Change frequency of large veins again
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@ -107,14 +107,14 @@ fun registerPlacedFeatures(context: BootstrapContext<PlacedFeature>) {
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context.register(PlacedFeatures.CLOUD_TITANIUM, PlacedFeature(
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ore,
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listOf(
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RarityFilter.onAverageOnceEvery(8),
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RarityFilter.onAverageOnceEvery(16),
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InSquarePlacement.spread(),
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HeightRangePlacement.of(StandardDeviationHeightProvider(VerticalAnchor.absolute(10), 15.0)),
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EllipsoidPlacement(
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x = ClampedNormalInt.of(0f, 6f, Int.MIN_VALUE, Int.MAX_VALUE),
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y = ClampedNormalInt.of(0f, 12f, Int.MIN_VALUE, Int.MAX_VALUE),
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z = ClampedNormalInt.of(0f, 6f, Int.MIN_VALUE, Int.MAX_VALUE),
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count = ClampedNormalInt.of(40f, 60f, 40, 160),
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count = ClampedNormalInt.of(60f, 60f, 40, 160),
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xLength = ClampedNormalFloat.of(11f, 4f, 6f, 14f),
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yLength = ClampedNormalFloat.of(11f, 4f, 6f, 14f),
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zLength = ClampedNormalFloat.of(11f, 4f, 6f, 14f),
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@ -136,7 +136,7 @@ fun registerPlacedFeatures(context: BootstrapContext<PlacedFeature>) {
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x = ClampedNormalInt.of(0f, 8f, Int.MIN_VALUE, Int.MAX_VALUE),
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y = ClampedNormalInt.of(0f, 20f, Int.MIN_VALUE, Int.MAX_VALUE),
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z = ClampedNormalInt.of(0f, 8f, Int.MIN_VALUE, Int.MAX_VALUE),
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count = ClampedNormalInt.of(300f, 200f, 200, 800),
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count = ClampedNormalInt.of(200f, 200f, 200, 600),
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xLength = ClampedNormalFloat.of(11f, 4f, 8f, 14f),
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// allow crystals to generate as far as standard deviation allows
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// to increase chance for player to discover crystal vein
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