Is there a way for it to generate faster? Also where do I change to make the terrain to generate less "wavey" and more flat? not being flatlands but normal, like a mix between, so it's not like all bumpy mountains and more flat
For now, the only way to speed it up is to make sure fast packets is enabled - located under the Network tab in Options. I'm going to make some changes to the generator schedules though to allow terrain to generate even faster; right now it only generates a few bricks per tick / frame. And the terrain can be adjusted under Advanced settings by changing the Noise Scales settings - lowering the Z-Axis values for terrain should reduce the size of the waves.
But I haven't actually built anything. Seed 224926, default settings with edge falloff enabled reproduces this one broken chunk for me, any other seed works fine.
I tried recreating the issue, but didn't find any problems on my end. I'm pretty sure that's a chunk loaded from file, especially if the issue is occurring for that particular seed - due to how chunks are saved. You can try clearing all saved chunks by typing "/PTGClearAllSaves" in chat, which will erase the saves if they do exist. I'm not sure why the chunk would be saved though; the default settings tag chunks as "edited" if a single brick is planted inside or edited with the wrench, and then saves them during removal if edited.
Why does clicking start after changing things in the gui not automatically upload new settings? How can I discard changes I made and re-load the settings from the server?
That's actually how it used to be set up; The start button would upload your settings and immediately start a routine after. However, sometimes users may want to halt a routine and restart it later without uploading new settings, so I decided split it into two separate commands. But, that option can be readded if needed. To discard changes, you would just have to change your settings back in the GUI and reupload them by selecting Apply New.
Making resizeable guis is actually very easy, tge's gui system can do a lot more than it looks like from the surface. For example you can attach the graph area to the bottom border of the window and have the preview area above it expand together with the window border. Try to experiment with combinations of the width, height, etc sizings.
Make sure you don't rush this. You've already managed to get this far with a blockland add-on, really amazing. You're not bound by any deadlines, it won't hurt to spend another few weeks improving the user experience.
I'll see what I can do about the GUIs; I know being able to expand the preview GUI especially would be very useful.
Update: Making progress with various small changes / fixes!-Fixed loading routines settings via the GUI or by using third party support
-Added a new server command
/PTGSetDefault to set current settings in the GUI as default for the GUI and the server (they would be loaded automatically for the next game instances)
-Fixed minor issue with adjusting chunk highlight object height when loading bricks from a .bls save
-Finished the ModTer corner calculation option (makes terrain w/ ModTer bricks perfectly seamless)
-Fixed an issue with the option to offset the height of boundaries relative to the terrain offset, when using the radial grid
-Fixed using negative start (and end) values with the radial grid
-Fixed multiple issues with GUI landscape previewing
-Fixed issue that prevented removing all files when deleting an uploaded build through the Build Manager GUI
-Fixed issue with rotating item position, item direction and emitter position for loaded builds