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
This commit is contained in:
Mike Primm 2011-06-25 01:13:40 -05:00
parent cbb9a80012
commit b5a4a844e0
7 changed files with 128 additions and 25 deletions

View file

@ -302,7 +302,7 @@ worlds:
# - x: -15000
# y: 64
# z: -5000
# # Use visbilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
# # Use visibilitylimits to restrict which areas of maps on your world to render (zero or more rectangles can be defined)
# visibilitylimits:
# - x0: -1000
# z0: -1000
@ -314,6 +314,10 @@ worlds:
# z1: -500
# # 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
# 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