Tweaked biome climates more

This commit is contained in:
Matt Caughey 2016-01-20 16:23:17 -05:00
parent 2f64b3f883
commit 481e0686e8
8 changed files with 9 additions and 7 deletions

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@ -29,6 +29,7 @@ public class BiomeGenAlps extends BOPBiome
this.canSpawnInBiome = false; this.canSpawnInBiome = false;
this.canGenerateVillages = false; this.canGenerateVillages = false;
this.addWeight(BOPClimates.BOREAL, 3);
this.addWeight(BOPClimates.TUNDRA, 5); this.addWeight(BOPClimates.TUNDRA, 5);
this.addWeight(BOPClimates.COLD_DESERT, 5); this.addWeight(BOPClimates.COLD_DESERT, 5);

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@ -60,7 +60,7 @@ public class BiomeGenBambooForest extends BOPBiome
this.canGenerateVillages = false; this.canGenerateVillages = false;
this.addWeight(BOPClimates.TROPICAL, 5); this.addWeight(BOPClimates.TROPICAL, 3);
this.spawnableCreatureList.add(new SpawnListEntry(EntityOcelot.class, 2, 1, 1)); this.spawnableCreatureList.add(new SpawnListEntry(EntityOcelot.class, 2, 1, 1));

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@ -33,7 +33,7 @@ public class BiomeGenColdDesert extends BOPBiome
this.canGenerateVillages = false; this.canGenerateVillages = false;
// terrain // terrain
this.terrainSettings.avgHeight(70).heightVariation(10, 25).sidewaysNoise(0.7D); this.terrainSettings.avgHeight(64).heightVariation(5, 10).sidewaysNoise(0.7D);
this.topBlock = Blocks.gravel.getDefaultState(); this.topBlock = Blocks.gravel.getDefaultState();
this.fillerBlock = Blocks.stone.getDefaultState(); this.fillerBlock = Blocks.stone.getDefaultState();
@ -60,7 +60,7 @@ public class BiomeGenColdDesert extends BOPBiome
IBlockPosQuery surface = new BlockQueryBlock(Blocks.stone, Blocks.gravel, BOPBlocks.hard_ice); IBlockPosQuery surface = new BlockQueryBlock(Blocks.stone, Blocks.gravel, BOPBlocks.hard_ice);
if (type == ColdDesertType.FROZEN) if (type == ColdDesertType.FROZEN)
{ {
this.addGenerator("hard_ice_patches", GeneratorStage.SAND, (new GeneratorSplotches.Builder()).amountPerChunk(6).splotchSize(24).placeOn(surface).replace(surface).with(BOPBlocks.hard_ice.getDefaultState()).scatterYMethod(ScatterYMethod.AT_SURFACE).create()); this.addGenerator("hard_ice_patches", GeneratorStage.SAND, (new GeneratorSplotches.Builder()).amountPerChunk(13).splotchSize(24).placeOn(surface).replace(surface).with(BOPBlocks.hard_ice.getDefaultState()).scatterYMethod(ScatterYMethod.AT_SURFACE).create());
this.addGenerator("stone_patches", GeneratorStage.SAND, (new GeneratorSplotches.Builder()).amountPerChunk(3).splotchSize(16).placeOn(surface).replace(surface).with(Blocks.stone.getDefaultState()).scatterYMethod(ScatterYMethod.AT_SURFACE).create()); this.addGenerator("stone_patches", GeneratorStage.SAND, (new GeneratorSplotches.Builder()).amountPerChunk(3).splotchSize(16).placeOn(surface).replace(surface).with(Blocks.stone.getDefaultState()).scatterYMethod(ScatterYMethod.AT_SURFACE).create());
} }
else else

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@ -40,7 +40,6 @@ public class BiomeGenEucalyptusForest extends BOPBiome
this.canGenerateVillages = false; this.canGenerateVillages = false;
this.addWeight(BOPClimates.WET_TEMPERATE, 3);
this.addWeight(BOPClimates.TROPICAL, 5); this.addWeight(BOPClimates.TROPICAL, 5);
this.spawnableCreatureList.add(new SpawnListEntry(EntityOcelot.class, 2, 1, 1)); this.spawnableCreatureList.add(new SpawnListEntry(EntityOcelot.class, 2, 1, 1));

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@ -50,6 +50,7 @@ public class BiomeGenHeathland extends BOPBiome
this.setTemperatureRainfall(0.8F, 0.2F); this.setTemperatureRainfall(0.8F, 0.2F);
this.addWeight(BOPClimates.MEDITERANEAN, 10); this.addWeight(BOPClimates.MEDITERANEAN, 10);
this.addWeight(BOPClimates.DRY_TEMPERATE, 5);
this.spawnableCreatureList.clear(); // none of your regular farmyard critters here this.spawnableCreatureList.clear(); // none of your regular farmyard critters here
// TODO: why is there SO many horses? // TODO: why is there SO many horses?

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@ -60,6 +60,7 @@ public class BiomeGenLandOfLakes extends BOPBiome
this.canGenerateVillages = false; this.canGenerateVillages = false;
this.addWeight(BOPClimates.WET_TEMPERATE, 3); this.addWeight(BOPClimates.WET_TEMPERATE, 3);
this.addWeight(BOPClimates.COOL_TEMPERATE, 3);
this.spawnableCreatureList.clear(); // none of your regular farmyard critters here this.spawnableCreatureList.clear(); // none of your regular farmyard critters here
this.spawnableWaterCreatureList.clear(); this.spawnableWaterCreatureList.clear();

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@ -38,7 +38,7 @@ public class BiomeGenMeadow extends BOPBiome
this.setColor(0x63B26D); this.setColor(0x63B26D);
this.setTemperatureRainfall(0.7F, 0.7F); this.setTemperatureRainfall(0.7F, 0.7F);
this.addWeight(BOPClimates.WET_TEMPERATE, 10);
this.addWeight(BOPClimates.COOL_TEMPERATE, 10); this.addWeight(BOPClimates.COOL_TEMPERATE, 10);
// trees & logs // trees & logs

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@ -50,7 +50,7 @@ public class BiomeGenQuagmire extends BOPBiome
this.canGenerateRivers = false; this.canGenerateRivers = false;
this.canGenerateVillages = false; this.canGenerateVillages = false;
this.addWeight(BOPClimates.COLD_SWAMP, 3); this.addWeight(BOPClimates.COLD_SWAMP, 2);
this.spawnableWaterCreatureList.clear(); this.spawnableWaterCreatureList.clear();
this.spawnableMonsterList.add(new SpawnListEntry(EntitySlime.class, 10, 1, 3)); this.spawnableMonsterList.add(new SpawnListEntry(EntitySlime.class, 10, 1, 3));