Files
BloodMagic/src/main
BigflufandScriptedPiky 595bd797fd Meteor weight changes (#21)
* Set "weight" to 0 for testing

What will happen if the weight is 0? Time to find out!

* Experimental Additions

Based on what BigFluf (211200168656240642) on Discord stated:
"If this works you should be able to change the weights in the configs to any number you like, and it'll just use those as relative chances and never add any 'filler' blocks like the stone
So for example if you have a meteor with just Black Granite with weight 1 and Iron Ore with weight 1, both would have 50% chance
Or you could put both at 1 million and it'd still be the same
Just make sure the new meteor GUI is changed in the same way if possible, otherwise the ore chances will be inaccurate"

* Update MeteorParadigm.java

Removed hardcoded maxChance and chance at fixed 1000 total weight, instead using dynamically calculated total weight of all the blocks in the meteor

* Update NEIMeteorRecipeHandler.java

* Update BloodMagicConfiguration.java

* Added getTotalMeteorWeight function

Moved loop to calculate total weight to it's own function, used in NEI tab as well

* Using getTotalMeteorWeight function

Changed copy-pasted weight calculation code to function call for getTotalMeteorWeight

Co-authored-by: ScriptedPiky <41557212+ScriptedPiky@users.noreply.github.com>
2022-04-08 14:03:58 +02:00
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