diff --git a/src/main/java/com/seibel/lod/handlers/LodConfig.java b/src/main/java/com/seibel/lod/handlers/LodConfig.java index 883a10d0e..37a2bf940 100644 --- a/src/main/java/com/seibel/lod/handlers/LodConfig.java +++ b/src/main/java/com/seibel/lod/handlers/LodConfig.java @@ -109,6 +109,8 @@ public class LodConfig lodTemplate = builder .comment("\n\n" + " How should the LODs be drawn? \n" + + " NOTE: Currently only " + LodTemplate.CUBIC.toString() + " is implemented! \n" + + " \n" + " " + LodTemplate.CUBIC.toString() + ": LOD Chunks are drawn as rectangular prisms (boxes). \n" + " " + LodTemplate.TRIANGULAR.toString() + ": LOD Chunks smoothly transition between other. \n" + " " + LodTemplate.DYNAMIC.toString() + ": LOD Chunks smoothly transition between other, \n" @@ -130,7 +132,7 @@ public class LodConfig + " to determine how far out to generate/render LODs. \n" + " A value of 2 means that there is 1 render distance worth \n" + " of LODs in each cardinal direction. \n") - .defineInRange("lodChunkRadiusMultiplier", 6, 2, 32); + .defineInRange("lodChunkRadiusMultiplier", 8, 2, 16); distanceGenerationMode = builder .comment("\n\n" @@ -142,7 +144,7 @@ public class LodConfig + " " + DistanceGenerationMode.BIOME_ONLY.toString() + " \n" + " Only generate the biomes and use biome \n" - + " grass/foliage color, water color, or ice color \n" + + " grass/foliage color, water color, or snow color \n" + " to generate the color. \n" + " Doesn't generate height, everything is shown at sea level. \n" + " Multithreaded - Fastest (2-5 ms) \n" @@ -165,8 +167,7 @@ public class LodConfig + "\n" + " " + DistanceGenerationMode.FEATURES.toString() + " \n" + " Generate everything except structures. \n" - + " WARNING: This may cause world generation bugs or instability, \n" - + " since some features cause concurrentModification exceptions. \n" + + " WARNING: This may cause world generation bugs or instability! \n" + " Multithreaded - Fast (15-20 ms) \n" + "\n" @@ -186,8 +187,8 @@ public class LodConfig + " By default (false) those features are skipped, \n" + " improving stability, but decreasing how many features are \n" + " actually generated. \n" - + " (for example: tree generation is a unstable feature, \n" - + " so trees may not be generated.) \n" + + " (for example: some tree generation is unstable, \n" + + " so some trees may not be generated.) \n" + " By setting this to true, all features will be generated, \n" + " but your game will be more unstable and crashes may occur. \n" + " \n"