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//subdivide: print update whent he last chunk is completed
....it's very misleading otherwise.
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@ -8,6 +8,7 @@ It's about time I started a changelog! This will serve from now on as the master
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- Add `//fillcaves` command - fills in all air nodes beneath non air-nodes
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- Add `//fillcaves` command - fills in all air nodes beneath non air-nodes
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- Add `//forest` command for quickly generating forests
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- Add `//forest` command for quickly generating forests
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- Fix some minor bugs and edge cases
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- Fix some minor bugs and edge cases
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- `//subdivide`: Print status update when completing the last chunk
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## v1.8: The Quality of Life Update (17th July 2020)
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## v1.8: The Quality of Life Update (17th July 2020)
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@ -136,7 +136,7 @@ worldedit.register_command("subdivide", {
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print("eta", eta, "time_average", time_average, "chunks_left", chunks_total - i)
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print("eta", eta, "time_average", time_average, "chunks_left", chunks_total - i)
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-- Send updates every 2 seconds, and after the first 3 chunks are done
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-- Send updates every 2 seconds, and after the first 3 chunks are done
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if worldeditadditions.get_ms_time() - time_last_msg > 2 * 1000 or i == 3 then
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if worldeditadditions.get_ms_time() - time_last_msg > 2 * 1000 or i == 3 or i == chunks_total then
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worldedit.player_notify(name,
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worldedit.player_notify(name,
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msg_prefix
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msg_prefix
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..i.." / "..chunks_total.." (~"
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..i.." / "..chunks_total.." (~"
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