mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
labubu funk
This commit is contained in:
parent
7084dc919a
commit
c8bf809e9f
@ -40,8 +40,8 @@ public class HbmWorld {
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private static void registerNTMFeatures() {
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private static void registerNTMFeatures() {
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CivilianFeatures.registerComponents();
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CivilianFeatures.registerComponents();
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OfficeFeatures.registerComponents();
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OfficeFeatures.registerComponents();
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RuinFeatures.registerComponents();
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// RuinFeatures.registerComponents();
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BunkerComponents.registerComponents();
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BunkerComponents.registerComponents();
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MapGenStructureIO.func_143031_a(SiloComponent.class, "NTMSiloComponent");
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MapGenStructureIO.func_143031_a(SiloComponent.class, "NTMSiloComponent");
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}
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}
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}
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}
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@ -15,10 +15,10 @@ import com.hbm.world.gen.component.CivilianFeatures.NTMLab2;
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import com.hbm.world.gen.component.CivilianFeatures.RuralHouse1;
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import com.hbm.world.gen.component.CivilianFeatures.RuralHouse1;
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import com.hbm.world.gen.component.OfficeFeatures.LargeOffice;
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import com.hbm.world.gen.component.OfficeFeatures.LargeOffice;
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import com.hbm.world.gen.component.OfficeFeatures.LargeOfficeCorner;
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import com.hbm.world.gen.component.OfficeFeatures.LargeOfficeCorner;
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import com.hbm.world.gen.component.RuinFeatures.NTMRuin1;
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//import com.hbm.world.gen.component.RuinFeatures.NTMRuin1;
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import com.hbm.world.gen.component.RuinFeatures.NTMRuin2;
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//import com.hbm.world.gen.component.RuinFeatures.NTMRuin2;
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import com.hbm.world.gen.component.RuinFeatures.NTMRuin3;
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//import com.hbm.world.gen.component.RuinFeatures.NTMRuin3;
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import com.hbm.world.gen.component.RuinFeatures.NTMRuin4;
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//import com.hbm.world.gen.component.RuinFeatures.NTMRuin4;
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import com.hbm.world.gen.component.SiloComponent;
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import com.hbm.world.gen.component.SiloComponent;
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import net.minecraft.world.World;
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import net.minecraft.world.World;
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@ -124,26 +124,26 @@ public class MapGenNTMFeatures extends MapGenStructure {
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*/
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*/
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//TODO: Do something about this so it's nice-looking and easily readable. Plus, test compatibility against mods like BoP
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//TODO: Do something about this so it's nice-looking and easily readable. Plus, test compatibility against mods like BoP
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if(rand.nextInt(3) == 0) { //Empty Ruin Structures
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// if(rand.nextInt(3) == 0) { //Empty Ruin Structures
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switch(rand.nextInt(4)) {
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// switch(rand.nextInt(4)) {
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case 0:
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// case 0:
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NTMRuin1 ruin1 = new NTMRuin1(rand, i, j);
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// NTMRuin1 ruin1 = new NTMRuin1(rand, i, j);
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this.components.add(ruin1);
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// this.components.add(ruin1);
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break;
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// break;
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case 1:
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// case 1:
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NTMRuin2 ruin2 = new NTMRuin2(rand, i, j);
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// NTMRuin2 ruin2 = new NTMRuin2(rand, i, j);
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this.components.add(ruin2);
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// this.components.add(ruin2);
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break;
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// break;
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case 2:
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// case 2:
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NTMRuin3 ruin3 = new NTMRuin3(rand, i, j);
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// NTMRuin3 ruin3 = new NTMRuin3(rand, i, j);
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this.components.add(ruin3);
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// this.components.add(ruin3);
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break;
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// break;
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case 3:
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// case 3:
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NTMRuin4 ruin4 = new NTMRuin4(rand, i, j);
