:bugS: Fix natural resource generate missing iron
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		| @@ -121,9 +121,9 @@ public partial class NaturalResourceGenerator : Node2D | ||||
|         } | ||||
|  | ||||
|         // 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); | ||||
|                 if (_rng.Randf() < StoneDensity) | ||||
| @@ -131,6 +131,11 @@ public partial class NaturalResourceGenerator : Node2D | ||||
|                     var veinSize = _rng.RandiRange(MinStoneVeinSize, MaxStoneVeinSize); | ||||
|                     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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