diff --git a/src/main/java/carpet/script/CarpetExpression.java b/src/main/java/carpet/script/CarpetExpression.java index 0e937c37..15f8cb07 100644 --- a/src/main/java/carpet/script/CarpetExpression.java +++ b/src/main/java/carpet/script/CarpetExpression.java @@ -2990,19 +2990,19 @@ public class CarpetExpression * *
For the options of entry, consult your statistics page, or give it a guess.
The call will return null if the statistics options are incorrect, or player didn't get these
- * in their history. If the player encountered the statisitic, or game created for him empty one, it will
+ * in their history. If the player encountered the statistic, or game created for him empty one, it will
* return a number. Scarpet will not affect the entries of the statistics, even if it is just creating empty ones.
- * With null response it could either mean your input is wrone, or statistic has effectively
+ * With null response it could either mean your input is wrong, or statistic has effectively
* a value of 0.
plop(pos, what)Plops a structure or a feature at a given pos, so block, triple position coordinates
* or a list of coordinates. To what gets plopped and exactly where it often depends on the
* feature or structure itself. For example, all structures are chunk aligned, and often span multiple chunks.
- * Repeated calls to plop a structure in the same chunk would result either in the same strucuture generated on
+ * Repeated calls to plop a structure in the same chunk would result either in the same structure generated on
* top of each other, or with different state, but same position. Most
* structures generate at specific altitudes, which are hardcoded, or with certain blocks around them. API will cancel
* all extra position / biome / random requirements for structure / feature placement, but some hardcoded limitations
- * may still cause some of strucutures/features not to place. Some features require special blocks to be present, like
+ * may still cause some of structures/features not to place. Some features require special blocks to be present, like
* coral -> water or ice spikes -> snow block, and for some features, like fossils, placement is all sorts of
* messed up. This can be partially avoided for structures by setting their structure information via structure_set
* which sets it without looking into world blocks, and then use plop to fill it with blocks. This may, or may not work