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// NTMRuin4 ruin4 = new NTMRuin4(rand, i, j);
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this.components.add(ruin4);
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// this.components.add(ruin4);
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}
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// }
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} else if(biome.heightVariation <= 0.25F && rand.nextInt(10) == 0) { //for now our only restriction is kinda-flat biomes. that and chance might change idk
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if(biome.heightVariation <= 0.25F && rand.nextInt(10) == 0) { //for now our only restriction is kinda-flat biomes. that and chance might change idk
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SiloComponent silo = new SiloComponent(rand, i, j);
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SiloComponent silo = new SiloComponent(rand, i, j);
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this.components.add(silo);
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this.components.add(silo);
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} else if(biome.temperature >= 1.0 && biome.rainfall == 0 && !(biome instanceof BiomeGenMesa)) { //Desert & Savannah
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} else if(biome.temperature >= 1.0 && biome.rainfall == 0 && !(biome instanceof BiomeGenMesa)) { //Desert & Savannah
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@ -8,42 +8,42 @@ import net.minecraft.init.Blocks;
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import net.minecraft.world.World;
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import net.minecraft.world.World;
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import net.minecraft.world.gen.structure.MapGenStructureIO;
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import net.minecraft.world.gen.structure.MapGenStructureIO;
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import net.minecraft.world.gen.structure.StructureBoundingBox;
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import net.minecraft.world.gen.structure.StructureBoundingBox;
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// Idk what i should do with these if you read this bob do whatever since it's not used anywhere
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public class RuinFeatures {
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public class RuinFeatures {
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public static void registerComponents() {
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public static void registerComponents() {
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MapGenStructureIO.func_143031_a(NTMRuin1.class, "NTMRuin1");
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MapGenStructureIO.func_143031_a(NTMRuin1.class, "NTMRuin1");
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MapGenStructureIO.func_143031_a(NTMRuin2.class, "NTMRuin2");
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MapGenStructureIO.func_143031_a(NTMRuin2.class, "NTMRuin2");
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MapGenStructureIO.func_143031_a(NTMRuin3.class, "NTMRuin3");
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MapGenStructureIO.func_143031_a(NTMRuin3.class, "NTMRuin3");
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MapGenStructureIO.func_143031_a(NTMRuin4.class, "NTMRuin4");
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MapGenStructureIO.func_143031_a(NTMRuin4.class, "NTMRuin4");
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}
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}
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public static class NTMRuin1 extends Component {
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public static class NTMRuin1 extends Component {
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private static ConcreteBricks RandomConcreteBricks = new ConcreteBricks();
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private static ConcreteBricks RandomConcreteBricks = new ConcreteBricks();
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public NTMRuin1() {
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public NTMRuin1() {
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super();
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super();
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}
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}
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public NTMRuin1(Random rand, int minX, int minZ) {
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public NTMRuin1(Random rand, int minX, int minZ) {
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super(rand, minX, 64, minZ, 8, 6, 10);
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super(rand, minX, 64, minZ, 8, 6, 10);
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}
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}
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@Override
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@Override
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public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
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public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
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//System.out.println(this.coordBaseMode);
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//System.out.println(this.coordBaseMode);
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if(!this.setAverageHeight(world, box, this.boundingBox.minY)) {
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if(!this.setAverageHeight(world, box, this.boundingBox.minY)) {
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return false;
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return false;
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}
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}
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//System.out.println("" + this.boundingBox.minX + ", " + this.boundingBox.minY + ", " + this.boundingBox.minZ);
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//System.out.println("" + this.boundingBox.minX + ", " + this.boundingBox.minY + ", " + this.boundingBox.minZ);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 0, 0, 8, 10, -1, box);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 0, 0, 8, 10, -1, box);
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int pillarMetaWE = this.getPillarMeta(4);
