Tweaked biome climates more
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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
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this.canSpawnInBiome = false;
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this.canSpawnInBiome = false;
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this.canGenerateVillages = false;
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this.canGenerateVillages = false;
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this.addWeight(BOPClimates.BOREAL, 3);
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this.addWeight(BOPClimates.TUNDRA, 5);
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this.addWeight(BOPClimates.TUNDRA, 5);
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this.addWeight(BOPClimates.COLD_DESERT, 5);
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this.addWeight(BOPClimates.COLD_DESERT, 5);
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@ -60,7 +60,7 @@ public class BiomeGenBambooForest extends BOPBiome
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this.canGenerateVillages = false;
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this.canGenerateVillages = false;
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this.addWeight(BOPClimates.TROPICAL, 5);
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this.addWeight(BOPClimates.TROPICAL, 3);
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this.spawnableCreatureList.add(new SpawnListEntry(EntityOcelot.class, 2, 1, 1));
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this.spawnableCreatureList.add(new SpawnListEntry(EntityOcelot.class, 2, 1, 1));
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@ -33,7 +33,7 @@ public class BiomeGenColdDesert extends BOPBiome
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this.canGenerateVillages = false;
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this.canGenerateVillages = false;
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// terrain
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// terrain
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this.terrainSettings.avgHeight(70).heightVariation(10, 25).sidewaysNoise(0.7D);
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this.terrainSettings.avgHeight(64).heightVariation(5, 10).sidewaysNoise(0.7D);
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this.topBlock = Blocks.gravel.getDefaultState();
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this.topBlock = Blocks.gravel.getDefaultState();
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this.fillerBlock = Blocks.stone.getDefaultState();
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this.fillerBlock = Blocks.stone.getDefaultState();
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@ -60,7 +60,7 @@ public class BiomeGenColdDesert extends BOPBiome
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IBlockPosQuery surface = new BlockQueryBlock(Blocks.stone, Blocks.gravel, BOPBlocks.hard_ice);
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IBlockPosQuery surface = new BlockQueryBlock(Blocks.stone, Blocks.gravel, BOPBlocks.hard_ice);
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if (type == ColdDesertType.FROZEN)
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if (type == ColdDesertType.FROZEN)
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{
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{
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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());
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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());
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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());
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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());
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}
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}
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else
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else
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@ -40,7 +40,6 @@ public class BiomeGenEucalyptusForest extends BOPBiome
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this.canGenerateVillages = false;
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this.canGenerateVillages = false;
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this.addWeight(BOPClimates.WET_TEMPERATE, 3);
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this.addWeight(BOPClimates.TROPICAL, 5);
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this.addWeight(BOPClimates.TROPICAL, 5);
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this.spawnableCreatureList.add(new SpawnListEntry(EntityOcelot.class, 2, 1, 1));
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this.spawnableCreatureList.add(new SpawnListEntry(EntityOcelot.class, 2, 1, 1));
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@ -50,6 +50,7 @@ public class BiomeGenHeathland extends BOPBiome
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this.setTemperatureRainfall(0.8F, 0.2F);
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this.setTemperatureRainfall(0.8F, 0.2F);
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this.addWeight(BOPClimates.MEDITERANEAN, 10);
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this.addWeight(BOPClimates.MEDITERANEAN, 10);
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this.addWeight(BOPClimates.DRY_TEMPERATE, 5);
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this.spawnableCreatureList.clear(); // none of your regular farmyard critters here
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this.spawnableCreatureList.clear(); // none of your regular farmyard critters here
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// TODO: why is there SO many horses?
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// TODO: why is there SO many horses?
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@ -60,6 +60,7 @@ public class BiomeGenLandOfLakes extends BOPBiome
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this.canGenerateVillages = false;
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this.canGenerateVillages = false;
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this.addWeight(BOPClimates.WET_TEMPERATE, 3);
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this.addWeight(BOPClimates.WET_TEMPERATE, 3);
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this.addWeight(BOPClimates.COOL_TEMPERATE, 3);
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this.spawnableCreatureList.clear(); // none of your regular farmyard critters here
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this.spawnableCreatureList.clear(); // none of your regular farmyard critters here
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this.spawnableWaterCreatureList.clear();
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this.spawnableWaterCreatureList.clear();
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@ -38,7 +38,7 @@ public class BiomeGenMeadow extends BOPBiome
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this.setColor(0x63B26D);
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this.setColor(0x63B26D);
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this.setTemperatureRainfall(0.7F, 0.7F);
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this.setTemperatureRainfall(0.7F, 0.7F);
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this.addWeight(BOPClimates.WET_TEMPERATE, 10);
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this.addWeight(BOPClimates.COOL_TEMPERATE, 10);
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this.addWeight(BOPClimates.COOL_TEMPERATE, 10);
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// trees & logs
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// trees & logs
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@ -50,7 +50,7 @@ public class BiomeGenQuagmire extends BOPBiome
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this.canGenerateRivers = false;
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this.canGenerateRivers = false;
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this.canGenerateVillages = false;
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this.canGenerateVillages = false;
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this.addWeight(BOPClimates.COLD_SWAMP, 3);
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this.addWeight(BOPClimates.COLD_SWAMP, 2);
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this.spawnableWaterCreatureList.clear();
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this.spawnableWaterCreatureList.clear();
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this.spawnableMonsterList.add(new SpawnListEntry(EntitySlime.class, 10, 1, 3));
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this.spawnableMonsterList.add(new SpawnListEntry(EntitySlime.class, 10, 1, 3));
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