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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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demoman TF2
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@ -40,6 +40,8 @@
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* The recipes are part of a shared auto switch group, meaning that even if different rod types are produced, only one PUREX is necessary
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* Grass is no longer a valid paint block for paintable cables and ducts
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* Multiblocks are no longer affected by collapses caused by nuclear explosions
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* The old NITAN powder chests have been removed
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* In their place, there's now a different, more useful structure with similar but not identical spawn rules
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## Fixed
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* Fixed arc furnace only allowing electrodes to be inserted when the lid is down instead of up
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@ -52,3 +54,4 @@
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* Fixed creepers regaining their exploding AI task upon relog, if defused
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* Fixed assembly and chemical factories not properly saving their recipe fluid buffers
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* Fixed light blue and light gray dyes not working when dyeing cables
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* Fixed bismuth armor not having a valid repair material
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@ -17,6 +17,7 @@ public class ItemPoolsSingle {
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public static final String POOL_VAULT_REINFORCED = "POOL_VAULT_REINFORCED";
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public static final String POOL_VAULT_UNBREAKABLE = "POOL_VAULT_UNBREAKABLE";
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public static final String POOL_METEORITE_TREASURE = "POOL_METEORITE_TREASURE";
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public static final String POOL_BLUEPRINTS = "POOL_BLUEPRINTS";
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public static void init() {
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@ -108,5 +109,13 @@ public class ItemPoolsSingle {
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weighted(ModItems.blueprint_folder, 1, 1, 1, 1)
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};
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}};
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new ItemPool(POOL_BLUEPRINTS) {{
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this.pool = new WeightedRandomChestContent[] {
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weighted(ModItems.blueprint_folder, 0, 1, 1, 10),
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weighted(ModItems.blueprint_folder, 1, 1, 1, 5),
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weighted(ModItems.blueprint_folder, 0, 1, 1, 1),
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};
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}};
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}
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}
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@ -16,6 +16,7 @@ import com.hbm.tileentity.bomb.TileEntityLandmine;
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import com.hbm.tileentity.deco.TileEntityLanternBehemoth;
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import com.hbm.tileentity.machine.storage.TileEntitySafe;
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import com.hbm.tileentity.machine.storage.TileEntitySoyuzCapsule;
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import com.hbm.util.Compat;
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import com.hbm.util.LootGenerator;
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import com.hbm.util.WeightedRandomGeneric;
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import com.hbm.world.dungeon.*;
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@ -27,6 +28,8 @@ import com.hbm.world.generator.DungeonToolbox;
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import cpw.mods.fml.common.IWorldGenerator;
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import net.minecraft.init.Blocks;
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import net.minecraft.item.ItemStack;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.tileentity.TileEntityChest;
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import net.minecraft.util.WeightedRandom;
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import net.minecraft.util.WeightedRandomChestContent;
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import net.minecraft.world.World;
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@ -515,7 +518,32 @@ public class HbmWorldGen implements IWorldGenerator {
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world.setBlock(x, y, z, ModBlocks.stone_keyhole);
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}
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}
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genBlueprintChest(world, rand, i, j, 5000, 5000);
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}
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private static void genBlueprintChest(World world, Random rand, int i, int j, int boundsX, int boundsZ) {
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if(Math.abs(i) < 100 && Math.abs(j) < 100) return;
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if(rand.nextBoolean()) return;
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int cX = Math.abs(i) % boundsX;
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int cZ = Math.abs(j) % boundsZ;
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if(cX <= 0 && cX + 16 >= 0 && cZ <= 0 && cZ + 16 >= 0) {
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int x = i + 8;
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int z = j + 8;
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int y = world.getHeightValue(x, z) - rand.nextInt(2);
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world.setBlock(x, y, z, Blocks.chest);
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for(int a = x - 1; a <= x + 1; a++) for(int b = y - 1; b <= y + 1; b++) for(int c = z - 1; c <= z + 1; c++) {
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if(a != x || b != y || c != z) world.setBlock(a, b, c, Blocks.obsidian);
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}
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TileEntity tile = Compat.getTileStandard(world, x, y, z);
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if(tile instanceof TileEntityChest) WeightedRandomChestContent.generateChestContents(rand, ItemPool.getPool(ItemPoolsSingle.POOL_BLUEPRINTS), (TileEntityChest) tile, 50);
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}
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}
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private void generateNether(World world, Random rand, int i, int j) {
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@ -305,6 +305,7 @@ public class MainRegistry {
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aMatSecurity.customCraftingMaterial = ModItems.plate_kevlar;
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aMatCobalt.customCraftingMaterial = ModItems.ingot_cobalt;
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aMatStarmetal.customCraftingMaterial = ModItems.ingot_starmetal;
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aMatBismuth.customCraftingMaterial = ModItems.plate_bismuth;
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tMatSchrab.setRepairItem(new ItemStack(ModItems.ingot_schrabidium));
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tMatHammmer.setRepairItem(new ItemStack(Item.getItemFromBlock(ModBlocks.block_schrabidium)));
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tMatChainsaw.setRepairItem(new ItemStack(ModItems.ingot_steel));
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