use of rtg.api.world.gen.feature.tree.rtg.TreeRTGQuercusRobur in project Realistic-Terrain-Generation by Team-RTG.
the class RealisticBiomeBYGAutumnForest method initDecos.
@Override
public void initDecos() {
DecoFallenTree decoFallenTree = new DecoFallenTree();
decoFallenTree.getDistribution().setNoiseDivisor(100f);
decoFallenTree.getDistribution().setNoiseFactor(6f);
decoFallenTree.getDistribution().setNoiseAddend(0.8f);
decoFallenTree.setLogCondition(NOISE_GREATER_AND_RANDOM_CHANCE);
decoFallenTree.setLogConditionNoise(0f);
decoFallenTree.setLogConditionChance(24);
decoFallenTree.setLogBlock(Blocks.LOG.getDefaultState());
decoFallenTree.setLeavesBlock(Blocks.LEAVES.getDefaultState());
decoFallenTree.setMinSize(3);
decoFallenTree.setMaxSize(6);
this.addDeco(decoFallenTree, this.getConfig().ALLOW_LOGS.get());
DecoShrub decoShrubCika = new DecoShrub();
decoShrubCika.setLogBlock(cikaLogBlock);
decoShrubCika.setLeavesBlock(cikaLeavesBlock);
decoShrubCika.setMaxY(90);
decoShrubCika.setStrengthFactor(4f);
decoShrubCika.setChance(8);
this.addDeco(decoShrubCika);
DecoShrub decoShrubOak = new DecoShrub();
decoShrubOak.setMaxY(90);
decoShrubOak.setStrengthFactor(4f);
decoShrubOak.setChance(4);
this.addDeco(decoShrubOak);
DecoBoulder decoBoulder = new DecoBoulder();
decoBoulder.setBoulderBlock(Blocks.COBBLESTONE.getDefaultState());
decoBoulder.setChance(24);
decoBoulder.setMaxY(80);
decoBoulder.setStrengthFactor(2f);
this.addDeco(decoBoulder);
TreeRTG quercusRoburOakTree = new TreeRTGQuercusRobur();
quercusRoburOakTree.setLogBlock(Blocks.LOG.getDefaultState());
quercusRoburOakTree.setLeavesBlock(Blocks.LEAVES.getDefaultState());
quercusRoburOakTree.setMinTrunkSize(3);
quercusRoburOakTree.setMaxTrunkSize(6);
quercusRoburOakTree.setMinCrownSize(5);
quercusRoburOakTree.setMaxCrownSize(9);
quercusRoburOakTree.getValidGroundBlocks().clear();
quercusRoburOakTree.getValidGroundBlocks().add(BlockUtil.getStateDirt(2));
this.addTree(quercusRoburOakTree);
DecoTree bigOakTrees = new DecoTree(quercusRoburOakTree);
bigOakTrees.setStrengthFactorForLoops(2f);
bigOakTrees.setTreeType(DecoTree.TreeType.RTG_TREE);
bigOakTrees.getDistribution().setNoiseDivisor(100f);
bigOakTrees.getDistribution().setNoiseFactor(6f);
bigOakTrees.getDistribution().setNoiseAddend(0.8f);
bigOakTrees.setTreeCondition(DecoTree.TreeCondition.NOISE_GREATER_AND_RANDOM_CHANCE);
bigOakTrees.setTreeConditionNoise(0f);
bigOakTrees.setTreeConditionChance(6);
bigOakTrees.setMaxY(105);
this.addDeco(bigOakTrees);
DecoBaseBiomeDecorations decoBaseBiomeDecorations = new DecoBaseBiomeDecorations();
decoBaseBiomeDecorations.setMaxY(105);
decoBaseBiomeDecorations.setNotEqualsZeroChance(8);
this.addDeco(decoBaseBiomeDecorations);
// Grass filler.
DecoGrass decoGrass = new DecoGrass();
decoGrass.setMinY(63);
decoGrass.setMaxY(105);
decoGrass.setLoops(1);
this.addDeco(decoGrass);
}
use of rtg.api.world.gen.feature.tree.rtg.TreeRTGQuercusRobur in project Realistic-Terrain-Generation by Team-RTG.
the class RealisticBiomeVanillaPlains method initDecos.
