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https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-02-24 15:00:48 +00:00
labubu funk
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@ -40,7 +40,7 @@ public class HbmWorld {
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private static void registerNTMFeatures() {
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CivilianFeatures.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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MapGenStructureIO.func_143031_a(SiloComponent.class, "NTMSiloComponent");
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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.OfficeFeatures.LargeOffice;
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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.NTMRuin2;
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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.NTMRuin1;
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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.NTMRuin4;
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import com.hbm.world.gen.component.SiloComponent;
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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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//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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switch(rand.nextInt(4)) {
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case 0:
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NTMRuin1 ruin1 = new NTMRuin1(rand, i, j);
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this.components.add(ruin1);
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break;
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case 1:
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NTMRuin2 ruin2 = new NTMRuin2(rand, i, j);
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this.components.add(ruin2);
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break;
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case 2:
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NTMRuin3 ruin3 = new NTMRuin3(rand, i, j);
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this.components.add(ruin3);
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break;
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case 3:
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NTMRuin4 ruin4 = new NTMRuin4(rand, i, j);
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this.components.add(ruin4);
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}
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// if(rand.nextInt(3) == 0) { //Empty Ruin Structures
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// switch(rand.nextInt(4)) {
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// case 0:
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// NTMRuin1 ruin1 = new NTMRuin1(rand, i, j);
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// this.components.add(ruin1);
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// break;
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// case 1:
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// NTMRuin2 ruin2 = new NTMRuin2(rand, i, j);
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// this.components.add(ruin2);
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// break;
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// case 2:
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// NTMRuin3 ruin3 = new NTMRuin3(rand, i, j);
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// this.components.add(ruin3);
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// break;
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// case 3:
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// NTMRuin4 ruin4 = new NTMRuin4(rand, i, j);
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// this.components.add(ruin4);
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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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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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@ -8,7 +8,7 @@ import net.minecraft.init.Blocks;
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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.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 static void registerComponents() {
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