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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
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yeah sure why not
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@ -34,7 +34,9 @@
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* PWRs on the edge of unloaded chunks now additionally reset their internal heat value to further reduce the time until they can potentially melt down
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* PWRs on the edge of unloaded chunks now additionally reset their internal heat value to further reduce the time until they can potentially melt down
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* Removed the assembly recipe for the radial engine since it will be retired soon
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* Removed the assembly recipe for the radial engine since it will be retired soon
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* Removed the endo and exothermal missiles
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* Removed the endo and exothermal missiles
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* Doomsday missiles are no longer laggy cluster missiles, instead they are now near-identical to thermonuclear missiles but with an added fallout radius of 100
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* Doomsday missiles are no longer laggy cluster missiles, instead they are now near-identical to thermonuclear missiles but with an added fallout radius of 100#
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* Fallout rain now uses the same variable length code that the MK5 uses for optimal tick utilization, making it a lot faster
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* Lighter sellafite variants should no longer replace darker ones in overlapping craters, making bombed-out landscapes look more natural
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## Fixed
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## Fixed
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* Fixed dupe caused by shift-clicking ashes out of the bricked furnace
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* Fixed dupe caused by shift-clicking ashes out of the bricked furnace
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@ -197,7 +197,7 @@ public class FalloutConfigJSON {
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public FalloutEntry max(double max) { this.maxDist = max; return this; }
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public FalloutEntry max(double max) { this.maxDist = max; return this; }
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public FalloutEntry sol(boolean solid) { this.isSolid = solid; return this; }
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public FalloutEntry sol(boolean solid) { this.isSolid = solid; return this; }
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public boolean eval(World world, int x, int y, int z, Block b, int meta, double dist) {
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public boolean eval(World world, int x, int y, int z, Block b, int meta, double dist, Block originalBlock, int originalMeta) {
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if(matchesBlock != null && b != matchesBlock) return false;
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if(matchesBlock != null && b != matchesBlock) return false;
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if(matchesMaterial != null && b.getMaterial() != matchesMaterial) return false;
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if(matchesMaterial != null && b.getMaterial() != matchesMaterial) return false;
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@ -210,6 +210,9 @@ public class FalloutConfigJSON {
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if(primaryBlocks == null) return false;
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if(primaryBlocks == null) return false;
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MetaBlock block = chooseRandomOutcome(primaryBlocks);
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MetaBlock block = chooseRandomOutcome(primaryBlocks);
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if(block.block == ModBlocks.sellafield_slaked && originalBlock == ModBlocks.sellafield_slaked) {
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if(block.meta <= originalMeta) return false;
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}
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world.setBlock(x, y, z, block.block, block.meta, 3);
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world.setBlock(x, y, z, block.block, block.meta, 3);
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return true;
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return true;
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@ -218,6 +221,9 @@ public class FalloutConfigJSON {
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if(secondaryBlocks == null) return false;
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if(secondaryBlocks == null) return false;
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MetaBlock block = chooseRandomOutcome(secondaryBlocks);
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MetaBlock block = chooseRandomOutcome(secondaryBlocks);
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if(block.block == ModBlocks.sellafield_slaked && originalBlock == ModBlocks.sellafield_slaked) {
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if(block.meta <= originalMeta) return false;
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}
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world.setBlock(x, y, z, block.block, block.meta, 3);
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world.setBlock(x, y, z, block.block, block.meta, 3);
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return true;
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return true;
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}
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}
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@ -199,7 +199,7 @@ public class EntityFalloutRain extends Entity {
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for(FalloutEntry entry : FalloutConfigJSON.entries) {
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for(FalloutEntry entry : FalloutConfigJSON.entries) {
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if(entry.eval(worldObj, x, y, z, b, meta, dist)) {
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if(entry.eval(worldObj, x, y, z, b, meta, dist, b, meta)) {
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if(entry.isSolid()) {
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if(entry.isSolid()) {
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depth++;
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depth++;
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}
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}
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