:bugS: Fix natural resource generate missing iron
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		| @@ -121,9 +121,9 @@ public partial class NaturalResourceGenerator : Node2D | |||||||
|         } |         } | ||||||
|  |  | ||||||
|         // Generate stone veins |         // Generate stone veins | ||||||
|         for (int x = 0; x < ChunkSize; x++) |         for (var x = 0; x < ChunkSize; x++) | ||||||
|         { |         { | ||||||
|             for (int y = 0; y < ChunkSize; y++) |             for (var y = 0; y < ChunkSize; y++) | ||||||
|             { |             { | ||||||
|                 var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y); |                 var cell = new Vector2I(chunkWorldPos.X + x, chunkWorldPos.Y + y); | ||||||
|                 if (_rng.Randf() < StoneDensity) |                 if (_rng.Randf() < StoneDensity) | ||||||
| @@ -131,6 +131,11 @@ public partial class NaturalResourceGenerator : Node2D | |||||||
|                     var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize); |                     var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize); | ||||||
|                     PlaceVeinInBackground(cell, "stone", veinSize, chunkData.StoneTiles); |                     PlaceVeinInBackground(cell, "stone", veinSize, chunkData.StoneTiles); | ||||||
|                 } |                 } | ||||||
|  |                 else if (_rng.Randf() < IronDensity) | ||||||
|  |                 { | ||||||
|  |                     var veinSize = _rng.RandiRange(MinIronVeinSize, MaxIronVeinSize); | ||||||
|  |                     PlaceVeinInBackground(cell, "ore_iron", veinSize, chunkData.IronTiles); | ||||||
|  |                 } | ||||||
|             } |             } | ||||||
|         } |         } | ||||||
|  |  | ||||||
|   | |||||||
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