forked from TAIGA/TAIGA
Adjusted tiberium ore, removed vanilla smelting recipes, adjusted three traits (one left), description for materials added
This commit is contained in:
@@ -34,7 +34,7 @@ public class BlockTiberium extends BasicBlock {
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@Override
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public int quantityDropped(IBlockState state, int fortune, Random random) {
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return MathHelper.getRandomIntegerInRange(random, 1, MathHelper.getRandomIntegerInRange(random, 1, 5 + fortune));
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return MathHelper.getRandomIntegerInRange(random, 1, MathHelper.getRandomIntegerInRange(random, 2, 4 + fortune));
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}
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@Override
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@@ -12,11 +12,14 @@ import static com.sosnitzka.taiga.Items.*;
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public class Smelting {
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public static void register() {
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GameRegistry.addSmelting(slagironOre, new ItemStack(slagironIngot), 1.0F);
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GameRegistry.addSmelting(new ItemStack(slagironIngot), new ItemStack(iron_nugget), 0);
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GameRegistry.addSmelting(new ItemStack(slaggoldIngot), new ItemStack(Items.GOLD_NUGGET), 0);
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GameRegistry.addSmelting(new ItemStack(tiberiumShardInstable), new ItemStack(tiberiumShardStable), 0.2F);
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GameRegistry.addSmelting(slaggoldOre, new ItemStack(slaggoldIngot), 1.0F);
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GameRegistry.addSmelting(slagironIngot, new ItemStack(iron_nugget), 0);
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GameRegistry.addSmelting(slaggoldIngot, new ItemStack(Items.GOLD_NUGGET), 0);
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GameRegistry.addSmelting(tiberiumShardInstable, new ItemStack(tiberiumShardStable), 0.2F);
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GameRegistry.addSmelting(tiberiumOre, new ItemStack(tiberiumShardStable, 3), RandomUtils.nextFloat(0F, 2F));
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GameRegistry.addSmelting(titaniteOre, new ItemStack(titaniteIngot), RandomUtils.nextFloat(0F, 2F));
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// Removed until TiC put its own ores back in.
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/* GameRegistry.addSmelting(titaniteOre, new ItemStack(titaniteIngot), RandomUtils.nextFloat(0F, 2F));
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GameRegistry.addSmelting(arcaniteOre, new ItemStack(arcaniteIngot), RandomUtils.nextFloat(0F, 2F));
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GameRegistry.addSmelting(adamantiteOre, new ItemStack(adamantiteIngot), RandomUtils.nextFloat(0F, 2F));
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GameRegistry.addSmelting(violiumOre, new ItemStack(violiumIngot), RandomUtils.nextFloat(0F, 2F));
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@@ -29,9 +32,9 @@ public class Smelting {
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GameRegistry.addSmelting(mythrilOre, new ItemStack(mythrilIngot), RandomUtils.nextFloat(0F, 2F));
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GameRegistry.addSmelting(palladiumOre, new ItemStack(palladiumIngot), RandomUtils.nextFloat(0F, 2F));
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GameRegistry.addSmelting(prometheumOre, new ItemStack(prometheumIngot), RandomUtils.nextFloat(0F, 2F));
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GameRegistry.addSmelting(tiberiumOre, new ItemStack(tiberiumShardStable, 2), RandomUtils.nextFloat(0F, 2F));
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GameRegistry.addSmelting(vibraniumOre, new ItemStack(vibraniumIngot), RandomUtils.nextFloat(0F, 2F));
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GameRegistry.addSmelting(rubiumOre, new ItemStack(rubiumIngot), RandomUtils.nextFloat(0F, 2F));
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*/
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}
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}
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@@ -20,8 +20,10 @@ public class TraitBlind extends AbstractTrait {
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public void afterBlockBreak(ItemStack tool, World world, IBlockState state, BlockPos pos, EntityLivingBase player, boolean wasEffective) {
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int time = (int) world.getWorldTime();
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if (random.nextFloat() <= 0.05 || (random.nextFloat() <= 0.1 && isNight(time))) {
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player.addPotionEffect(new PotionEffect(MobEffects.BLINDNESS, random.nextInt(400) + 200));
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player.addPotionEffect(new PotionEffect(MobEffects.WEAKNESS, random.nextInt(400) + 200));
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if (random.nextBoolean())
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player.addPotionEffect(new PotionEffect(MobEffects.BLINDNESS, random.nextInt(200) + 100));
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else
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player.addPotionEffect(new PotionEffect(MobEffects.WEAKNESS, random.nextInt(200) + 100));
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}
