disabled waterfalls in promised lands

This commit is contained in:
ted80-PC 2013-05-08 19:18:51 +02:00
parent c12f9c2248
commit bc2e530beb
2 changed files with 2 additions and 22 deletions

View File

@ -36,6 +36,7 @@ public class BiomeGenPromisedLand extends BiomeGenBase
this.customBiomeDecorator.pinkFlowersPerChunk = 6; this.customBiomeDecorator.pinkFlowersPerChunk = 6;
this.customBiomeDecorator.glowFlowersPerChunk = 3; this.customBiomeDecorator.glowFlowersPerChunk = 3;
this.customBiomeDecorator.blueMilksPerChunk = 5; this.customBiomeDecorator.blueMilksPerChunk = 5;
this.customBiomeDecorator.generateLakes = false;
//this.customBiomeDecorator.pondsPerChunk = -999; //this.customBiomeDecorator.pondsPerChunk = -999;
this.customBiomeDecorator.waterLakesPerChunk = 5; this.customBiomeDecorator.waterLakesPerChunk = 5;
this.spawnableCreatureList.clear(); this.spawnableCreatureList.clear();

View File

@ -584,30 +584,9 @@ public class ChunkProviderBOP implements IChunkProvider
biomegenbase.decorate(this.worldObj, this.rand, k, l); biomegenbase.decorate(this.worldObj, this.rand, k, l);
SpawnerAnimals.performWorldGenSpawning(this.worldObj, biomegenbase, k + 8, l + 8, 16, 16, this.rand); SpawnerAnimals.performWorldGenSpawning(this.worldObj, biomegenbase, k + 8, l + 8, 16, 16, this.rand);
k += 8;
l += 8;
doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, ICE);
for (k1 = 0; doGen && k1 < 16; ++k1)
{
for (l1 = 0; l1 < 16; ++l1)
{
i2 = this.worldObj.getPrecipitationHeight(k + k1, l + l1);
if (this.worldObj.isBlockFreezable(k1 + k, i2 - 1, l1 + l))
{
this.worldObj.setBlock(k1 + k, i2 - 1, l1 + l, Block.ice.blockID, 0, 2);
}
if (this.worldObj.canSnowAt(k1 + k, i2, l1 + l))
{
this.worldObj.setBlock(k1 + k, i2, l1 + l, Block.snow.blockID, 0, 2);
}
}
}
MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, flag)); MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, flag));
BlockSand.fallInstantly = false; BlockSand.fallInstantly = false;
} }