Added config for pre-generated chunk loading
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@@ -183,8 +183,10 @@ public class LodNodeGenWorker implements IWorker
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/* TODO I must disable this 'if', if I will find a way to replace it */
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if (lodDim.regionIsInRange(pos.x / LodUtil.REGION_WIDTH_IN_CHUNKS, pos.z / LodUtil.REGION_WIDTH_IN_CHUNKS))
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{
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IChunk loadedChunk = null;
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// long startTime = System.currentTimeMillis();
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IChunk loadedChunk = ChunkLoader.getChunkFromFile(pos);
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if(LodConfig.CLIENT.worldGenerator.alwaysLoadPregeneratedChunks.get())
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loadedChunk = ChunkLoader.getChunkFromFile(pos);
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if(loadedChunk == null)
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{
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switch (generationMode)
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@@ -212,6 +212,7 @@ public class LodConfig
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public final ForgeConfigSpec.EnumValue<HorizontalQuality> horizontalQuality;
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public final ForgeConfigSpec.BooleanValue avoidBlocksWithNoCollision;
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public final ForgeConfigSpec.BooleanValue avoidNonFullBlocks;
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public final ForgeConfigSpec.BooleanValue alwaysLoadPregeneratedChunks;
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WorldGenerator(ForgeConfigSpec.Builder builder)
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{
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@@ -346,6 +347,12 @@ public class LodConfig
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+ " If true LODs will only show full bocks when generating. \n"
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+ " Turning this on will make plains smoother since the tall grass won't be used. \n")
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.define("Avoid Non Full Blocks", true);
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alwaysLoadPregeneratedChunks = builder
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.comment("\n\n"
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+ " if a chunk has been pregenerated, then the mod would use the real chunk for the \n"
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+ " fake chunk creation. May require a deletion of the lod file to see the result. \n")
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.define("Use pre-generated chunks", false);
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builder.pop();
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}
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}
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