From 30c7a5c4764ad557eb1698ddc4fcb8472d942e08 Mon Sep 17 00:00:00 2001 From: Waterpicker Date: Thu, 28 Nov 2019 03:06:44 -0600 Subject: [PATCH] Forgot a bit of testing code from a while ago. --- .../org/dimdev/dimdoors/shared/world/limbo/LimboDecay.java | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/main/java/org/dimdev/dimdoors/shared/world/limbo/LimboDecay.java b/src/main/java/org/dimdev/dimdoors/shared/world/limbo/LimboDecay.java index 5f99ebf4..d7f92316 100644 --- a/src/main/java/org/dimdev/dimdoors/shared/world/limbo/LimboDecay.java +++ b/src/main/java/org/dimdev/dimdoors/shared/world/limbo/LimboDecay.java @@ -70,7 +70,7 @@ public final class LimboDecay { public static void applySpreadDecay(World world, BlockPos pos) { //Check if we randomly apply decay spread or not. This can be used to moderate the frequency of //full spread decay checks, which can also shift its performance impact on the game. - //if (random.nextInt(MAX_DECAY_SPREAD_CHANCE) < DECAY_SPREAD_CHANCE) { + if (random.nextInt(MAX_DECAY_SPREAD_CHANCE) < DECAY_SPREAD_CHANCE) { //Apply decay to the blocks above, below, and on all four sides. //World.getBlockId() implements bounds checking, so we don't have to worry about reaching out of the world decayBlock(world, pos.up()); @@ -79,7 +79,7 @@ public final class LimboDecay { decayBlock(world, pos.south()); decayBlock(world, pos.west()); decayBlock(world, pos.east()); - //} + } } /**