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rounding floats to nearest 0.2

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I'm using this code to determine temperature

```if(isPowered())
temperature += 1.0F;
temperature -= getCoolant(worldObj, xCoord, yCoord - 1, zCoord);
temperature = ((float) Math.ceil(temperature * 5) / 5.0F);
if(temperature < 0.0F)
temperature = 0.0F;```

and here's the getCoolant() method

```public float getCoolant(World world, int x, int y, int z)
{
float coolant = 0.0F;
for(int i = -1; i < 2; i++)
{
for(int j = -1; j < 2; j++)
{
int block = world.getBlockId(x + i, y, z + j);
if(block == Block.waterMoving.blockID || block == Block.waterStill.blockID)
{
coolant += 0.2F;
}
else if(block == Block.lavaMoving.blockID || block == Block.lavaStill.blockID)
{
coolant -= 0.2F;
}
else if(Block.blocksList[block] != null && Block.blocksList[block] instanceof BlockFluidBase)
{
BlockFluidBase liquid = (BlockFluidBase) Block.blocksList[block];
Fluid fluid = liquid.getFluid();
if(fluid != null)
{
if((float) fluid.getTemperature(world, x + i, y, z + j) < getTemperature())
coolant += 0.2F;
else
coolant -= 0.2F;
}
}
}
}
return coolant;
}```

but in the gui it shows up as x.6 then x.2 then x.0 then x.6 then x.2 then x.0 then... so I was wondering if anyone knows how I could get this to work better correctly? currently 2/9 spots are obstructed if that helps. also, the liquid being used is water, so the BlockFluidBase part of the method doesn't matter.

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If this is simply a Java question, this would be a much better fit for StackOverflow. In fact, I'll bet you anything it's already been answered there!

I like to make mods, just like you. Here's one worth checking out

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funny thing, I was looking on the internet for such a solution and didn't find a working one. :-( I'll try again. but let me know if you come up with anything.

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I figured out a solution on my own.

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I figured out a solution on my own.

Would you mind sharing the concept behind your solution? I can't be bothered to work it out from scratch

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there

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well logicly its roughly

float x = wtv;

round = ((int)((wtv+0.1)*5))/5f;

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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what he said. his way is more efficient than what I had.

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you need flow control if the temperature is negative though :\ like i said that "roughly" the formula

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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I do that later in the method.

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or dont have negative temperature (degree kelvin ?)

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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that's basically what I do, if it's less than 0 I set it to 0

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problem solved !

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Yep!

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• Delete this file if you have not modified it.
• Click on your link. See where it says "all" - click on it and it will change to "flat". Now click the arrow next to "Server Thread 100%" at the bottom. You will get something like the following: This says your server thread is spending ~84% of its time ticking entities.   Now click where it says "flat" and it should change to "sources". You should see something like the following: So at least 34% is in alexmobs and dungeonmobs. It will be more than this, since it is only counting where it is actually inside their code. It does not include time spent by Minecraft handling the entity before it calls their code.   Things you can do include: * Look at the mods documentation and talk to the mod author about optimisation these mods, e.g. changing mob caps to spawn less mobs * Change the "simulation-distance" in server.properties so that the server can stop ticking mobs when they are closer to the player, the default is 10 chunks

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