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Saplings Grow Resin/Moss/Vines

IBy iamevn

Saplings generate resin/moss/vines when they grow similar to probabilities during worldgen

Description

<p>Saplings generate resin/moss/vines when they grow similar to probabilities during worldgen</p> <p>&nbsp;</p> <p>Unmodded, every time saplings call <code>GrowTree</code>, they pass in zeros for <code>otherBlockChance</code> (resin), <code>vinesGrowthChance</code>, and <code>mossGrowthChance</code> which effectively prevent <code>GrowTree</code> from generating a tree with these features.</p> <p>&nbsp;</p> <p>This is a somewhat simple patch to fill out those odds to match the ones that are set during world generation. <code>otherBlockChance</code> is simple because it's just 1.0 but I currently duplicate the logic from <code>WgenTreeSupplier.GetRandomGenForClimate</code> to set <code>vinesGrowthChance</code>, and <code>mossGrowthChance</code> which I'm not super happy with. It should work and it should keep working, but there's a chance it may drift from the probabilities worldgen uses if the logic ever changes.</p> <p>&nbsp;</p> <p>Will need to mess around and see if I can extract and reuse the existing logic somehow without it being a brittle mess.</p>

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