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author | Alkalus <3060479+draknyte1@users.noreply.github.com> | 2018-07-10 00:10:07 +1000 |
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committer | Alkalus <3060479+draknyte1@users.noreply.github.com> | 2018-07-10 00:10:07 +1000 |
commit | f0469060c2a6d805ce1ec2cef8ad1ecd2f0adb0a (patch) | |
tree | faeecf8531c0fa20cfc09d745fe668dc1da55e23 /src/Java/gtPlusPlus/australia/chunk/ChunkProviderAustralia.java | |
parent | 99f1a6d6a294a3adb79904c3f228e14bc9a23215 (diff) | |
download | GT5-Unofficial-f0469060c2a6d805ce1ec2cef8ad1ecd2f0adb0a.tar.gz GT5-Unofficial-f0469060c2a6d805ce1ec2cef8ad1ecd2f0adb0a.tar.bz2 GT5-Unofficial-f0469060c2a6d805ce1ec2cef8ad1ecd2f0adb0a.zip |
+ Added a Custom ore Generator based on vanilla to Australia.
+ Added some custom trees and further tweaked the Australian Biomes.
$ Fixed a bug with the CustomDecorator that allowed multiple chunks to decorate at once. (I hope.)
Diffstat (limited to 'src/Java/gtPlusPlus/australia/chunk/ChunkProviderAustralia.java')
-rw-r--r-- | src/Java/gtPlusPlus/australia/chunk/ChunkProviderAustralia.java | 54 |
1 files changed, 31 insertions, 23 deletions
diff --git a/src/Java/gtPlusPlus/australia/chunk/ChunkProviderAustralia.java b/src/Java/gtPlusPlus/australia/chunk/ChunkProviderAustralia.java index 071b5ab589..623d4b8ee1 100644 --- a/src/Java/gtPlusPlus/australia/chunk/ChunkProviderAustralia.java +++ b/src/Java/gtPlusPlus/australia/chunk/ChunkProviderAustralia.java @@ -560,31 +560,39 @@ public class ChunkProviderAustralia extends ChunkProviderGenerate implements ICh @Override public void populate(IChunkProvider par1IChunkProvider, int par2, int par3) { - super.populate(par1IChunkProvider, par2, par3); + if (this.worldObj.getChunkFromChunkCoords(par2, par3) != null) { + super.populate(par1IChunkProvider, par2, par3); + try { + //Maybe Custom stuff? + boolean doGen = false; + boolean flag = false; + int k1; + int l1; + int i2; + int x = par2 * 16; + int z = par3 * 16; + BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(x + 16, z + 16); + MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, flag)); + doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.DUNGEON); + for (k1 = 0; doGen && k1 < 8; ++k1) { + l1 = x + this.rand.nextInt(16) + 8; + i2 = this.rand.nextInt(256); + int j2 = z + this.rand.nextInt(16) + 8; + (new WorldGenDungeons()).generate(this.worldObj, this.rand, l1, i2, j2); + } + + if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, ANIMALS)) { + SpawnerAnimals.performWorldGenSpawning(this.worldObj, biomegenbase, x + 8, z + 8, 16, 16, this.rand); + SpawnerAnimals.performWorldGenSpawning(this.worldObj, biomegenbase, x + 8, z + 8, 16, 16, this.rand); + } + MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, flag)); + } + catch (Throwable t) { + t.printStackTrace(); + } + } - //Maybe Custom stuff? - boolean doGen = false; - boolean flag = false; - int k1; - int l1; - int i2; - int x = par2 * 16; - int z = par3 * 16; - BiomeGenBase biomegenbase = this.worldObj.getBiomeGenForCoords(x + 16, z + 16); - MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Pre(par1IChunkProvider, worldObj, rand, par2, par3, flag)); - doGen = TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, net.minecraftforge.event.terraingen.PopulateChunkEvent.Populate.EventType.DUNGEON); - for (k1 = 0; doGen && k1 < 8; ++k1) { - l1 = x + this.rand.nextInt(16) + 8; - i2 = this.rand.nextInt(256); - int j2 = z + this.rand.nextInt(16) + 8; - (new WorldGenDungeons()).generate(this.worldObj, this.rand, l1, i2, j2); - } - if (TerrainGen.populate(par1IChunkProvider, worldObj, rand, par2, par3, flag, ANIMALS)) { - SpawnerAnimals.performWorldGenSpawning(this.worldObj, biomegenbase, x + 8, z + 8, 16, 16, this.rand); - SpawnerAnimals.performWorldGenSpawning(this.worldObj, biomegenbase, x + 8, z + 8, 16, 16, this.rand); - } - MinecraftForge.EVENT_BUS.post(new PopulateChunkEvent.Post(par1IChunkProvider, worldObj, rand, par2, par3, flag)); /*boolean generateStructures = true; |