GlymeraIrrigation-4.0.0.jar
What's new
GlymeraIrrigation — Changelog
v4.0.0 (2026-05-30)
Changed (performance — no behaviour change)
- The 30-second discovery scan (which previously scanned every loaded chunk for farmland and water in a single server tick) is now amortized across many ticks in small bounded slices. This removes the once-per-cycle tick stutter on large farms.
- The water → farmland reverse lookup is now computed once per discovery pass and reused by every 10-second irrigation scan, instead of being rebuilt on every scan.
Fixed
- Hardened a restart edge case introduced by the amortized discovery: until the first discovery pass has fully completed after a restart, the irrigation scan now skips (instead of treating "no data yet" as "no water nearby"). This guarantees that already-watered fields — whose watered state is persisted by the game — are never wrongly dried out during the warm-up window. The per-block watered persistence mechanism itself (the external-water flag + watered-until time) is unchanged.
Unchanged
- Irrigation radius (4 blocks), watered-state persistence across chunk reload and server restart, and the "only dehydrate our own blocks" behaviour (watering-can fixes remain). No config migration.
Notes
- Server restart required to load the new JAR.
- Earlier versions (up to v3.0.0) were internal builds and were not separately documented.
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