fix textures

This commit is contained in:
Sen 2025-08-01 20:08:26 +02:00
parent 6fb9ded711
commit b5e5cb0444
Signed by: sen
GPG key ID: 3AC50A6F47D1B722
74 changed files with 60 additions and 56 deletions

View file

@ -654,10 +654,10 @@ public abstract class Converter {
mapBlock(Blocks.oak_stairs.getState().withProperty(BlockStairs.FACING, Facing.WEST).withProperty(BlockStairs.HALF, EnumHalf.TOP), 53, 5, 13);
mapBlock(Blocks.oak_stairs.getState().withProperty(BlockStairs.FACING, Facing.SOUTH).withProperty(BlockStairs.HALF, EnumHalf.TOP), 53, 6, 14);
mapBlock(Blocks.oak_stairs.getState().withProperty(BlockStairs.FACING, Facing.NORTH).withProperty(BlockStairs.HALF, EnumHalf.TOP), 53, 7, 15);
mapBlock(Blocks.chest.getState().withProperty(BlockChest.FACING, Facing.NORTH), 54);
mapBlock(Blocks.chest.getState().withProperty(BlockChest.FACING, Facing.SOUTH), 54, 3, 9, 15);
mapBlock(Blocks.chest.getState().withProperty(BlockChest.FACING, Facing.WEST), 54, 4, 10);
mapBlock(Blocks.chest.getState().withProperty(BlockChest.FACING, Facing.EAST), 54, 5, 11);
mapBlock(Blocks.wood_chest.getState().withProperty(BlockChest.FACING, Facing.NORTH), 54);
mapBlock(Blocks.wood_chest.getState().withProperty(BlockChest.FACING, Facing.SOUTH), 54, 3, 9, 15);
mapBlock(Blocks.wood_chest.getState().withProperty(BlockChest.FACING, Facing.WEST), 54, 4, 10);
mapBlock(Blocks.wood_chest.getState().withProperty(BlockChest.FACING, Facing.EAST), 54, 5, 11);
mapBlock(Blocks.diamond_ore, 56);
mapBlock(Blocks.diamond_block, 57);
mapBlock(Blocks.workbench, 58);
@ -1101,10 +1101,10 @@ public abstract class Converter {
mapBlock(Blocks.anvil.getState().withProperty(BlockAnvil.FACING, Facing.WEST), 145, 1, 5, 9, 13);
mapBlock(Blocks.anvil.getState().withProperty(BlockAnvil.FACING, Facing.NORTH), 145, 2, 6, 10, 14);
mapBlock(Blocks.anvil.getState().withProperty(BlockAnvil.FACING, Facing.EAST), 145, 3, 7, 11, 15);
mapBlock(Blocks.chest.getState().withProperty(BlockChest.FACING, Facing.NORTH), 146);
mapBlock(Blocks.chest.getState().withProperty(BlockChest.FACING, Facing.SOUTH), 146, 3, 9, 15);
mapBlock(Blocks.chest.getState().withProperty(BlockChest.FACING, Facing.WEST), 146, 4, 10);
mapBlock(Blocks.chest.getState().withProperty(BlockChest.FACING, Facing.EAST), 146, 5, 11);
mapBlock(Blocks.wood_chest.getState().withProperty(BlockChest.FACING, Facing.NORTH), 146);
mapBlock(Blocks.wood_chest.getState().withProperty(BlockChest.FACING, Facing.SOUTH), 146, 3, 9, 15);
mapBlock(Blocks.wood_chest.getState().withProperty(BlockChest.FACING, Facing.WEST), 146, 4, 10);
mapBlock(Blocks.wood_chest.getState().withProperty(BlockChest.FACING, Facing.EAST), 146, 5, 11);
mapBlock(Blocks.light_weighted_pressure_plate.getState().withProperty(BlockPressurePlateWeighted.POWER, 0), 147, 0);
mapBlock(Blocks.light_weighted_pressure_plate.getState().withProperty(BlockPressurePlateWeighted.POWER, 1), 147, 1);
mapBlock(Blocks.light_weighted_pressure_plate.getState().withProperty(BlockPressurePlateWeighted.POWER, 2), 147, 2);

