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SenseiKiwi 7a90dcb28b Improved PocketGenerator
Improved code in PocketGenerator. Restricted Monolith generation to the
chunk in which populate() is being applied. We should not be generating
Monoliths outside that chunk. Changed condition that would exit the
function if the next available space for a Monolith was above Y = 245.
Exiting the function at that point made no sense.

I've realized that this placement algorithm has probably been patched up
several times and that's resulted in nonsensical code. For instance, the
loop continues as long as you continue finding higher points to place
Monoliths. That would suggest you intended to make columns of them. But
since the loop chooses random columns on each iteration goes back to Y =
0, you're really just jumping around and placing Monoliths in random
places, while using irrelevant checks to decide whether to continue. I
really recommend coming up with a different algorithm. I haven't
replaced it completely in case it would break something.
2013-06-23 16:17:04 -04:00
resources Updated Dungeon Guide 2013-06-20 05:27:32 -04:00
schematics Removed dungeon preview 2013-06-21 15:10:59 -04:00
StevenDimDoors Improved PocketGenerator 2013-06-23 16:17:04 -04:00
build.xml updated build info 2013-05-09 17:21:21 -04:00
mcmod.info mcmod info fix 2013-06-16 22:24:13 -04:00
versionscript.py Signed-off-by: StevenRS11 <stevenrs11@aol.com> 2013-02-17 23:00:39 -05:00