removed a lot of machine caps and fixed a graphical issue

This commit is contained in:
Ellpeck 2018-12-05 01:12:53 +01:00
parent cd5b98d68f
commit 6266d54aba
6 changed files with 21 additions and 30 deletions

View file

@ -11,7 +11,7 @@ public class TileEntityAuraDetector extends TileEntityImpl implements ITickable
@Override
public void update() {
if (!this.world.isRemote && this.world.getTotalWorldTime() % 80 == 0) {
if (!this.world.isRemote && this.world.getTotalWorldTime() % 20 == 0) {
MutableFloat totalAmount = new MutableFloat(IAuraChunk.DEFAULT_AURA);
IAuraChunk.getSpotsInArea(this.world, this.pos, 25, (pos, spot) -> {
float percentage = 1F - (float) this.pos.getDistance(pos.getX(), pos.getY(), pos.getZ()) / 25F;

View file

@ -51,7 +51,7 @@ public class TileEntityFlowerGenerator extends TileEntityImpl implements ITickab
int addAmount = 200;
int toAdd = Math.max(0, addAmount - curr.getValue());
if (toAdd > 0) {
if (NaturesAuraAPI.TYPE_OVERWORLD.isPresentInWorld(this.world) && IAuraChunk.getAuraInArea(this.world, this.pos, 35) < 20000) {
if (NaturesAuraAPI.TYPE_OVERWORLD.isPresentInWorld(this.world)) {
int remain = toAdd;
while (remain > 0) {
BlockPos spot = IAuraChunk.getLowestSpot(this.world, this.pos, 30, this.pos);

View file

@ -40,20 +40,15 @@ public class TileEntityPotionGenerator extends TileEntityImpl implements ITickab
continue;
}
boolean disperseParticles;
if (IAuraChunk.getAuraInArea(this.world, this.pos, 35) < 20000) {
int toAdd = ((effect.getAmplifier() * 6 + 1) * (effect.getDuration() / 30));
while (toAdd > 0) {
BlockPos spot = IAuraChunk.getLowestSpot(this.world, this.pos, 30, this.pos);
toAdd -= IAuraChunk.getAuraChunk(this.world, spot).storeAura(spot, toAdd);
}
disperseParticles = true;
} else
disperseParticles = false;
PacketHandler.sendToAllAround(this.world, this.pos, 32, new PacketParticles(
this.pos.getX(), this.pos.getY(), this.pos.getZ(), 5,
PotionUtils.getPotionColor(type), disperseParticles ? 1 : 0));
PotionUtils.getPotionColor(type)));
addedOne = true;
break;

View file

@ -104,7 +104,6 @@ public class ClientEvents {
if (mc.gameSettings.showDebugInfo && mc.player.capabilities.isCreativeMode && ModConfig.client.debugWorld) {
GL11.glPushMatrix();
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_LIGHTING);
float partial = event.getPartialTicks();
GL11.glTranslated(
-mc.player.prevPosX - (mc.player.posX - mc.player.prevPosX) * partial,
@ -121,7 +120,7 @@ public class ClientEvents {
IAuraChunk.getSpotsInArea(mc.world, mc.player.getPosition(), 64, (pos, spot) -> {
spots.put(pos, spot);
GlStateManager.color(spot > 0 ? 0F : 1F, spot > 0 ? 1F : 0F, 0F, 0.5F);
GlStateManager.color(spot > 0 ? 0F : 1F, spot > 0 ? 1F : 0F, 0F, 0.35F);
int x = pos.getX();
int y = pos.getY();
int z = pos.getZ();
@ -169,7 +168,6 @@ public class ClientEvents {
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glPopMatrix();
}
mc.profiler.endSection();

View file

@ -123,7 +123,6 @@ public class PacketParticles implements IMessage {
break;
case 5: // Potion generator
int color = message.data[0];
boolean disperse = message.data[1] > 0;
for (int i = world.rand.nextInt(5) + 5; i >= 0; i--) {
NaturesAuraAPI.instance().spawnMagicParticle(
message.posX + world.rand.nextFloat(),
@ -132,7 +131,6 @@ public class PacketParticles implements IMessage {
world.rand.nextGaussian() * 0.01F, world.rand.nextFloat() * 0.1F, world.rand.nextGaussian() * 0.01F,
color, 2F + world.rand.nextFloat(), 40, 0F, true, true);
if (disperse)
for (int x = -1; x <= 1; x += 2)
for (int z = -1; z <= 1; z += 2) {
NaturesAuraAPI.instance().spawnMagicParticle(

View file

@ -10,7 +10,7 @@
},
{
"type": "text",
"text": "Then, throwing any kind of positive, lasting $(item)Lingering Potion$() down in its vicinity will cause the effect to be consumed and turned into $(aura). Needless to say, the longer and higher the effect, the more $(aura) gets created.$(br)Notice that, however, only one effect can be converted at one time, and throwing multiple potions at the ritual will cause their powers to go to waste. Additionally, once there is enough $(aura) in the area, additional potion effects will similarly go to waste."
"text": "Then, throwing any kind of positive, lasting $(item)Lingering Potion$() down in its vicinity will cause the effect to be consumed and turned into $(aura). Needless to say, the longer and higher the effect, the more $(aura) gets created.$(br)Notice that, however, only one effect can be converted at one time, and throwing multiple potions at the ritual will cause their powers to go to waste."
},
{
"type": "multiblock",