View file

@ -93,7 +93,7 @@ public class FeatureDungeons
if (k3 != k && i4 != -1 && k4 != l1 && k3 != l && i4 != 4 && k4 != i2)
{
if (worldIn.getState(blockpos1).getBlock() != Blocks.chest)
if (worldIn.getState(blockpos1).getBlock() != Blocks.wood_chest)
{
worldIn.setBlockToAir(blockpos1);
}
@ -102,7 +102,7 @@ public class FeatureDungeons
{
worldIn.setBlockToAir(blockpos1);
}
else if (worldIn.getState(blockpos1).getBlock().getMaterial().isSolid() && worldIn.getState(blockpos1).getBlock() != Blocks.chest)
else if (worldIn.getState(blockpos1).getBlock().getMaterial().isSolid() && worldIn.getState(blockpos1).getBlock() != Blocks.wood_chest)
{
if (i4 == -1 && rand.zrange(4) != 0)
{
@ -140,7 +140,7 @@ public class FeatureDungeons
if (j3 == 1)
{
worldIn.setState(blockpos2, Blocks.chest.correctFacing(worldIn, blockpos2, Blocks.chest.getState()), 2);
worldIn.setState(blockpos2, Blocks.wood_chest.correctFacing(worldIn, blockpos2, Blocks.wood_chest.getState()), 2);
WeightedList<RngLoot> list = RngLoot.addToList(LootConstants.DUNGEON_CHEST, ItemEnchantedBook.getRandom(rand));
TileEntity tileentity1 = worldIn.getTileEntity(blockpos2);

View file

@ -51,7 +51,7 @@ public class WorldGenAbandonedChest extends FeatureGenerator
BlockPos blockpos = position.add(rand.zrange(4) - rand.zrange(4), rand.zrange(3) - rand.zrange(3), rand.zrange(4) - rand.zrange(4));
if (worldIn.isAirBlock(blockpos) && worldIn.isBlockSolid(blockpos.down()))
{
worldIn.setState(blockpos, Blocks.chest.getState().withProperty(BlockChest.FACING, Facing.randHorizontal(rand)), 2);
worldIn.setState(blockpos, Blocks.wood_chest.getState().withProperty(BlockChest.FACING, Facing.randHorizontal(rand)), 2);
TileEntity tileentity = worldIn.getTileEntity(blockpos);
if(tileentity instanceof TileEntityChest chest)
RngLoot.generateChestContents(rand, this.items, chest, this.amount);

View file

@ -697,10 +697,10 @@ public abstract class StructureComponent
{
BlockPos blockpos = new BlockPos(this.getXWithOffset(x, z), this.getYWithOffset(y), this.getZWithOffset(x, z));
if (boundingBoxIn.isVecInside(blockpos) && worldIn.getState(blockpos).getBlock() != Blocks.chest)
if (boundingBoxIn.isVecInside(blockpos) && worldIn.getState(blockpos).getBlock() != Blocks.wood_chest)
{
State iblockstate = Blocks.chest.getState();
worldIn.setState(blockpos, Blocks.chest.correctFacing(worldIn, blockpos, iblockstate), 2);
State iblockstate = Blocks.wood_chest.getState();
worldIn.setState(blockpos, Blocks.wood_chest.correctFacing(worldIn, blockpos, iblockstate), 2);
TileEntity tileentity = worldIn.getTileEntity(blockpos);
if (tileentity instanceof TileEntityChest)

View file

@ -294,7 +294,7 @@ public class StructureMineshaft
if (boundingBoxIn.isVecInside(blockpos) && worldIn.getState(blockpos).getBlock() == Blocks.air && worldIn.isBlockSolid(blockpos.down()))
{
worldIn.setState(blockpos, Blocks.chest.getState().withProperty(BlockChest.FACING, Facing.randHorizontal(rand)), 2);
worldIn.setState(blockpos, Blocks.wood_chest.getState().withProperty(BlockChest.FACING, Facing.randHorizontal(rand)), 2);
TileEntity tileentity = worldIn.getTileEntity(blockpos);
if(tileentity instanceof TileEntityChest chest)
RngLoot.generateChestContents(rand, listIn, chest, max);