Tweaked the Fungi Forest. Fixed high grass generation in the Marsh. Removed Barley from blacksmith chests. Tweaked Poison Ivy texture.
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4 changed files with 12 additions and 13 deletions
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@ -7,7 +7,7 @@ import biomesoplenty.api.Blocks;
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import biomesoplenty.configuration.BOPConfiguration;
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import biomesoplenty.worldgen.WorldGenMoss;
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import biomesoplenty.worldgen.WorldGenSwampTall;
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import biomesoplenty.worldgen.WorldGenTaiga5;
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import biomesoplenty.worldgen.WorldGenPrairie;
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import biomesoplenty.worldgen.WorldGenThickTree;
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import biomesoplenty.worldgen.WorldGenWillow;
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@ -34,9 +34,7 @@ public class BiomeGenFungiForest extends BiomeGenBase
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this.customBiomeDecorator.sproutsPerChunk = 2;
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this.customBiomeDecorator.bushesPerChunk = 2;
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this.customBiomeDecorator.highGrassPerChunk = 1;
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this.customBiomeDecorator.flowersPerChunk = -999;
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this.customBiomeDecorator.mushroomsPerChunk = 8;
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this.customBiomeDecorator.poisonIvyPerChunk = 2;
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this.customBiomeDecorator.bigMushroomsPerChunk = 8;
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this.customBiomeDecorator.toadstoolsPerChunk = 5;
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this.customBiomeDecorator.portobellosPerChunk = 7;
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@ -44,8 +42,10 @@ public class BiomeGenFungiForest extends BiomeGenBase
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this.customBiomeDecorator.blueFlowersPerChunk = 3;
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this.customBiomeDecorator.cattailsPerChunk = 1;
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this.customBiomeDecorator.highCattailsPerChunk = 2;
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this.customBiomeDecorator.reedsBOPPerChunk = 1;
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this.customBiomeDecorator.generateMycelium = true;
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this.customBiomeDecorator.generatePumpkins = false;
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this.customBiomeDecorator.generatePumpkins = true;
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this.customBiomeDecorator.generateMelons = true;
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this.waterColorMultiplier = 65326;
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this.spawnableCreatureList.clear();
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this.spawnableWaterCreatureList.clear();
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@ -71,7 +71,7 @@ public class BiomeGenFungiForest extends BiomeGenBase
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*/
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public WorldGenerator getRandomWorldGenForTrees(Random par1Random)
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{
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return (WorldGenerator)(par1Random.nextInt(2) == 0 ? new WorldGenThickTree(false) : (par1Random.nextInt(4) == 0 ? new WorldGenWillow() : (par1Random.nextInt(6) == 0 ? new WorldGenTaiga5(false) : new WorldGenSwampTall())));
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return (WorldGenerator)(par1Random.nextInt(2) == 0 ? new WorldGenThickTree(false) : (par1Random.nextInt(5) == 0 ? new WorldGenWillow() : (par1Random.nextInt(3) == 0 ? new WorldGenPrairie(false) : new WorldGenSwampTall())));
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}
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/**
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@ -47,7 +47,6 @@ public class BOPVanillaCompat {
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strongholdCrossing.addItem(new WeightedRandomChestContent(new ItemStack(Blocks.flowers.get(),1,3), 1, 4, 25));
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strongholdCrossing.addItem(new WeightedRandomChestContent(new ItemStack(Blocks.flowers.get(),1,2), 1, 4, 25));
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village.addItem(new WeightedRandomChestContent(new ItemStack(Blocks.plants.get(), 1, 6), 4, 10, 75));
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village.addItem(new WeightedRandomChestContent(new ItemStack(Items.shroomPowder.get()), 1, 5, 50));
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village.addItem(new WeightedRandomChestContent(new ItemStack(Blocks.plants.get(),1,5), 2, 6, 25));
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village.addItem(new WeightedRandomChestContent(new ItemStack(Item.dyePowder, 1, 2), 4, 12, 75));
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@ -114,15 +114,15 @@ public class WorldGenMarsh extends WorldGenerator
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if (par2Random.nextInt(3) == 0)
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{
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par1World.setBlock(par3, par4 + 1, par5, Blocks.foliage.get().blockID, 3, 2);
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par1World.setBlock(par3, par4 + 2, par5, Blocks.foliage.get().blockID, 6, 2);
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par1World.setBlock(par3, par4 + 2, par5, Blocks.foliage.get().blockID, 7, 2);
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par1World.setBlock(par3 - 1, par4 + 1, par5, Blocks.foliage.get().blockID, 3, 2);
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par1World.setBlock(par3 - 1, par4 + 2, par5, Blocks.foliage.get().blockID, 6, 2);
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par1World.setBlock(par3 - 1, par4 + 2, par5, Blocks.foliage.get().blockID, 7, 2);
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par1World.setBlock(par3 + 1, par4 + 1, par5, Blocks.foliage.get().blockID, 3, 2);
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par1World.setBlock(par3 + 1, par4 + 2, par5, Blocks.foliage.get().blockID, 6, 2);
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par1World.setBlock(par3, par4 + 1, par5 - 1, Blocks.foliage.get().blockID, 1, 2);
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par1World.setBlock(par3, par4 + 2, par5 - 1, Blocks.foliage.get().blockID, 6, 2);
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par1World.setBlock(par3, par4 + 1, par5 + 1, Blocks.foliage.get().blockID, 1, 2);
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par1World.setBlock(par3, par4 + 2, par5 + 1, Blocks.foliage.get().blockID, 6, 2);
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par1World.setBlock(par3 + 1, par4 + 2, par5, Blocks.foliage.get().blockID, 7, 2);
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par1World.setBlock(par3, par4 + 1, par5 - 1, Blocks.foliage.get().blockID, 3, 2);
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par1World.setBlock(par3, par4 + 2, par5 - 1, Blocks.foliage.get().blockID, 7, 2);
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par1World.setBlock(par3, par4 + 1, par5 + 1, Blocks.foliage.get().blockID, 3, 2);
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par1World.setBlock(par3, par4 + 2, par5 + 1, Blocks.foliage.get().blockID, 7, 2);
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}
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else
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{
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