                                consequently rather  rare.  They
                                contain a sizeable  amount of ore, but
                                it takes some  time and effort to mine
                                due to  low density. The intent for
                                strategic clouds is that the  player
                                will need to actively  search for one
                                and then set up a  semi-permanent
                                mining base and  spend some time
                                actually mining  the ore.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:2")'> <OreBlock block='ImmersiveEngineering:ore:2' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='CloudRadius' avg=':= 0.871 * _default_ * iengLeadSize ' range=':= 0.871 * _default_ * iengLeadSize ' type='normal' />
                            <Setting name='CloudThickness' avg=':= 0.871 * _default_ * iengLeadSize ' range=':= 0.871 * _default_ * iengLeadSize ' type='normal' scaleTo='base' />
                            <Setting name='DistributionFrequency' avg=':= 0.758 * _default_ * iengLeadFreq ' range=':= 0.758 * _default_ * iengLeadFreq ' type='normal' scaleTo='base' />
                            <Setting name='CloudHeight' avg=':= 22 ' range=':= 14 ' type='normal' scaleTo='base' />
                            <Setting name='ParentRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='CloudSizeNoise' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='CloudInclination' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreDensity' avg=':= _default_ ' range=':= _default_ ' type='normal' scaleTo='base' />
                            <Setting name='OreVolumeNoiseCutoff' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreRadiusMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Veins name='iengLeadHintVeins'  inherits='PresetHintVeins' drawWireframe='true' wireframeColor='0x60636A81' drawBoundBox='false' boundBoxColor='0x60636A81'>
                                <Description>
                                    Single blocks, generously
                                    scattered through all heights
                                    (density is about that of  vanilla
                                    iron ore). They will  replace dirt
                                    and sandstone  (but not grass or
                                    sand), so  they can be found
                                    nearer to  the surface than most
                                    ores.  Intened to be used as a
                                    child  distribution for large,
                                    rare  strategic deposits that
                                    would  otherwise be very difficult
                                    to find.  Note that the  frequency
                                    is multiplied by  ground level to
                                    maintain a  constant density, but
                                    not by  ore frequency because it
                                    is  assumed that the frequency of
                                    the parent distribution will
                                    already be scaled by that.
                                </Description>
                                <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:2")'> <OreBlock block='ImmersiveEngineering:ore:2' weight='1.0' /> </IfCondition>
                                <IfCondition condition=':= ?blockExists("minecraft:dirt")'> <Replaces block='minecraft:dirt' weight='1.0' /> </IfCondition>
                                <IfCondition condition=':= ?blockExists("minecraft:sandstone")'> <Replaces block='minecraft:sandstone' weight='1.0' /> </IfCondition>
                            </Veins>
                        </Cloud>
                    </IfCondition>
                </ConfigSection>
                <!-- Cloud Preset for Lead is complete. -->


                <!-- Starting Vanilla Preset for Lead. -->
                <ConfigSection>
                    <IfCondition condition=':= iengLeadDist = "Vanilla"'>
                        <StandardGen name='iengLeadStandard'  inherits='PresetStandardGen' drawWireframe='true' wireframeColor='0x60636A81' drawBoundBox='false' boundBoxColor='0x60636A81'>
                            <Description>
                                A master preset for standardgen  ore
                                distributions.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:2")'> <OreBlock block='ImmersiveEngineering:ore:2' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='Size' avg=':= 6.000 * iengLeadSize ' range=':= _default_ * iengLeadSize ' type='normal' />
                            <Setting name='Frequency' avg=':= 4.000 * iengLeadFreq ' range=':= _default_ * iengLeadFreq ' type='normal' scaleTo='base' />
                            <Setting name='Height' avg=':= 22 ' range=':= 14 ' type='normal' scaleTo='base' />
                            <Setting name='ParentRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                        </StandardGen>
                    </IfCondition>
                </ConfigSection>
                <!-- Vanilla Preset for Lead is complete. -->

