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1 Commits

Author SHA1 Message Date
SolDev69 ff5f14c0c3 Remove fringelands and stone noise 2 years ago

@ -145,14 +145,9 @@ public class ChunkProviderGenerate implements IChunkProvider
for (int z2 = 0; z2 < 4; ++z2)
{
if(!ENABLE_FRINGE_LAND) {
GG += stepGG;
} else {
if(z2 == 0) GG = EE;
}
if (GG > 0.0D)
if ((GG += stepGG) > 0.0D)
{
par3ArrayOfByte[xzy += height] = (byte)Block.stone.blockID;
par3ArrayOfByte[var43 += var44] = (byte)Block.stone.blockID;
}
else if (y1 * 8 + y2 < seaLevel)
{
@ -162,9 +157,6 @@ public class ChunkProviderGenerate implements IChunkProvider
{
par3ArrayOfByte[xzy += height] = 0;
}
if(ENABLE_FRINGE_LAND) {
GG += stepGG;
}
}
EE += stepEE;
@ -189,7 +181,8 @@ public class ChunkProviderGenerate implements IChunkProvider
byte var5 = 63;
double var6 = 0.03125D;
// X, Y, 0 -> X. 0, Y
this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, par1.shiftLeft(4), BigInteger.ZERO, par2.shiftLeft(4), 16, 1, 16, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);
// Disabled for now
this.stoneNoise = this.noiseGen4.generateNoiseOctaves(this.stoneNoise, BigInteger.ZERO, BigInteger.ZERO, BigInteger.ZERO, 16, 1, 16, var6 * 2.0D, var6 * 2.0D, var6 * 2.0D);
for (int var8 = 0; var8 < 16; ++var8)
{

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