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Reduce ripple quantity, increase default rain ripple density config o…
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…ption, close #223
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doctor4t committed Sep 24, 2024
1 parent 639d762 commit 1e71d58
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Showing 2 changed files with 2 additions and 2 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -24,7 +24,7 @@ public class EffectiveConfig extends MidnightConfig {
@Entry(category = visuals, min = 0, max = 10, isSlider = true)
public static float lapisBlockUpdateParticleChance = 1;
@Entry(category = visuals, min = 0, max = 10, isSlider = true)
public static int rainRippleDensity = 1;
public static int rainRippleDensity = 5;
@Entry(category = visuals)
public static boolean glowingPlankton = true;
@Entry(category = visuals)
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Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ private static boolean shouldRipple(World world, BlockPos pos) {

// still water rain ripples
if (shouldRipple(world, pos)) {
for (int i = 0; i <= random.nextInt(EffectiveConfig.rainRippleDensity); i++) {
if (random.nextInt(10) <= EffectiveConfig.rainRippleDensity) {
if (world.getBiome(pos).value().getPrecipitation(pos) == Biome.Precipitation.RAIN && world.isSkyVisibleAllowingSea(pos)) {
EffectiveUtils.spawnWaterEffect(world, Vec3d.ofCenter(pos).add(random.nextFloat() - random.nextFloat(), .39f, random.nextFloat() - random.nextFloat()), 0f, 0f, 0f, EffectiveUtils.WaterEffectType.RIPPLE);
}
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