nerfed coin/ore spawning rate by 10%
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@ -37,9 +37,14 @@ let coin_magnet_dist = 1. ;;
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(* -------------------------------------------------------------------------------------------------------- *)
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let structure_1_frequency = 2500 ;;
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(* avg number of chunk generation required before encountering a structure of type 1 *)
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let structure_1_frequency = 2500 ;;
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(* 0 ~ 1000 *)
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let oreMissChance = 50 ;;
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(* avg number of chunk generation required before encountering a structure of type 2 *)
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(* NOTE : structure 2 attempts to spawn after structure 1, so the odds will be ever so slightly less than this number *)
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let structure_2_frequency = 2500 ;;
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(* -------------------------------------------------------------------------------------------------------- *)
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@ -1242,7 +1247,8 @@ let generate_structure_1 hash mem ch_x ch_y ch_z =
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for i = 0 to chunk_size -1 do
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for j = 0 to chunk_size -1 do
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for k = 0 to chunk_size -1 do
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dyn_append filled {flag = "10" ; cube = create_cube (chx*chunk_size+i) (chy*chunk_size+j) (chz*chunk_size+k) 1; red = 250; green = 250; blue = 64};
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if (Random.int 1000 >= oreMissChance) then
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dyn_append filled {flag = "10" ; cube = create_cube (chx*chunk_size+i) (chy*chunk_size+j) (chz*chunk_size+k) 1; red = 250; green = 250; blue = 64};
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done
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done
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done;
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@ -1353,8 +1359,10 @@ let generate_structure_2 hash mem ch_x ch_y ch_z =
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for i = 0 to chunk_size -1 do
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for j = 0 to chunk_size -1 do
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for k = 0 to chunk_size -1 do
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let (cOre, cColors) = generate_random_ore () in
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dyn_append filled {flag = cOre ; cube = create_cube (chx*chunk_size+i) (chy*chunk_size+j) (chz*chunk_size+k) 1; red = cColors.(0); green = cColors.(1); blue = cColors.(2)};
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if (Random.int 1000 >= oreMissChance) then begin
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let (cOre, cColors) = generate_random_ore () in
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dyn_append filled {flag = cOre ; cube = create_cube (chx*chunk_size+i) (chy*chunk_size+j) (chz*chunk_size+k) 1; red = cColors.(0); green = cColors.(1); blue = cColors.(2)};
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end
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done
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done
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done;
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