Change autogenerate-to-visibilitylimits to have options for map-only (temporary generated chunks) versus permanent (world growing)

Fix exception catching code in thread pool
This commit is contained in:
Mike Primm 2011-06-25 16:01:06 -05:00
parent 6dac7f0689
commit 39281188bc
7 changed files with 90 additions and 20 deletions

View file

@ -315,9 +315,9 @@ worlds:
# # 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)
# hidestyle: stone
# # 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
# # visibilitylimits (limits must be set). This will result in initializing all game world areas within the visible ranges that have not yet been initialized.
# # 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)
# autogenerate-to-visibilitylimits: false
# # 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),
# # 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)
# autogenerate-to-visibilitylimits: map-only
# 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).
# template: mycustomtemplate
# Rest of comes from template - uncomment to tailor for world specifically