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}
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@@ -29,8 +31,10 @@ public class TraitBlind extends AbstractTrait {
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public void afterHit(ItemStack tool, EntityLivingBase player, EntityLivingBase target, float damage, boolean wasCritical, boolean wasHit) {
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int time = (int) player.getEntityWorld().getWorldTime();
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if (random.nextFloat() <= 0.05 || (random.nextFloat() <= 0.1 && isNight(time))) {
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player.addPotionEffect(new PotionEffect(MobEffects.BLINDNESS, random.nextInt(400) + 200));
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player.addPotionEffect(new PotionEffect(MobEffects.WEAKNESS, random.nextInt(400) + 200));
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if (random.nextBoolean())
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player.addPotionEffect(new PotionEffect(MobEffects.BLINDNESS, random.nextInt(400) + 200));
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else
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player.addPotionEffect(new PotionEffect(MobEffects.WEAKNESS, random.nextInt(400) + 200));
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}
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}
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@@ -1,5 +1,7 @@
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package com.sosnitzka.taiga.traits;
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import com.sosnitzka.taiga.util.TickTask;
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import com.sosnitzka.taiga.util.TickTaskHandler;
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import net.minecraft.block.state.IBlockState;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.item.ItemStack;
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@@ -19,14 +21,17 @@ public class TraitCascade extends AbstractTrait {
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public void afterBlockBreak(ItemStack tool, World world, IBlockState state, BlockPos pos, EntityLivingBase player, boolean wasEffective) {
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float f = random.nextFloat();
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float b = 0.99F * calcBonus(tool);
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if (!world.isRemote && tool.canHarvestBlock(state) && f <= b) {
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double x, y, z, sx, sy, sz;
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sx = x = pos.getX();
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sy = y = pos.getY();
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sz = z = pos.getZ();
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for (int i = random.nextInt(ToolHelper.getCurrentDurability(tool)); i > 0; i--) {
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for (int i = random.nextInt((int) (ToolHelper.getCurrentDurability(tool) * 1.5f)); i > 0; i--) {
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TickTaskHandler.getInstance().addTask(new TickTask(20, new Runnable() {
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@Override
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public void run() {
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}
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}));
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int r = random.nextInt(3);
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int d = random.nextBoolean() ? 1 : -1;
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if (r == 0) x += d;
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@@ -44,8 +49,11 @@ public class TraitCascade extends AbstractTrait {
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y = sy;
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z = sz;
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}
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}
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}
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}
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private float calcBonus(ItemStack tool) {
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@@ -33,7 +33,7 @@ public class TraitFragile extends AbstractTrait {
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sx = x = pos.getX();
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sy = y = pos.getY();
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sz = z = pos.getZ();
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for (int i = random.nextInt(50) + 50; i > 0; i--) {
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for (int i = random.nextInt(10) + 9; i > 0; i--) {
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int r = random.nextInt(3);
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int d = random.nextBoolean() ? 1 : -1;
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if (r == 0) x += d;
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@@ -168,32 +168,60 @@ fluid.tconstruct.anthracite_fluid.name=Flüssiges Anthracit
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fluid.tconstruct.spectrum_fluid.name=Spektrumfluid
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modifier.analysing.name=Analysing
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modifier.analysing.desc=§oI know what you are!§r\nKill them, get all their knowledge, ignore loot.
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modifier.arcane.name=Arcane
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modifier.arcane.desc=§oIt's dark outside, let's go mining!§r\Nighttime is good for tool health.