@Override
public void initDecos() {
//Sparse wheat
DecoCrop decoCropWheat = new DecoCrop();
decoCropWheat.setSize(8);
decoCropWheat.setDensity(5);
decoCropWheat.setChance(this.getConfig().WHEAT_CHANCE.get());
decoCropWheat.setType(3);
decoCropWheat.setWater(false);
decoCropWheat.setMinY(this.getConfig().WHEAT_MIN_Y.get());
decoCropWheat.setMaxY(this.getConfig().WHEAT_MAX_Y.get());
this.addDeco(decoCropWheat, this.getConfig().ALLOW_WHEAT.get());
// Very sparse shrubs.
DecoShrub decoShrubOak = new DecoShrub();
decoShrubOak.setLogBlock(Blocks.LOG.getDefaultState());
decoShrubOak.setLeavesBlock(Blocks.LEAVES.getDefaultState());
decoShrubOak.setMaxY(110);
decoShrubOak.setLoops(1);
decoShrubOak.setChance(36);
this.addDeco(decoShrubOak);
// The occasional flower.
DecoFlowersRTG decoFlowersRTG = new DecoFlowersRTG();
decoFlowersRTG.setFlowers(new int[] { 0, 2, 3, 4, 5, 6, 7, 8, 9 });
decoFlowersRTG.setMaxY(128);
decoFlowersRTG.setStrengthFactor(2f);
this.addDeco(decoFlowersRTG);
// Lots of grass, but not as much as vanilla.
DecoGrass decoGrass = new DecoGrass();
decoGrass.setMinY(60);
decoGrass.setMaxY(128);
decoGrass.setLoops(6);
this.addDeco(decoGrass);
// Very rare fat oak/birch trees.
TreeRTG roburTree1 = new TreeRTGQuercusRobur();
roburTree1.setLogBlock(Blocks.LOG.getDefaultState());
roburTree1.setLeavesBlock(Blocks.LEAVES.getDefaultState());
roburTree1.setMinTrunkSize(3);
roburTree1.setMaxTrunkSize(5);
roburTree1.setMinCrownSize(7);
roburTree1.setMaxCrownSize(9);
this.addTree(roburTree1);
DecoTree oakTrees = new DecoTree(roburTree1);
oakTrees.setTreeType(DecoTree.TreeType.RTG_TREE);
oakTrees.setTreeCondition(DecoTree.TreeCondition.NOISE_GREATER_AND_RANDOM_CHANCE);
oakTrees.setDistribution(new DecoTree.Distribution(100f, 6f, 0.8f));
oakTrees.setTreeConditionNoise(0.4f);
oakTrees.setTreeConditionChance(48);
TreeRTG roburTree2 = new TreeRTGQuercusRobur();
roburTree2.setLogBlock(BlockUtil.getStateLog(2));
roburTree2.setLeavesBlock(BlockUtil.getStateLeaf(2));
roburTree2.setMinTrunkSize(3);
roburTree2.setMaxTrunkSize(5);
roburTree2.setMinCrownSize(7);
roburTree2.setMaxCrownSize(9);
this.addTree(roburTree2);
DecoTree birchTrees = new DecoTree(roburTree2);
birchTrees.setTreeType(DecoTree.TreeType.RTG_TREE);
birchTrees.setTreeCondition(DecoTree.TreeCondition.NOISE_GREATER_AND_RANDOM_CHANCE);
birchTrees.setDistribution(new DecoTree.Distribution(100f, 6f, 0.8f));
birchTrees.setTreeConditionNoise(0.4f);
birchTrees.setTreeConditionChance(48);
this.addDeco(new DecoHelperThisOrThat(4, DecoHelperThisOrThat.ChanceType.NOT_EQUALS_ZERO, oakTrees, birchTrees));
// Vanilla trees look awful in this biome, so let's make sure they don't generate.
//DecoBaseBiomeDecorations decoBaseBiomeDecorations = new DecoBaseBiomeDecorations();
//this.addDeco(decoBaseBiomeDecorations);
}
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