Finally fixed issues with ice and water. They work properly now, freezing at their correct temperatures and melting properly. However, the differentiation between salt and fresh water ice makes a number of issues apparent. Ocean and river biomes seem to mix indiscriminately, resulting in bays and beaches with mixes of fresh and salt water in pools or just randomly scattered about. IMO, we need to be able to generate rivers that flow downward, even if gradually, so that we can force all water that is at or near oceans to be salt water while still giving players adequate sources of freshwater. I'm aware that in the past this has been very difficult, but I think it needs to be looked at again.

Players who aren't in debug mode can no longer use /set time to travel back in time, with /time set day and night updated accordingly.

Fissure generation was completely broken, entering recursive loops while trying to look up blockIDs from the world, as the world would call the provideChunk() method which contained the fissure generation itself. For now, it's merely commented out.

world's are slightly warmer again, as areas well within the range of normal player spawns were too cold at the beginning of march. More work needs to be done to provide players with methods of staying warm or cooling off.

Noticed areas that should have been well within the perameters to allow trees to spawn but having no trees in sight. Adjacent to a biome with rain 1000 and evt 0.5 (which did spawn trees) was a grassland with rain 4000 and EVT 0, which is the lower limit for nearly all trees and should be an acceptable number. Both had comparable yearly temperatures.

I still believe that rainfall should behave in a more gradual pattern than the current vanilla-style randomized generation, the above-mentioned scenario of adjacent 1000 level and 4000 level biomes causes odd issues, such as ponds that only freeze half-way, the higher rain level warming half of it up, above the freezing temperature. It's possible that vanilla 1.7's new biome gen will offer solutions to have a randomized system with less drastic variation between adjacent biomes.