Enable BO3 trees to be generated at different heights#530
Enable BO3 trees to be generated at different heights#530hexosse wants to merge 4 commits intoMCTCP:masterfrom HexoCraft:feature/SpawnTree
Conversation
…Tree resource queue.
…ees from sapling.
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Nice idea, but I think the implementation could be better. You now have lots of blocks like this: if(tree instanceof BO3)
{
if(((BO3) tree).spawn(world, random, spawnX, spawnZ))
{
// Success!
return true;
}
}
else
{
if (tree.spawnForced(world, random, rotation, spawnX, y, spawnZ))
{
// Success!
return true;
}
} How about adding |
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Hi @hexosse can you compile the plugin for me with this feature? i have TerrainControl 2.7.2 |
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@rutgerkok : I didn't want to change the @agusztin : which version of bukkit is 2.7.2 |
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It will not affect other structures if the code in the new spawn method is equivalent to the old code that was outside the method. It requires some care, but it results in much cleaner code. If you're having trouble, just leave a message here, and I'll see what I can do. |
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@hexosse Server version: This server is running CraftBukkit version git-Spigot-21fe707-e1ebe52 (MC: 1.8.8) (Implementing API version 1.8.8-R0.1-SNAPSHOT) |
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I don't find a good way to do it. |
This enable to generate trees at different heights when SpawnHeightOffset and SpawnHeightVariance in BO3.