//in Terraria.WorldGen.UpdateWorld in the while loops updating certain numbers of tiles at end of null check if statements // add TileLoader.RandomUpdate(num7, num8, Main.tile[num7, num8].type; for the first loop // add TileLoader.RandomUpdate(num64, num65, Main.tile[num64, num65].type; for the second loop internal static void RandomUpdate(int i, int j, int type) { ModTile modTile = GetTile(type); if (modTile != null) { modTile.RandomUpdate(i, j); } foreach (GlobalTile globalTile in globalTiles) { globalTile.RandomUpdate(i, j, type); } }
//in Terraria.WorldGen.UpdateWorld in the while loops updating certain numbers of tiles at end of null check if statements // add TileLoader.RandomUpdate(num7, num8, Main.tile[num7, num8].type; for the first loop // add TileLoader.RandomUpdate(num64, num65, Main.tile[num64, num65].type; for the second loop public static void RandomUpdate(int i, int j, int type) { if (!Main.tile[i, j].active()) { return; } ModTile modTile = GetTile(type); if (modTile != null) { modTile.RandomUpdate(i, j); } foreach (GlobalTile globalTile in globalTiles) { globalTile.RandomUpdate(i, j, type); } }