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feat: 🌳Significantly buff [Timewood Clock]
Before tis change, each second Tree of Time chose 72 blocks in 16 blocks radius and called additional TileEntity tick and RandomUpdate tick Now its: - **Radius** reduced to 8 blocks that makes random ticks ~150 times more likely happen - **Blocks count** each second 72 => 144 - **Random updates** now happens 8 times in a row - **TE updates** now called 64 times at once This would make [Timewood Clock] possible to use even for IC2 crops or some machines. Also, since its effectively increasing RandomTicks updates, it open doors for unique new automations - there is no other blocks that could increase random ticks.
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...ilightforest-1.12.2-3.11.1021-universal/twilightforest/block/BlockTFMagicLogSpecial.class
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...tforest-1.12.2-3.11.1021-universal/twilightforest/block/BlockTFMagicLogSpecial.class.diff
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,47 @@ | ||
@@ -147,17 +147,22 @@ extends BlockTFMagicLog { | ||
} | ||
|
||
private void doTreeOfTimeEffect(World world, BlockPos pos, Random rand) { | ||
- int numticks = 24 * this.func_149738_a(world); | ||
+ int numticks = 48 * this.func_149738_a(world); | ||
for (int i = 0; i < numticks; ++i) { | ||
TileEntity te; | ||
- BlockPos dPos = WorldUtil.randomOffset((Random)rand, (BlockPos)pos, (int)16); | ||
+ int j; | ||
+ BlockPos dPos = WorldUtil.randomOffset((Random)rand, (BlockPos)pos, (int)8); | ||
IBlockState state = world.func_180495_p(dPos); | ||
Block block = state.func_177230_c(); | ||
if (block != Blocks.field_150350_a && block.func_149653_t()) { | ||
- block.func_180650_b(world, dPos, state, rand); | ||
+ for (j = 0; j < 8; ++j) { | ||
+ block.func_180650_b(world, dPos, state, rand); | ||
+ } | ||
} | ||
if (!((te = world.func_175625_s(dPos)) instanceof ITickable) || te.func_145837_r()) continue; | ||
- ((ITickable)te).func_73660_a(); | ||
+ for (j = 0; j < 64; ++j) { | ||
+ ((ITickable)te).func_73660_a(); | ||
+ } | ||
} | ||
} | ||
|
||
@@ -237,7 +242,7 @@ extends BlockTFMagicLog { | ||
int matchChestNum = -1; | ||
int matchCount = 0; | ||
for (int chestNum = 0; chestNum < chests.size(); ++chestNum) { | ||
- IInventory chest = (IInventory)chests.get(chestNum); | ||
+ IInventory chest = chests.get(chestNum); | ||
int currentChestMatches = 0; | ||
for (int slotNum = 0; slotNum < chest.func_70302_i_(); ++slotNum) { | ||
ItemStack currentItem = chest.func_70301_a(slotNum); | ||
@@ -249,8 +254,8 @@ extends BlockTFMagicLog { | ||
matchChestNum = chestNum; | ||
} | ||
if (matchChestNum >= 0 && matchChestNum != sortedChestNum) { | ||
- IInventory moveChest = (IInventory)chests.get(matchChestNum); | ||
- IInventory oldChest = (IInventory)chests.get(sortedChestNum); | ||
+ IInventory moveChest = chests.get(matchChestNum); | ||
+ IInventory oldChest = chests.get(sortedChestNum); | ||
int moveSlot = this.getEmptySlotIn(moveChest); | ||
if (moveSlot >= 0) { | ||
oldChest.func_70299_a(sortedSlotNum, ItemStack.field_190927_a); |