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int pillarMetaWE = this.getPillarMeta(4);
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int pillarMetaNS = this.getPillarMeta(8);
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int pillarMetaNS = this.getPillarMeta(8);
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this.fillWithBlocks(world, box, 0, 0, 0, 0, 6, 0, ModBlocks.concrete_pillar, Blocks.air, false); //Back Wall
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this.fillWithBlocks(world, box, 0, 0, 0, 0, 6, 0, ModBlocks.concrete_pillar, Blocks.air, false); //Back Wall
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this.fillWithMetadataBlocks(world, box, 1, 3, 0, 3, 3, 0, ModBlocks.concrete_pillar, pillarMetaWE, Blocks.air, 0, false);
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this.fillWithMetadataBlocks(world, box, 1, 3, 0, 3, 3, 0, ModBlocks.concrete_pillar, pillarMetaWE, Blocks.air, 0, false);
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this.fillWithBlocks(world, box, 4, 0, 0, 4, 6 - 1, 0, ModBlocks.concrete_pillar, Blocks.air, false);
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this.fillWithBlocks(world, box, 4, 0, 0, 4, 6 - 1, 0, ModBlocks.concrete_pillar, Blocks.air, false);
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@ -83,39 +83,39 @@ public class RuinFeatures {
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this.fillWithRandomizedBlocks(world, box, 8, 0, 6, 8, 0, 6, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 8, 0, 6, 8, 0, 6, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 8, 0, 10 - 2, 8, 1, 10 - 1, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 8, 0, 10 - 2, 8, 1, 10 - 1, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 8, 2, 10 - 1, 8, 2, 10 - 1, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 8, 2, 10 - 1, 8, 2, 10 - 1, false, rand, RandomConcreteBricks);
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this.randomlyFillWithBlocks(world, box, rand, 0.25F, 1, 0, 1, 8 - 1, 0, 10 - 1, Blocks.gravel, Blocks.air, false);
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this.randomlyFillWithBlocks(world, box, rand, 0.25F, 1, 0, 1, 8 - 1, 0, 10 - 1, Blocks.gravel, Blocks.air, false);
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return true;
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return true;
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}
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}
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}
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}
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public static class NTMRuin2 extends Component {
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public static class NTMRuin2 extends Component {
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private static ConcreteBricks RandomConcreteBricks = new ConcreteBricks();
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private static ConcreteBricks RandomConcreteBricks = new ConcreteBricks();
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public NTMRuin2() {
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public NTMRuin2() {
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super();
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super();
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}
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}
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public NTMRuin2(Random rand, int minX, int minZ) {
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public NTMRuin2(Random rand, int minX, int minZ) {
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super(rand, minX, 64, minZ, 7, 5, 10);
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super(rand, minX, 64, minZ, 7, 5, 10);
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}
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}
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@Override
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@Override
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public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
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public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
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//System.out.println(this.coordBaseMode);
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//System.out.println(this.coordBaseMode);
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if(!this.setAverageHeight(world, box, this.boundingBox.minY)) {
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if(!this.setAverageHeight(world, box, this.boundingBox.minY)) {
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return false;
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return false;
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}
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}
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//System.out.println("" + this.boundingBox.minX + ", " + this.boundingBox.minY + ", " + this.boundingBox.minZ);
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//System.out.println("" + this.boundingBox.minX + ", " + this.boundingBox.minY + ", " + this.boundingBox.minZ);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 0, 0, 7, 10, -1, box);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 0, 0, 7, 10, -1, box);
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int pillarMetaWE = this.getPillarMeta(4);
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int pillarMetaWE = this.getPillarMeta(4);
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int pillarMetaNS = this.getPillarMeta(8);
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int pillarMetaNS = this.getPillarMeta(8);
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this.fillWithBlocks(world, box, 0, 0, 0, 0, 3, 0, ModBlocks.concrete_pillar, Blocks.air, false); //Back Wall
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this.fillWithBlocks(world, box, 0, 0, 0, 0, 3, 0, ModBlocks.concrete_pillar, Blocks.air, false); //Back Wall
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this.fillWithMetadataBlocks(world, box, 1, 3, 0, 7 - 1, 3, 0, ModBlocks.concrete_pillar, pillarMetaWE, Blocks.air, 0, false);
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this.fillWithMetadataBlocks(world, box, 1, 3, 0, 7 - 1, 3, 0, ModBlocks.concrete_pillar, pillarMetaWE, Blocks.air, 0, false);
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this.fillWithBlocks(world, box, 7, 0, 0, 7, 5, 0, ModBlocks.concrete_pillar, Blocks.air, false);
