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Descriptions
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@ -26,7 +26,7 @@ public class IrisSapling {
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@Desc("List of objects to overwrite saplings with")
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@Desc("List of objects to overwrite saplings with")
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private KList<String> replace = new KList<>();
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private KList<String> replace = new KList<>();
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@Desc("The size of the square of saplings this applies to (two means a 2 by 2 sapling area")
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@Desc("The size of the square of saplings this applies to (two means a 2 by 2 sapling area)")
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@MinNumber(1)
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@MinNumber(1)
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@MaxNumber(4)
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@MaxNumber(4)
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private int size = 1;
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private int size = 1;
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@ -18,7 +18,12 @@
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package com.volmit.iris.engine.object;
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package com.volmit.iris.engine.object;
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import com.volmit.iris.engine.object.annotations.Desc;
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@Desc("Terrain modes are used to decide the generator type currently used")
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public enum IrisTerrainMode {
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public enum IrisTerrainMode {
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@Desc("Normal terrain, similar to the vanilla overworld")
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NORMAL,
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NORMAL,
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@Desc("Island terrain, more similar to the end, but endless possibilities!")
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ISLANDS
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ISLANDS
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}
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}
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@ -20,7 +20,7 @@ package com.volmit.iris.engine.object;
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import com.volmit.iris.engine.object.annotations.Desc;
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import com.volmit.iris.engine.object.annotations.Desc;
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@Desc("A loot mode is used to descrive what to do with the existing loot layers before adding this loot. Using ADD will simply add this table to the building list of tables (i.e. add dimension tables, region tables then biome tables). By using clear or replace, you remove the parent tables before and add just your tables.")
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@Desc("A loot mode is used to describe what to do with the existing loot layers before adding this loot. Using ADD will simply add this table to the building list of tables (i.e. add dimension tables, region tables then biome tables). By using clear or replace, you remove the parent tables before and add just your tables.")
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public enum LootMode {
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public enum LootMode {
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@Desc("Add to the existing parent loot tables")
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@Desc("Add to the existing parent loot tables")
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