remove unimplemented world generator modes
specifically: BIOME_ONLY, BIOME_ONLY_SIMULATE_HEIGHT, and FULL
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@@ -622,29 +622,28 @@ public class Config
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+ EDhApiDistantGeneratorMode.PRE_EXISTING_ONLY + " \n"
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+ "Only create LOD data for already generated chunks. \n"
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+ "\n"
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+ EDhApiDistantGeneratorMode.BIOME_ONLY + " \n"
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+ "Only generate the biomes and use the biome's \n"
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+ "grass color, water color, or snow color. \n"
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+ "Doesn't generate height, everything is shown at sea level. \n"
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+ "- Fastest \n"
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+ "\n"
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+ EDhApiDistantGeneratorMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
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+ "Same as " + EDhApiDistantGeneratorMode.BIOME_ONLY + ", except instead \n"
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+ "of always using sea level as the LOD height \n"
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+ "different biome types (mountain, ocean, forest, etc.) \n"
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+ "use predetermined heights to simulate having height data. \n"
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+ "- Fastest \n"
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//not currently implemented
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//+ EDhApiDistantGeneratorMode.BIOME_ONLY + " \n"
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//+ "Only generate the biomes and use the biome's \n"
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//+ "grass color, water color, or snow color. \n"
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//+ "Doesn't generate height, everything is shown at sea level. \n"
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//+ "- Fastest \n"
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//+ "\n"
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//+ EDhApiDistantGeneratorMode.BIOME_ONLY_SIMULATE_HEIGHT + " \n"
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//+ "Same as " + EDhApiDistantGeneratorMode.BIOME_ONLY + ", except instead \n"
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//+ "of always using sea level as the LOD height \n"
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//+ "different biome types (mountain, ocean, forest, etc.) \n"
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//+ "use predetermined heights to simulate having height data. \n"
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//+ "- Fastest \n"
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+ "\n"
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+ EDhApiDistantGeneratorMode.SURFACE + " \n"
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+ "Generate the world surface, \n"
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+ "this does NOT include trees, \n"
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+ "or structures. \n"
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+ "- Faster \n"
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+ "\n"
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+ EDhApiDistantGeneratorMode.FEATURES + " \n"
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+ "Generate everything except structures. \n"
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+ "WARNING: This may cause world generator bugs or instability when paired with certain world generator mods. \n"
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+ "- Fast \n"
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+ "")
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/*
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// FULL isn't currently implemented
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@@ -112,20 +112,17 @@ public class BatchGenerator implements IDhApiWorldGenerator
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EDhApiWorldGenerationStep targetStep = null;
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switch (generatorMode)
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{
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case PRE_EXISTING_ONLY:
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targetStep = EDhApiWorldGenerationStep.EMPTY; // NOTE: Only load in existing chunks. No new chunk generation
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break;
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case BIOME_ONLY:
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targetStep = EDhApiWorldGenerationStep.BIOMES; // NOTE: No blocks. Require fake height in LodBuilder
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break;
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case BIOME_ONLY_SIMULATE_HEIGHT:
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targetStep = EDhApiWorldGenerationStep.NOISE; // NOTE: Stone only. Require fake surface
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case PRE_EXISTING_ONLY: // Only load in existing chunks. Note: this requires the biome generation step in order for biomes to be properly initialized.
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//case BIOME_ONLY: // No blocks. Require fake height in LodBuilder
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targetStep = EDhApiWorldGenerationStep.BIOMES;
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break;
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//case BIOME_ONLY_SIMULATE_HEIGHT:
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// targetStep = EDhApiWorldGenerationStep.NOISE; // Stone only. Requires a fake surface
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// break;
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case SURFACE:
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targetStep = EDhApiWorldGenerationStep.SURFACE; // Carvers or Surface???
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targetStep = EDhApiWorldGenerationStep.SURFACE;
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break;
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case FEATURES:
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case FULL:
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targetStep = EDhApiWorldGenerationStep.FEATURES;
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break;
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}
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