Add autogenerate-to-visibilitylimits option to allow automatic priming/generating of chunks within defined visibility area
Avoid rendering tiles with nothing but empty chunks Limit size of hash-file cache, and move hash files to world-specific tile directories
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7 changed files with 128 additions and 25 deletions
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@ -302,7 +302,7 @@ worlds:
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# - x: -15000
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# y: 64
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# z: -5000
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# # Use visbilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
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# # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
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# visibilitylimits:
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# - x0: -1000
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# z0: -1000
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@ -314,6 +314,10 @@ worlds:
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# z1: -500
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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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# 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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