                <!-- End Lead Generation -->


                <!-- Begin Silver Generation -->

                <!-- Starting LayeredVeins Preset for Silver. -->
                <ConfigSection>
                    <IfCondition condition=':= iengSilverDist = "LayeredVeins"'>
                        <Veins name='iengSilverVeins'  inherits='PresetLayeredVeins' drawWireframe='true' wireframeColor='0x60E8F6FF' drawBoundBox='false' boundBoxColor='0x60E8F6FF'>
                            <Description>
                                Small, fairly rare motherlodes  with
                                2-4 horizontal veins each.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:3")'> <OreBlock block='ImmersiveEngineering:ore:3' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='MotherlodeFrequency' avg=':= 1.001 * _default_ * iengSilverFreq ' range=':= 1.001 * _default_ * iengSilverFreq ' type='normal' scaleTo='base' />
                            <Setting name='MotherlodeSize' avg=':= 1.000 * _default_ * iengSilverSize ' range=':= 1.000 * _default_ * iengSilverSize ' type='normal' />
                            <Setting name='MotherlodeHeight' avg=':= 24 ' range=':= 16 ' type='normal' scaleTo='base' />
                            <Setting name='MotherlodeRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchFrequency' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchInclination' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchLength' avg=':= 1.000 * _default_ ' range=':= 1.000 * _default_ ' type='normal' />
                            <Setting name='BranchHeightLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' scaleTo='base' />
                            <Setting name='SegmentForkFrequency' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentForkLengthMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentLength' avg=':= _default_ * iengSilverSize ' range=':= _default_ * iengSilverSize ' type='normal' />
                            <Setting name='SegmentAngle' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentRadius' avg=':= 1.000 * _default_ * iengSilverSize ' range=':= 1.000 * _default_ * iengSilverSize ' type='normal' />
                            <Setting name='OreDensity' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreRadiusMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                        </Veins>
                    </IfCondition>
                </ConfigSection>
                <!-- LayeredVeins Preset for Silver is complete. -->


                <!-- Starting Cloud Preset for Silver. -->
                <ConfigSection>
                    <IfCondition condition=':= iengSilverDist = "Cloud"'>
                        <Cloud name='iengSilverCloud'  inherits='PresetStrategicCloud' drawWireframe='true' wireframeColor='0x60E8F6FF' drawBoundBox='false' boundBoxColor='0x60E8F6FF'>
                            <Description>
                                Large irregular clouds filled  lightly
                                with ore.  These are  huge, spanning
                                several adjacent  chunks, and
                                consequently rather  rare.  They
                                contain a sizeable  amount of ore, but
                                it takes some  time and effort to mine
                                due to  low density. The intent for
                                strategic clouds is that the  player
                                will need to actively  search for one
                                and then set up a  semi-permanent
                                mining base and  spend some time
                                actually mining  the ore.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:3")'> <OreBlock block='ImmersiveEngineering:ore:3' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='CloudRadius' avg=':= 0.936 * _default_ * iengSilverSize ' range=':= 0.936 * _default_ * iengSilverSize ' type='normal' />
                            <Setting name='CloudThickness' avg=':= 0.936 * _default_ * iengSilverSize ' range=':= 0.936 * _default_ * iengSilverSize ' type='normal' scaleTo='base' />
                            <Setting name='DistributionFrequency' avg=':= 0.876 * _default_ * iengSilverFreq ' range=':= 0.876 * _default_ * iengSilverFreq ' type='normal' scaleTo='base' />
                            <Setting name='CloudHeight' avg=':= 24 ' range=':= 16 ' type='normal' scaleTo='base' />
                            <Setting name='ParentRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='CloudSizeNoise' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='CloudInclination' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreDensity' avg=':= _default_ ' range=':= _default_ ' type='normal' scaleTo='base' />
                            <Setting name='OreVolumeNoiseCutoff' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreRadiusMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Veins name='iengSilverHintVeins'  inherits='PresetHintVeins' drawWireframe='true' wireframeColor='0x60E8F6FF' drawBoundBox='false' boundBoxColor='0x60E8F6FF'>
                                <Description>
                                    Single blocks, generously
                                    scattered through all heights
                                    (density is about that of  vanilla
                                    iron ore). They will  replace dirt
                                    and sandstone  (but not grass or
                                    sand), so  they can be found
                                    nearer to  the surface than most
                                    ores.  Intened to be used as a
                                    child  distribution for large,
                                    rare  strategic deposits that
                                    would  otherwise be very difficult
                                    to find.  Note that the  frequency
                                    is multiplied by  ground level to
                                    maintain a  constant density, but
                                    not by  ore frequency because it
                                    is  assumed that the frequency of
                                    the parent distribution will
                                    already be scaled by that.
                                </Description>
                                <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:3")'> <OreBlock block='ImmersiveEngineering:ore:3' weight='1.0' /> </IfCondition>
                                <IfCondition condition=':= ?blockExists("minecraft:dirt")'> <Replaces block='minecraft:dirt' weight='1.0' /> </IfCondition>
                                <IfCondition condition=':= ?blockExists("minecraft:sandstone")'> <Replaces block='minecraft:sandstone' weight='1.0' /> </IfCondition>
                            </Veins>
                        </Cloud>
                    </IfCondition>
                </ConfigSection>
                <!-- Cloud Preset for Silver is complete. -->


