Merge branch 'master' into 1.15

This commit is contained in:
gnembon committed 2020-01-21 02:11:20 -04:00
commit 5b2e1d1fb0
1 file changed
+4 -4
@@ -2992,19 +2992,19 @@ public class CarpetExpression
* </ul>
* <p>For the options of <code>entry</code>, consult your statistics page, or give it a guess.</p>
* <p>The call will return <code>null</code> 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 <code>null</code> response it could either mean your input is wrone, or statistic has effectively
* With <code>null</code> response it could either mean your input is wrong, or statistic has effectively
* a value of <code>0</code>.</p>
* <h3><code>plop(pos, what)</code></h3>
* <p>Plops a structure or a feature at a given <code>pos</code>, so block, triple position coordinates
* or a list of coordinates. To <code>what</code> 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 -&gt; water or ice spikes -&gt; 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 <code>structure_set</code>
* which sets it without looking into world blocks, and then use <code>plop</code> to fill it with blocks. This may, or may not work</p>