I had to go and fix, change and test some codes while moving on with the world generation code. Internal flora was colored by outside lights and the flora overwrote some cave limiter rocks making the outside hill badly visible from inside the cave! :-) You can experience this in the previous release I think. But before that a bit based boundary was implemented which stores the areas that the Geography may occupy. The previous version which stored the boundary coordinates in a hashset filled with Integer coordinates was slow and memory eater. Bit based I could create several layers of World sized Geographies of forest/plain in a world size of 10 thousands * 10 thousands Cubes with a 10x10 Cubes sized area granulation which means 1000x1000x100 bits sized data stored in the so-called WorldSizedBitBoundaries' byte array. Then I created a frame for the big map window to make it nicer. All is inside SVN!