use of net.minecraft.world.gen.feature.WorldGenTrees in project Realistic-Terrain-Generation by Team-RTG.
the class RealisticBiomeVanillaMesaPlateau method initDecos.
@Override
public void initDecos() {
this.addDecoCollection(new DecoCollectionDesertRiver(this.getConfig().ALLOW_CACTUS.get()));
DecoShrub decoShrub = new DecoShrub();
decoShrub.setChance(10);
decoShrub.setStrengthFactor(3f);
addDeco(decoShrub);
DecoCactus decoCactus = new DecoCactus();
decoCactus.setStrengthFactor(25f);
decoCactus.setSoilBlock(BlockUtil.getStateSand(1));
decoCactus.setSandOnly(false);
decoCactus.setMaxRiver(0.8f);
addDeco(decoCactus, this.getConfig().ALLOW_CACTUS.get());
DecoReed decoReed = new DecoReed();
decoReed.setLoops(5);
decoReed.setMaxRiver(0.8f);
addDeco(decoReed);
DecoDeadBush decoDeadBush = new DecoDeadBush();
decoDeadBush.setStrengthFactor(5f);
addDeco(decoDeadBush);
DecoTree decoTree = new DecoTree(new WorldGenTrees(false));
decoTree.setLoops(20);
decoTree.setTreeType(DecoTree.TreeType.WORLDGEN);
decoTree.setTreeCondition(DecoTree.TreeCondition.X_DIVIDED_BY_STRENGTH);
decoTree.setDistribution(new DecoTree.Distribution(24f, 1f, 0f));
decoTree.setTreeConditionChance(0);
decoTree.setTreeConditionFloat(4f);
decoTree.setTreeConditionNoise(0f);
decoTree.setMinY(74);
addDeco(decoTree);
}
use of net.minecraft.world.gen.feature.WorldGenTrees in project Realistic-Terrain-Generation by Team-RTG.
the class RealisticBiomeVanillaMesaPlateauF method initDecos.
@Override
public void initDecos() {
this.addDecoCollection(new DecoCollectionDesertRiver(this.getConfig().ALLOW_CACTUS.get()));
DecoShrub decoShrub = new DecoShrub();
decoShrub.setChance(10);
decoShrub.setStrengthFactor(3f);
addDeco(decoShrub);
DecoCactus decoCactus = new DecoCactus();
decoCactus.setStrengthFactor(25f);
decoCactus.setSoilBlock(BlockUtil.getStateSand(1));
decoCactus.setSandOnly(false);
decoCactus.setMaxRiver(0.8f);
addDeco(decoCactus, this.getConfig().ALLOW_CACTUS.get());
DecoReed decoReed = new DecoReed();
decoReed.setLoops(5);
decoReed.setMaxRiver(0.8f);
addDeco(decoReed);
DecoDeadBush decoDeadBush = new DecoDeadBush();
decoDeadBush.setStrengthFactor(5f);
addDeco(decoDeadBush);
DecoTree decoTree = new DecoTree(new WorldGenTrees(false));
decoTree.setLoops(24);
decoTree.setTreeType(DecoTree.TreeType.WORLDGEN);
decoTree.setTreeCondition(DecoTree.TreeCondition.X_DIVIDED_BY_STRENGTH);
decoTree.setDistribution(new DecoTree.Distribution(24f, 1f, 0f));
decoTree.setTreeConditionChance(0);
decoTree.setTreeConditionFloat(4f);
decoTree.setTreeConditionNoise(0f);
decoTree.setMinY(74);
addDeco(decoTree);
}
use of net.minecraft.world.gen.feature.WorldGenTrees in project Realistic-Terrain-Generation by Team-RTG.
the class RealisticBiomeVanillaMesaPlateauFM method initDecos.
@Override
public void initDecos() {
this.addDecoCollection(new DecoCollectionDesertRiver(this.getConfig().ALLOW_CACTUS.get()));
DecoShrub decoShrub = new DecoShrub();
decoShrub.setChance(10);
decoShrub.setStrengthFactor(3f);
addDeco(decoShrub);
DecoCactus decoCactus = new DecoCactus();
decoCactus.setStrengthFactor(25f);
decoCactus.setSoilBlock(BlockUtil.getStateSand(1));
decoCactus.setSandOnly(false);
decoCactus.setMaxRiver(0.8f);
addDeco(decoCactus, this.getConfig().ALLOW_CACTUS.get());
DecoReed decoReed = new DecoReed();
decoReed.setLoops(5);
decoReed.setMaxRiver(0.8f);
addDeco(decoReed);
DecoDeadBush decoDeadBush = new DecoDeadBush();
decoDeadBush.setStrengthFactor(5f);
addDeco(decoDeadBush);
DecoTree decoTree = new DecoTree(new WorldGenTrees(false));
decoTree.setLoops(16);
decoTree.setTreeType(DecoTree.TreeType.WORLDGEN);
decoTree.setTreeCondition(DecoTree.TreeCondition.X_DIVIDED_BY_STRENGTH);
decoTree.setDistribution(new DecoTree.Distribution(24f, 1f, 0f));
decoTree.setTreeConditionChance(0);
decoTree.setTreeConditionFloat(4f);
decoTree.setTreeConditionNoise(0f);
decoTree.setMinY(74);
addDeco(decoTree);
}
use of net.minecraft.world.gen.feature.WorldGenTrees in project BetterWithAddons by DaedalusGame.
the class BlockModSapling method generateTree.
public void generateTree(World worldIn, BlockPos pos, IBlockState state, Random rand) {
if (!net.minecraftforge.event.terraingen.TerrainGen.saplingGrowTree(worldIn, rand, pos))
return;
WorldGenerator worldgenerator = isBig ? new WorldGenBigTrees(true, log, leaves, this) : new WorldGenTrees(true, 3, log, leaves, false);
int i = 0;
int j = 0;
IBlockState iblockstate2 = Blocks.AIR.getDefaultState();
worldIn.setBlockState(pos, iblockstate2, 4);
if (!worldgenerator.generate(worldIn, rand, pos.add(i, 0, j))) {
worldIn.setBlockState(pos, state, 4);
}
}
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