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this.fillWithBlocks(world, box, 7, 0, 0, 7, 5, 0, ModBlocks.concrete_pillar, Blocks.air, false);
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@ -146,40 +146,40 @@ public class RuinFeatures {
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this.fillWithRandomizedBlocks(world, box, 7, 0, 6, 7, 0, 10 - 1, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 7, 0, 6, 7, 0, 10 - 1, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 7, 1, 6, 7, 1, 7, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 7, 1, 6, 7, 1, 7, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 7, 1, 10 - 1, 7, 2, 10 - 1, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 7, 1, 10 - 1, 7, 2, 10 - 1, false, rand, RandomConcreteBricks);
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this.randomlyFillWithBlocks(world, box, rand, 0.25F, 1, 0, 1, 7 - 1, 0, 10 - 1, Blocks.gravel, Blocks.air, false);
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this.randomlyFillWithBlocks(world, box, rand, 0.25F, 1, 0, 1, 7 - 1, 0, 10 - 1, Blocks.gravel, Blocks.air, false);
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return true;
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return true;
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}
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}
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}
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}
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public static class NTMRuin3 extends Component {
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public static class NTMRuin3 extends Component {
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private static ConcreteBricks RandomConcreteBricks = new ConcreteBricks();
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private static ConcreteBricks RandomConcreteBricks = new ConcreteBricks();
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public NTMRuin3() {
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public NTMRuin3() {
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super();
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super();
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}
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}
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public NTMRuin3(Random rand, int minX, int minZ) {
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public NTMRuin3(Random rand, int minX, int minZ) {
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super(rand, minX, 64, minZ, 8, 3, 10);
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super(rand, minX, 64, minZ, 8, 3, 10);
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}
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}
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@Override
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@Override
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public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
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public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
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//System.out.println(this.coordBaseMode);
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//System.out.println(this.coordBaseMode);
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if(!this.setAverageHeight(world, box, this.boundingBox.minY)) {
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if(!this.setAverageHeight(world, box, this.boundingBox.minY)) {
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return false;
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return false;
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}
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}
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//System.out.println("" + this.boundingBox.minX + ", " + this.boundingBox.minY + ", " + this.boundingBox.minZ);
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//System.out.println("" + this.boundingBox.minX + ", " + this.boundingBox.minY + ", " + this.boundingBox.minZ);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 0, 0, 0, 10, -1, box);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 0, 0, 0, 10, -1, box);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 8, 0, 8, 10, -1, box);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 8, 0, 8, 10, -1, box);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 1, 0, 8, 0, -1, box);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 1, 0, 8, 0, -1, box);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 1, 4, 8, 4, -1, box);
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 1, 4, 8, 4, -1, box);
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this.fillWithBlocks(world, box, 0, 0, 0, 0, 3, 0, ModBlocks.concrete_pillar, Blocks.air, false); //Back Wall
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this.fillWithBlocks(world, box, 0, 0, 0, 0, 3, 0, ModBlocks.concrete_pillar, Blocks.air, false); //Back Wall
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this.fillWithBlocks(world, box, 8, 0, 0, 8, 1, 0, ModBlocks.concrete_pillar, Blocks.air, false);
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this.fillWithBlocks(world, box, 8, 0, 0, 8, 1, 0, ModBlocks.concrete_pillar, Blocks.air, false);
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this.fillWithRandomizedBlocks(world, box, 1, 0, 0, 8 - 1, 0, 0, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 1, 0, 0, 8 - 1, 0, 0, false, rand, RandomConcreteBricks);
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@ -202,44 +202,44 @@ public class RuinFeatures {
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this.fillWithBlocks(world, box, 4, 0, 4, 4, 2, 4, ModBlocks.concrete_pillar, Blocks.air, false); //Center Wall
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this.fillWithBlocks(world, box, 4, 0, 4, 4, 2, 4, ModBlocks.concrete_pillar, Blocks.air, false); //Center Wall
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this.fillWithRandomizedBlocks(world, box, 3, 0, 4, 3, 1, 4, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 3, 0, 4, 3, 1, 4, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 5, 0, 4, 8 - 1, 1, 4, false, rand, RandomConcreteBricks);
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this.fillWithRandomizedBlocks(world, box, 5, 0, 4, 8 - 1, 1, 4, false, rand, RandomConcreteBricks);
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this.randomlyFillWithBlocks(world, box, rand, 0.05F, 1, 0, 1, 8 - 1, 0, 3, Blocks.gravel, Blocks.air, false);
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this.randomlyFillWithBlocks(world, box, rand, 0.05F, 1, 0, 1, 8 - 1, 0, 3, Blocks.gravel, Blocks.air, false);
