From ca18edb0c3c6d34100d4b8349bf2b80d57a33adb Mon Sep 17 00:00:00 2001 From: Govindas Date: Sat, 13 Feb 2021 16:41:04 +0200 Subject: [PATCH] Make stuff more informative --- fastworldreset.sk | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/fastworldreset.sk b/fastworldreset.sk index 25cc402..f373e4c 100644 --- a/fastworldreset.sk +++ b/fastworldreset.sk @@ -682,7 +682,7 @@ command /fastworldreset [] [] []: else: send "&2&l--=-= &a&lFastWorldReset Commands &2&l=-=--" - send "&f/fwr create [generator] &a- Add a world to FastWorldReset system or create a completely new world into the system." + send "&f/fwr create [generator] &a- Add a world to FastWorldReset system or create a completely new world into the system. (Or update existing world's template)" send "&f/fwr delete &a- Removes the world from FastWorldReset system, does not unload or delete the world." send "&f/fwr clone &a- Clones a FWR world." send "&f/fwr reset &a- to reset a world. (Must be in FastWorldReset system)" @@ -771,8 +771,8 @@ on world init: set {_config}.autoSavePeriod to 0 set {_config}.maxAutoSaveChunksPerTick to 0 - #needed, because if it is set as true... entity ticking may totally bug out with the way FastWorldReset's chunk-based reset mehod works - #it may sometimes cause behavior like projectiles constantly teleporting back and never landing if set to true + #in the past I thought this is needed, now I am not sure as I haven't noticed a difference, but I'll keep it here, just in case, it sounds logical to disable it for chunk-based reset + set {_config}.skipEntityTickingInChunksScheduledForUnload to false event-world.setKeepSpawnInMemory(false)