diff --git a/StevenDimDoors/mod_pocketDim/RiftGenerator.java b/StevenDimDoors/mod_pocketDim/RiftGenerator.java index da27ae5..6a72de7 100644 --- a/StevenDimDoors/mod_pocketDim/RiftGenerator.java +++ b/StevenDimDoors/mod_pocketDim/RiftGenerator.java @@ -52,8 +52,8 @@ public class RiftGenerator implements IWorldGenerator do { //Pick a random point on the surface of the chunk - x = chunkX * CHUNK_LENGTH - random.nextInt(CHUNK_LENGTH); - z = chunkZ * CHUNK_LENGTH - random.nextInt(CHUNK_LENGTH); + x = chunkX * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH); + z = chunkZ * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH); y = world.getHeightValue(x, z); //If the point is within the acceptable altitude range and the block above is empty, then place a rift @@ -86,8 +86,8 @@ public class RiftGenerator implements IWorldGenerator do { //Pick a random point on the surface of the chunk - x = chunkX * CHUNK_LENGTH - random.nextInt(CHUNK_LENGTH); - z = chunkZ * CHUNK_LENGTH - random.nextInt(CHUNK_LENGTH); + x = chunkX * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH); + z = chunkZ * CHUNK_LENGTH + random.nextInt(CHUNK_LENGTH); y = world.getHeightValue(x, z); valid = checkGatewayLocation(world, x, y, z); attempts++; @@ -122,38 +122,38 @@ public class RiftGenerator implements IWorldGenerator if (Math.abs(xc) + Math.abs(zc) < random.nextInt(2) + 3) { //Place Stone Bricks - world.setBlock(x + xc, y - 1, z + zc, blockID,0,2); + world.setBlock(x + xc, y - 1, z + zc, blockID, 0, 3); } else if (Math.abs(xc) + Math.abs(zc) < random.nextInt(3) + 3) { //Place Cracked Stone Bricks - world.setBlock(x + xc, y - 1, z + zc, blockID, 2, 2); + world.setBlock(x + xc, y - 1, z + zc, blockID, 2, 3); } } } } //Use Chiseled Stone Bricks to top off the pillars around the door - world.setBlock(x, y + 2, z + 1, blockID, 3, 2); - world.setBlock(x, y + 2, z - 1, blockID, 3, 2); + world.setBlock(x, y + 2, z + 1, blockID, 3, 3); + world.setBlock(x, y + 2, z - 1, blockID, 3, 3); } else { //Build the gateway out of Unraveled Fabric. Since nearly all the blocks in Limbo are of //that type, there is no point replacing the ground. Just build the tops of the columns here. blockID = properties.LimboBlockID; - world.setBlock(x, y + 2, z + 1, blockID, 0, 2); - world.setBlock(x, y + 2, z - 1, blockID, 0, 2); + world.setBlock(x, y + 2, z + 1, blockID, 0, 3); + world.setBlock(x, y + 2, z - 1, blockID, 0, 3); } //Place the shiny transient door into a dungeon ItemRiftBlade.placeDoorBlock(world, x, y + 1, z, 0, mod_pocketDim.transientDoor); //Build the columns around the door - world.setBlock(x, y + 1, z - 1, blockID, 0, 2); - world.setBlock(x, y + 1, z + 1, blockID, 0, 2); - world.setBlock(x, y, z - 1, blockID, 0, 2); - world.setBlock(x, y, z + 1, blockID, 0, 2); + world.setBlock(x, y + 1, z - 1, blockID, 0, 3); + world.setBlock(x, y + 1, z + 1, blockID, 0, 3); + world.setBlock(x, y, z - 1, blockID, 0, 3); + world.setBlock(x, y, z + 1, blockID, 0, 3); } } }