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this.randomlyFillWithBlocks(world, box, rand, 0.05F, 1, 0, 5, 8 - 1, 0, 10 - 1, Blocks.gravel, Blocks.air, false);
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this.randomlyFillWithBlocks(world, box, rand, 0.05F, 1, 0, 5, 8 - 1, 0, 10 - 1, Blocks.gravel, Blocks.air, false);
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return true;
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return true;
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}
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}
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}
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}
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public static class NTMRuin4 extends Component {
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public static class NTMRuin4 extends Component {
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private static ConcreteBricks RandomConcreteBricks = new ConcreteBricks();
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private static ConcreteBricks RandomConcreteBricks = new ConcreteBricks();
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public NTMRuin4() {
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public NTMRuin4() {
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super();
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super();
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}
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}
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public NTMRuin4(Random rand, int minX, int minZ) {
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public NTMRuin4(Random rand, int minX, int minZ) {
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super(rand, minX, 64, minZ, 10, 2, 11);
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super(rand, minX, 64, minZ, 10, 2, 11);
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}
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}
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@Override
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@Override
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public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
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public boolean addComponentParts(World world, Random rand, StructureBoundingBox box) {
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//System.out.println(this.coordBaseMode);
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//System.out.println(this.coordBaseMode);
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if(!this.setAverageHeight(world, box, this.boundingBox.minY)) {
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if(!this.setAverageHeight(world, box, this.boundingBox.minY)) {
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return false;
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return false;
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}
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}
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//System.out.println("" + this.boundingBox.minX + ", " + this.boundingBox.minY + ", " + this.boundingBox.minZ);
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//System.out.println("" + this.boundingBox.minX + ", " + this.boundingBox.minY + ", " + this.boundingBox.minZ);
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||||||
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||||||
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placeFoundationUnderneath(world, Blocks.stonebrick, 0, 0, 0, 0, 11, -1, box);
|
placeFoundationUnderneath(world, Blocks.stonebrick, 0, 0, 0, 0, 11, -1, box);
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||||||
placeFoundationUnderneath(world, Blocks.stonebrick, 0, 10, 5, 10, 11, -1, box);
|
placeFoundationUnderneath(world, Blocks.stonebrick, 0, 10, 5, 10, 11, -1, box);
|
||||||
placeFoundationUnderneath(world, Blocks.stonebrick, 0, 5, 0, 5, 4, -1, box);
|
placeFoundationUnderneath(world, Blocks.stonebrick, 0, 5, 0, 5, 4, -1, box);
|
||||||
|
|
||||||
placeFoundationUnderneath(world, Blocks.stonebrick, 0, 1, 11, 10 - 1, 11, -1, box);
|
placeFoundationUnderneath(world, Blocks.stonebrick, 0, 1, 11, 10 - 1, 11, -1, box);
|
||||||
placeFoundationUnderneath(world, Blocks.stonebrick, 0, 1, 0, 4, 0, -1, box);
|
placeFoundationUnderneath(world, Blocks.stonebrick, 0, 1, 0, 4, 0, -1, box);
|
||||||
placeFoundationUnderneath(world, Blocks.stonebrick, 0, 5, 5, 10 - 1, 5, -1, box);
|
placeFoundationUnderneath(world, Blocks.stonebrick, 0, 5, 5, 10 - 1, 5, -1, box);
|
||||||
|
|
||||||
this.fillWithBlocks(world, box, 0, 0, 0, 0, 1, 0, ModBlocks.concrete_pillar, Blocks.air, false); //Back Wall Pt. 1
|
this.fillWithBlocks(world, box, 0, 0, 0, 0, 1, 0, ModBlocks.concrete_pillar, Blocks.air, false); //Back Wall Pt. 1
|
||||||
this.fillWithBlocks(world, box, 5, 0, 0, 5, 2, 0, ModBlocks.concrete_pillar, Blocks.air, false);
|
this.fillWithBlocks(world, box, 5, 0, 0, 5, 2, 0, ModBlocks.concrete_pillar, Blocks.air, false);
|
||||||
this.fillWithRandomizedBlocks(world, box, 1, 0, 0, 4, 0, 0, false, rand, RandomConcreteBricks);
|
this.fillWithRandomizedBlocks(world, box, 1, 0, 0, 4, 0, 0, false, rand, RandomConcreteBricks);
|
||||||
@ -263,12 +263,12 @@ public class RuinFeatures {
|
|||||||
this.fillWithRandomizedBlocks(world, box, 0, 0, 1, 0, 0, 11 - 1, false, rand, RandomConcreteBricks); //Left Wall
|
this.fillWithRandomizedBlocks(world, box, 0, 0, 1, 0, 0, 11 - 1, false, rand, RandomConcreteBricks); //Left Wall
|
||||||
this.fillWithRandomizedBlocks(world, box, 0, 1, 1, 0, 1, 1, false, rand, RandomConcreteBricks);
|
this.fillWithRandomizedBlocks(world, box, 0, 1, 1, 0, 1, 1, false, rand, RandomConcreteBricks);
|
||||||
this.fillWithRandomizedBlocks(world, box, 0, 1, 4, 0, 1, 7, false, rand, RandomConcreteBricks);
|
this.fillWithRandomizedBlocks(world, box, 0, 1, 4, 0, 1, 7, false, rand, RandomConcreteBricks);
|
||||||
|
|
||||||
this.randomlyFillWithBlocks(world, box, rand, 0.05F, 1, 0, 1, 4, 0, 5, Blocks.gravel, Blocks.air, false);
|
this.randomlyFillWithBlocks(world, box, rand, 0.05F, 1, 0, 1, 4, 0, 5, Blocks.gravel, Blocks.air, false);
|
||||||
this.randomlyFillWithBlocks(world, box, rand, 0.05F, 1, 0, 6, 10 - 1, 0, 11 - 1, Blocks.gravel, Blocks.air, false);
|
this.randomlyFillWithBlocks(world, box, rand, 0.05F, 1, 0, 6, 10 - 1, 0, 11 - 1, Blocks.gravel, Blocks.air, false);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
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Reference in New Issue
Block a user