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modifier.organizing.name=Organisieren
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modifier.organizing.desc=§o§r\
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modifier.blind.name=Blind
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modifier.blind.desc=§o§r\
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modifier.bright.name=Bright
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modifier.bright.desc=§o§r\
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modifier.cascade.name=Cascade
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modifier.cascade.desc=§o§r\
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modifier.curvature.name=Curvature
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modifier.curvature.desc=§o§r\
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modifier.dark.name=Dark
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modifier.dark.desc=§o§r\
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modifier.diffuse.name=Diffuse
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modifier.diffuse.desc=§o§r\
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modifier.dissolving.name=Dissolving
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modifier.dissolving.desc=§o§r\
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modifier.fracture.name=Fracture
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modifier.fracture.desc=§o§r\
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modifier.fragile.name=Fragile
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modifier.fragile.desc=§o§r\
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modifier.garishly.name=Garishly
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modifier.garishly.desc=§o§r\
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modifier.glimmer.name=Glimmer
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modifier.glimmer.desc=§o§r\
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modifier.haunted.name=Haunted
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modifier.haunted.desc=§o§r\
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modifier.heroic.name=Heroic
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modifier.heroic.desc=§o§r\
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modifier.hollow.name=Hollow
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modifier.hollow.desc=§o§r\
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modifier.instable.name=Instable
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modifier.instable.desc=§o§r\
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modifier.naturebound.name=Naturebound
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modifier.naturebound.desc=§o§r\
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modifier.pulverizing.name=Pulverizing
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modifier.pulverizing.desc=§o§r\
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modifier.randomize.name=Randomize
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modifier.randomize.desc=§o§r\
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modifier.resonance.name=Resonance
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modifier.resonance.desc=§o§r\
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modifier.slaughtering.name=Slaughtering
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modifier.slaughtering.desc=§o§r\
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modifier.softy.name=Softy
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modifier.softy.desc=§o§r\
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modifier.uncertain.name=Uncertain
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modifier.uncertain.desc=§o§r\
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modifier.reviving.name=Wiederbelebend
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modifier.reviving.desc=§o§r\
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modifier.melting.name=Schmelzend
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modifier.melting.desc=§o§r\
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item.glimmercoal.name=Glimmerkohle
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item.glimmer_pearl.name=Glimmerperle
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@@ -168,32 +168,59 @@ item.proxideum_ingot.name=Proxideum Ingot
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item.astrium_ingot.name=Astrium Ingot
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modifier.analysing.name=Analysing
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modifier.analysing.desc=§oI know what you are!§r\nKill them, get all their knowledge, ignore loot.
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modifier.arcane.name=Arcane
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modifier.arcane.desc=§oIt's dark outside, let's go mining!§r\Nighttime is good for tool health.
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modifier.organizing.name=Organizing
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modifier.organizing.desc=§o§r\
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modifier.blind.name=Blind
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modifier.blind.desc=§oIt's a dark night, I can't even see!§r\Darkness brings weakness or more darkness.
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modifier.bright.name=Bright
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modifier.bright.desc=§oIt's a bright day, I feel strong!§r\Daytime let you glow.
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modifier.cascade.name=Cascade
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modifier.cascade.desc=§oThis tool is vibrating!§r\Breaks blocks like an earthquake.
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modifier.curvature.name=Curvature
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modifier.curvature.desc=§oIt pulls me back and forth!§r\Sometimes it teleports you or your surroundings.
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modifier.dark.name=Dark
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modifier.dark.desc=§oIt's dark outside, let's fight!§r\Nighttime makes you stronger.
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modifier.diffuse.name=Diffuse
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modifier.diffuse.desc=§oSo much EXP... or nothing?§r\Regular blocks drop exp, but loot is probably gone.
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modifier.dissolving.name=Dissolving
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modifier.dissolving.desc=§oI dont care about missing Experience.§r\Switching amount of experience.
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modifier.fracture.name=Fracture
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modifier.fracture.desc=§oYou gonna dig deep!§r\Do you have a drill or something?
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modifier.fragile.name=Fragile
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modifier.fragile.desc=§oKind of earthquake.§r\Blocks are getting weak and your tool drops health.
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modifier.garishly.name=Garishly
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modifier.garishly.desc=§oIt's so hot§r\
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modifier.glimmer.name=Glimmer
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modifier.glimmer.desc=§o§r\
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modifier.haunted.name=Haunted
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modifier.haunted.desc=§o§r\
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modifier.heroic.name=Heroic
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modifier.heroic.desc=§o§r\
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modifier.hollow.name=Hollow
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modifier.hollow.desc=§o§r\
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modifier.instable.name=Instable
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modifier.instable.desc=§o§r\
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modifier.naturebound.name=Naturebound
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modifier.naturebound.desc=§o§r\
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modifier.pulverizing.name=Pulverizing
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modifier.pulverizing.desc=§o§r\
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modifier.randomize.name=Randomize
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modifier.randomize.desc=§o§r\
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modifier.resonance.name=Resonance
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modifier.resonance.desc=§o§r\
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modifier.slaughtering.name=Slaughtering
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modifier.slaughtering.desc=§o§r\
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modifier.softy.name=Softy
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modifier.softy.desc=§o§r\
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modifier.uncertain.name=Uncertain
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modifier.uncertain.desc=§o§r\
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modifier.reviving.name=Reviving
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modifier.reviving.desc=§o§r\
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modifier.melting.name=Melting
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modifier.melting.desc=§o§r\
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item.glimmercoal.name=Glimmercoal
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