Gateway is generating, finally, but it has some... issues. Inquire
within.
Just generate a new world, and use an unstable door to warp to the first
that gens.
--Changed BlockRift to use ITileEntityProvider instead of BlockContainer
--Reorganized some of the code in TileEntityRift to improve performance
and readability
Cleaned up the code in TileEntityRift. Fixed up some spacing and changed
as many functions and fields to private as possible. Added a performance
improvement by doing the random roll for Enderman spawning before
searching for nearby Endermen.
Changed rifts to using world.destroyBlock() instead of
world.setBlockToAir(). That has the advantage of causing block
destruction animations and sound effects instead of blocks vanishing
silently.
Added code to minimize the number of doorways that involve dropping
through the floor. Added a DisjointSet class as part of the
implementation. I also split the maze construction process into two
classes (MazeDesigner and MazeBuilder) to make it clearer.
Added classes for generating maze dungeons. At the moment, the dungeons
are generated in place of our pocket dimensions to make testing easy.
We'll need to restore pocket generation later and integrate the mazes
into the dungeon packs later. Currently, the structures are very
incomplete (they don't even have doorways), but this is only the first
step.
Changed our loot generation. Instead of relying on Minecraft's built-in
loot categories, we now have our own static loot category. There are two
types of chests now. Regular chests contain randomly-picked coal, iron,
gold, diamonds, emeralds, quartz, enchanted books, and golden apples
(very rare). We also have a function for filling out "grave chests",
which occur in 1 out of every 7 chests. Those contain rotten flesh,
bones, and some armor pieces and equipment that are assigned random
damage values and occasionally also get level 1 enchantments. Small
changes were made to various files to incorporate this update.