Smaller UI updates

This commit is contained in:
Frank Bauer 2021-06-24 18:54:22 +02:00
parent 78bf62bdca
commit 3fbacddf3c
5 changed files with 23 additions and 14 deletions

View file

@ -19,19 +19,19 @@ public class SulphuricSurfaceBuilder extends SurfaceBuilder<SurfaceBuilderBaseCo
}
@Override
public void apply(Random random, ChunkAccess chunk, Biome biome, int x, int z, int height, double noise, BlockState defaultBlock, BlockState defaultFluid, int seaLevel, long seed, SurfaceBuilderBaseConfiguration surfaceBlocks) {
public void apply(Random random, ChunkAccess chunk, Biome biome, int x, int z, int height, double noise, BlockState defaultBlock, BlockState defaultFluid, int seaLevel, int seed, long n, SurfaceBuilderBaseConfiguration surfaceBlocks){
double value = NOISE.eval(x * 0.03, z * 0.03) + NOISE.eval(x * 0.1, z * 0.1) * 0.3 + MHelper.randRange(-0.1, 0.1, MHelper.RANDOM);
if (value < -0.6) {
SurfaceBuilder.DEFAULT.apply(random, chunk, biome, x, z, height, noise, defaultBlock, defaultFluid, seaLevel, seed, SurfaceBuilders.DEFAULT_END_CONFIG);
SurfaceBuilder.DEFAULT.apply(random, chunk, biome, x, z, height, noise, defaultBlock, defaultFluid, seaLevel, seed, n, SurfaceBuilders.DEFAULT_END_CONFIG);
}
else if (value < -0.3) {
SurfaceBuilder.DEFAULT.apply(random, chunk, biome, x, z, height, noise, defaultBlock, defaultFluid, seaLevel, seed, SurfaceBuilders.FLAVOLITE_CONFIG);
SurfaceBuilder.DEFAULT.apply(random, chunk, biome, x, z, height, noise, defaultBlock, defaultFluid, seaLevel, seed, n, SurfaceBuilders.FLAVOLITE_CONFIG);
}
else if (value < 0.5) {
SurfaceBuilder.DEFAULT.apply(random, chunk, biome, x, z, height, noise, defaultBlock, defaultFluid, seaLevel, seed, SurfaceBuilders.SULFURIC_ROCK_CONFIG);
SurfaceBuilder.DEFAULT.apply(random, chunk, biome, x, z, height, noise, defaultBlock, defaultFluid, seaLevel, seed, n, SurfaceBuilders.SULFURIC_ROCK_CONFIG);
}
else {
SurfaceBuilder.DEFAULT.apply(random, chunk, biome, x, z, height, noise, defaultBlock, defaultFluid, seaLevel, seed, SurfaceBuilders.BRIMSTONE_CONFIG);
SurfaceBuilder.DEFAULT.apply(random, chunk, biome, x, z, height, noise, defaultBlock, defaultFluid, seaLevel, seed, n, SurfaceBuilders.BRIMSTONE_CONFIG);
}
}