                <!-- Starting Vanilla Preset for Silver. -->
                <ConfigSection>
                    <IfCondition condition=':= iengSilverDist = "Vanilla"'>
                        <StandardGen name='iengSilverStandard'  inherits='PresetStandardGen' drawWireframe='true' wireframeColor='0x60E8F6FF' drawBoundBox='false' boundBoxColor='0x60E8F6FF'>
                            <Description>
                                A master preset for standardgen  ore
                                distributions.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:3")'> <OreBlock block='ImmersiveEngineering:ore:3' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='Size' avg=':= 8.000 * iengSilverSize ' range=':= _default_ * iengSilverSize ' type='normal' />
                            <Setting name='Frequency' avg=':= 4.000 * iengSilverFreq ' range=':= _default_ * iengSilverFreq ' type='normal' scaleTo='base' />
                            <Setting name='Height' avg=':= 24 ' range=':= 16 ' type='normal' scaleTo='base' />
                            <Setting name='ParentRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                        </StandardGen>
                    </IfCondition>
                </ConfigSection>
                <!-- Vanilla Preset for Silver is complete. -->

                <!-- End Silver Generation -->


                <!-- Begin Nickel Generation -->

                <!-- Starting LayeredVeins Preset for Nickel. -->
                <ConfigSection>
                    <IfCondition condition=':= iengNickelDist = "LayeredVeins"'>
                        <Veins name='iengNickelVeins'  inherits='PresetLayeredVeins' drawWireframe='true' wireframeColor='0x60D3D9C8' drawBoundBox='false' boundBoxColor='0x60D3D9C8'>
                            <Description>
                                Small, fairly rare motherlodes  with
                                2-4 horizontal veins each.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:4")'> <OreBlock block='ImmersiveEngineering:ore:4' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='MotherlodeFrequency' avg=':= 0.613 * _default_ * iengNickelFreq ' range=':= 0.613 * _default_ * iengNickelFreq ' type='normal' scaleTo='base' />
                            <Setting name='MotherlodeSize' avg=':= 0.922 * _default_ * iengNickelSize ' range=':= 0.922 * _default_ * iengNickelSize ' type='normal' />
                            <Setting name='MotherlodeHeight' avg=':= 16 ' range=':= 8 ' type='normal' scaleTo='base' />
                            <Setting name='MotherlodeRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchFrequency' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchInclination' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='BranchLength' avg=':= 0.783 * _default_ ' range=':= 0.783 * _default_ ' type='normal' />
                            <Setting name='BranchHeightLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' scaleTo='base' />
                            <Setting name='SegmentForkFrequency' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentForkLengthMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentLength' avg=':= _default_ * iengNickelSize ' range=':= _default_ * iengNickelSize ' type='normal' />
                            <Setting name='SegmentAngle' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='SegmentRadius' avg=':= 0.885 * _default_ * iengNickelSize ' range=':= 0.885 * _default_ * iengNickelSize ' type='normal' />
                            <Setting name='OreDensity' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreRadiusMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                        </Veins>
                    </IfCondition>
                </ConfigSection>
                <!-- LayeredVeins Preset for Nickel is complete. -->


