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@@ -113,7 +113,7 @@ public class CraftingManager
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{
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GameRegistry.addRecipe(new ItemStack(mod_pocketDim.itemGoldDimDoor,1), new Object[]
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{
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" x ", " y ", " x ", 'x', mod_pocketDim.itemGoldDoor, 'y', Item.eyeOfEnder
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" ", "xyx", " ", 'x', mod_pocketDim.itemGoldDoor, 'y', Item.eyeOfEnder
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});
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}
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if (properties.CraftingGoldDoorAllowed)
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@@ -379,7 +379,9 @@ public class Schematic {
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for (dx = 0; dx < width; dx++)
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{
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//In the future, we might want to make this more efficient by building whole chunks at a time
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if(blocks[index]!=0)
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//Ignore air blocks
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//TODO
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//if(blocks[index]!=0)
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{
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setBlockDirectly(world, x + dx, y + dy, z + dz, blocks[index], metadata[index]);
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}
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@@ -299,12 +299,20 @@ public class TileEntityRift extends TileEntity
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public void grow(DDProperties properties)
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{
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if (worldObj.isRemote || hasGrownRifts || !properties.RiftSpreadEnabled || random.nextInt(3) == 0)
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if (worldObj.isRemote || hasGrownRifts || !properties.RiftSpreadEnabled || random.nextInt(5) == 0)
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{
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return;
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}
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NewDimData dimension = PocketManager.getDimensionData(worldObj);
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if(random.nextInt(dimension.findRiftsInRange(this.worldObj, 5, xCoord, yCoord, zCoord).size()+1)<2)
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{
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if(random.nextInt(7)!=0)
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{
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return;
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}
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}
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DimLink link = dimension.getLink(xCoord, yCoord, zCoord);
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if (countAncestorLinks(link) > MAX_ANCESTOR_LINKS)
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@@ -335,6 +343,7 @@ public class TileEntityRift extends TileEntity
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{
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dimension.createChildLink(x, y, z, link);
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hasGrownRifts = true;
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return;
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}
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else
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{
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@@ -51,7 +51,9 @@ public abstract class BaseGateway
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* but it doesnt work. It seems like it should, though. Odd.
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*
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* The other issue is with the .schematic itself. It looks like we are exporting quite a few air blocks with the real blocks.
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* This may be a limitation of our export function, as it wasnt really meant for this. I added a line in the generate function to skip air blocks completely.
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* This may be a limitation of our export function, as it wasnt really meant for this.
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*
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* I added a line in the generate function to skip air blocks completely, but commented it out so you can see it carrying air blocks along. Its in schematic.copyToWorld
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* Should also speed up generation time.
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*
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*/
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@@ -65,11 +67,11 @@ public abstract class BaseGateway
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schematic.applyFilter(filter);
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doorLocation = filter.getEntranceDoorLocation();
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orientation = filter.getEntranceOrientation();
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schematic.copyToWorld(world, x-doorLocation.getX(), y-doorLocation.getY(), z-doorLocation.getZ());
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schematic.copyToWorld(world, x-schematic.getWidth()+doorLocation.getX(), y-schematic.getHeight()+doorLocation.getY(), z-schematic.getLength()+doorLocation.getZ());
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for(int c = 0; c<240; c++)
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{
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world.setBlock(x-doorLocation.getX(), y-doorLocation.getY()+c, z-doorLocation.getZ(),Block.glowStone.blockID);
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world.setBlock(x, y+c, z,Block.glowStone.blockID);
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}
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