05-13-2013, 02:21 AM
(05-13-2013, 02:16 AM)xoft Wrote: Don't. I'm editting this source file heavily now, so let's not cause a svn conflict again. Don't worry, I'll add your sand soon
Don't worry i wasn't planning on commiting it if you didn't want it
Actualy i just took a piece of the Biomal CompositionGen and put it in there:
switch (a_ChunkDesc.GetBiome(x, z)) { case biOcean: case biPlains: case biExtremeHills: case biForest: case biTaiga: case biSwampland: case biRiver: case biFrozenOcean: case biFrozenRiver: case biIcePlains: case biIceMountains: case biForestHills: case biTaigaHills: case biExtremeHillsEdge: case biJungle: case biJungleHills: { a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_GRASS : E_BLOCK_DIRT); break; } case biDesertHills: case biDesert: case biBeach: { a_ChunkDesc.SetBlockType(x, y - 10, z, (LastAir == y - 1) ? E_BLOCK_SANDSTONE : E_BLOCK_SANDSTONE); a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_SAND : E_BLOCK_SAND); break; } case biMushroomIsland: case biMushroomShore: { a_ChunkDesc.SetBlockType(x, y, z, (LastAir == y + 1) ? E_BLOCK_MYCELIUM : E_BLOCK_DIRT); break; } }