                <!-- Starting Cloud Preset for Nickel. -->
                <ConfigSection>
                    <IfCondition condition=':= iengNickelDist = "Cloud"'>
                        <Cloud name='iengNickelCloud'  inherits='PresetStrategicCloud' drawWireframe='true' wireframeColor='0x60D3D9C8' drawBoundBox='false' boundBoxColor='0x60D3D9C8'>
                            <Description>
                                Large irregular clouds filled  lightly
                                with ore.  These are  huge, spanning
                                several adjacent  chunks, and
                                consequently rather  rare.  They
                                contain a sizeable  amount of ore, but
                                it takes some  time and effort to mine
                                due to  low density. The intent for
                                strategic clouds is that the  player
                                will need to actively  search for one
                                and then set up a  semi-permanent
                                mining base and  spend some time
                                actually mining  the ore.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:4")'> <OreBlock block='ImmersiveEngineering:ore:4' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='CloudRadius' avg=':= 0.732 * _default_ * iengNickelSize ' range=':= 0.732 * _default_ * iengNickelSize ' type='normal' />
                            <Setting name='CloudThickness' avg=':= 0.732 * _default_ * iengNickelSize ' range=':= 0.732 * _default_ * iengNickelSize ' type='normal' scaleTo='base' />
                            <Setting name='DistributionFrequency' avg=':= 0.536 * _default_ * iengNickelFreq ' range=':= 0.536 * _default_ * iengNickelFreq ' type='normal' scaleTo='base' />
                            <Setting name='CloudHeight' avg=':= 16 ' range=':= 8 ' type='normal' scaleTo='base' />
                            <Setting name='ParentRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='CloudSizeNoise' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='CloudInclination' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreDensity' avg=':= _default_ ' range=':= _default_ ' type='normal' scaleTo='base' />
                            <Setting name='OreVolumeNoiseCutoff' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Setting name='OreRadiusMult' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                            <Veins name='iengNickelHintVeins'  inherits='PresetHintVeins' drawWireframe='true' wireframeColor='0x60D3D9C8' drawBoundBox='false' boundBoxColor='0x60D3D9C8'>
                                <Description>
                                    Single blocks, generously
                                    scattered through all heights
                                    (density is about that of  vanilla
                                    iron ore). They will  replace dirt
                                    and sandstone  (but not grass or
                                    sand), so  they can be found
                                    nearer to  the surface than most
                                    ores.  Intened to be used as a
                                    child  distribution for large,
                                    rare  strategic deposits that
                                    would  otherwise be very difficult
                                    to find.  Note that the  frequency
                                    is multiplied by  ground level to
                                    maintain a  constant density, but
                                    not by  ore frequency because it
                                    is  assumed that the frequency of
                                    the parent distribution will
                                    already be scaled by that.
                                </Description>
                                <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:4")'> <OreBlock block='ImmersiveEngineering:ore:4' weight='1.0' /> </IfCondition>
                                <IfCondition condition=':= ?blockExists("minecraft:dirt")'> <Replaces block='minecraft:dirt' weight='1.0' /> </IfCondition>
                                <IfCondition condition=':= ?blockExists("minecraft:sandstone")'> <Replaces block='minecraft:sandstone' weight='1.0' /> </IfCondition>
                            </Veins>
                        </Cloud>
                    </IfCondition>
                </ConfigSection>
                <!-- Cloud Preset for Nickel is complete. -->


                <!-- Starting Vanilla Preset for Nickel. -->
                <ConfigSection>
                    <IfCondition condition=':= iengNickelDist = "Vanilla"'>
                        <StandardGen name='iengNickelStandard'  inherits='PresetStandardGen' drawWireframe='true' wireframeColor='0x60D3D9C8' drawBoundBox='false' boundBoxColor='0x60D3D9C8'>
                            <Description>
                                A master preset for standardgen  ore
                                distributions.
                            </Description>
                            <IfCondition condition=':= ?blockExists("ImmersiveEngineering:ore:4")'> <OreBlock block='ImmersiveEngineering:ore:4' weight='1.0' /> </IfCondition>
                            <IfCondition condition=':= ?blockExists("minecraft:stone")'> <Replaces block='minecraft:stone' weight='1.0' /> </IfCondition>
                            <Biome name='.*'  />
                            <Setting name='Size' avg=':= 6.000 * iengNickelSize ' range=':= _default_ * iengNickelSize ' type='normal' />
                            <Setting name='Frequency' avg=':= 2.000 * iengNickelFreq ' range=':= _default_ * iengNickelFreq ' type='normal' scaleTo='base' />
                            <Setting name='Height' avg=':= 16 ' range=':= 8 ' type='normal' scaleTo='base' />
                            <Setting name='ParentRangeLimit' avg=':= _default_ ' range=':= _default_ ' type='normal' />
                        </StandardGen>
                    </IfCondition>
                </ConfigSection>
                <!-- Vanilla Preset for Nickel is complete. -->

                <!-- End Nickel Generation -->

                <!-- Finished adding blocks -->

            </IfCondition>
            <!-- Overworld Setup Complete -->



        </IfCondition>

    </ConfigSection>
    <!-- Configuration for Custom Ore Generation Complete! -->

</IfModInstalled>
<!-- The "Immersive Engineering" mod is now configured. -->





<!-- =================================================================
     This file was made using the Sprocket Configuration Generator.
     If you wish to make your own configurations for a mod not
     currently supported by Custom Ore Generation, and you don't want
     the hassle of writing XML, you can find the generator script at
     its GitHub page: http://https://github.com/reteo/Sprocket
     ================================================================= -->
