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;
}
}


