Fixed brightness and solar panels in space/hyperspace

This commit is contained in:
Unknown 2019-08-10 11:06:41 +02:00
parent 02150b4180
commit b0834fb640
2 changed files with 21 additions and 7 deletions

View file

@ -24,6 +24,13 @@ public class HyperSpaceWorldProvider extends AbstractWorldProvider {
nether = true;
}
@Override
protected void init() {
super.init();
world.setSeaLevel(0);
}
@Nonnull
@Override
public DimensionType getDimensionType() {
@ -69,18 +76,18 @@ public class HyperSpaceWorldProvider extends AbstractWorldProvider {
@Override
public float calculateCelestialAngle(final long time, final float partialTick) {
// returns the clock angle: 0 is noon, 0.5 is midnight on the vanilla clock
// daylight is required to enable IC2 and EnderIO solar panels
// daylight is required to enable IC2, NuclearCraft and EnderIO solar panels
// we want no solar power in hyperspace => permanent midnight
return 0.5F;
}
@Override
protected void generateLightBrightnessTable() {
final float f = 0.0F;
final float ambient = 0.1F;
for (int i = 0; i <= 15; ++i) {
final float f1 = 1.0F - i / 15.0F;
lightBrightnessTable[i] = (1.0F - f1) / (f1 * 3.0F + 1.0F) * (1.0F - f) + f;
lightBrightnessTable[i] = (1.0F - f1) / (f1 * 3.0F + 1.0F) * (1.0F - ambient) + ambient;
}
}

View file

@ -24,6 +24,13 @@ public class SpaceWorldProvider extends AbstractWorldProvider {
nether = false;
}
@Override
protected void init() {
super.init();
world.setSeaLevel(0);
}
@Nonnull
@Override
public DimensionType getDimensionType() {
@ -69,17 +76,17 @@ public class SpaceWorldProvider extends AbstractWorldProvider {
@Override
public float calculateCelestialAngle(final long time, final float partialTick) {
// returns the clock angle: 0 is noon, 0.5 is midnight on the vanilla clock
// daylight is required to enable IC2 and EnderIO solar panels
return 0.5F;
// daylight is required to enable IC2, NuclearCraft and EnderIO solar panels
return 0.0F;
}
@Override
protected void generateLightBrightnessTable() {
final float f = 0.0F;
final float ambient = 0.0F;
for (int i = 0; i <= 15; ++i) {
final float f1 = 1.0F - i / 15.0F;
lightBrightnessTable[i] = (1.0F - f1) / (f1 * 3.0F + 1.0F) * (1.0F - f) + f;
lightBrightnessTable[i] = (1.0F - f1) / (f1 * 3.0F + 1.0F) * (1.0F - ambient) + ambient;
}
}