Change autogenerate-to-visibilitylimits to have options for map-only (temporary generated chunks) versus permanent (world growing)
Fix exception catching code in thread pool
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7 changed files with 90 additions and 20 deletions
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@ -315,9 +315,9 @@ worlds:
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# # Use hidestyle to control how hidden-but-existing chunks are to be rendered (air=empty air (same as ungenerated), stone=a flat stone plain, ocean=a flat ocean)
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# hidestyle: stone
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# # Use 'autogenerate-to-visibilitylimits: true' to choose to force the generation of ungenerated chunks while rendering maps on this world, for any chunks within the defined
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# # visibilitylimits (limits must be set). This will result in initializing all game world areas within the visible ranges that have not yet been initialized.
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# # Note: BE SURE YOU WANT TO DO THIS - there isn't a good way to "ungenerate" terrain chunks once generated (although tools like WorldEdit can regenerate them)
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# autogenerate-to-visibilitylimits: false
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# # visibilitylimits (limits must be set). The three options here are: none (default - no autogenerate), map-only (temporarily generate chunks for map, but don't save them (no world change),
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# # permanent (generate and save chunks - this permanently adds the chunks to the world, as if a player had visited them - BE SURE THIS IS WHAT YOU WANT)
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# autogenerate-to-visibilitylimits: map-only
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# Use 'template: mycustomtemplate' to use the properties specified in the template 'mycustomtemplate' to this world. Default it is set to the environment-name (normal or nether).
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# template: mycustomtemplate
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# Rest of comes from template - uncomment to tailor for world specifically
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