+Ore types
+---------------
+These tell in what manner the ore is generated.
+All default ores are of the uniformly-distributed scatter type.
+
+- scatter
+ Randomly chooses a location and generates a cluster of ore.
+ If noise_params is specified, the ore will be placed if the 3d perlin noise at
+ that point is greater than the noise_threshhold, giving the ability to create a non-equal
+ distribution of ore.
+- sheet
+ Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
+ The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
+ a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
+ scale when comparing against the noise threshhold, but scale is used to determine relative height.
+ The height of the blob is randomly scattered, with a maximum height of clust_size.
+ clust_scarcity and clust_num_ores are ignored.
+ This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
+- claylike - NOT YET IMPLEMENTED
+ Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
+ neighborhood of clust_size radius.
+
+Ore attributes
+-------------------
+Currently supported flags: absheight
+ - absheight
+ Also produce this same ore between the height range of -height_max and -height_min.
+ Useful for having ore in sky realms without having to duplicate ore entries.
+
+HUD element types
+-------------------
+The position field is used for all element types.
+To account for differing resolutions, the position coordinates are the percentage of the screen,
+ranging in value from 0 to 1.
+The name field is not yet used, but should contain a description of what the HUD element represents.
+The direction field is the direction in which something is drawn.
+0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
+The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
+with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
+values can be used.
+The offset field specifies a pixel offset from the position. Contrary to position,
+the offset is not scaled to screen size. This allows for some precisely-positioned
+items in the HUD.
+Below are the specific uses for fields in each type; fields not listed for that type are ignored.
+
+Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
+
+- image
+ Displays an image on the HUD.
+ - scale: The scale of the image, with 1 being the original texture size.
+ Only the X coordinate scale is used.
+ - text: The name of the texture that is displayed.
+ - alignment: The alignment of the image.
+ - offset: offset in pixels from position.
+- text
+ Displays text on the HUD.
+ - scale: Defines the bounding rectangle of the text.
+ A value such as {x=100, y=100} should work.
+ - text: The text to be displayed in the HUD element.
+ - number: An integer containing the RGB value of the color used to draw the text.
+ Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
+ - alignment: The alignment of the text.
+ - offset: offset in pixels from position.
+- statbar
+ Displays a horizontal bar made up of half-images.
+ - text: The name of the texture that is used.
+ - number: The number of half-textures that are displayed.
+ If odd, will end with a vertically center-split texture.
+ - direction
+ - offset: offset in pixels from position.
+- inventory
+ - text: The name of the inventory list to be displayed.
+ - number: Number of items in the inventory to be displayed.
+ - item: Position of item that is selected.
+ - direction
+