Ok seriously, is there something wrong in having a map with shallow+deep metalS and having only these ores?
I'm also in a mountain+other boome.
Unfortunately I only checked after hours and hours of gameplay, I was pretty sure to find..you know..some ore other than tin and copper, considering the amount this mod should have.
A problem with the map generation?
Nothing in MDF changes how world building works in terms of ore distribution, since that's not accessible to the raws. Well, you can define how many things there are and where they're found, but it's still up to worldgen what layers actually generate and what it puts, from the available options, in those layers.
The most recent release set the mineral scarcity up to 400 from the 100 of previous releases, but I don't think that option affects variety, only quantity.
So yes, it's a "problem" of world gen but it's not something anyone can easily mod.
wah, adamantine starting at z 104, and in theory surface around 144-147, that's quite the compact world you have ther
I find upping the minimum elevation from 0 to ~80 (or even as high as 95) helps in that regard. It seems to me that what happens is that caverns can't intersect with ocean layers, so what happens is that all across the world, layers are at least as deep as the bottom of the ocean before you ever get to the first cavern. And of course, if you embark at a higher elevation versus near the ocean, you might have a couple dozen layers to go before hitting sea level to begin with. But since any elevation lower than 100 is used as ocean, you don't necessarily need the default 100 that it allots.
*Observations subject to dis-proof. Given the natural land elevations range from 100 to 300 before they turn into mountains (with mountains being 301-399, 400+ being peaks), it is entirely possible that deep embarks prior to hitting the caverns (and subsequently anything below them) are simply a result of embarking at high elevations - which would happen if one has a preference for embarking on or near mountains themselves.