c2meforge-0.2.0-forge.7-all.jar
Curse Maven Snippet
What's new
C2ME-Forge 0.2.0-forge.7 (1.20.1)
HOTFIX for forge.6 + one more performance step. Same worlds as forge.6, verified block-for-block
against unmodified generation.
FIXED
- Hard crash at world creation with mods that hook into structure terrain adaptation
(Beardifier.compute), e.g. FDBosses / Qliphoth Awakening ("cannot inject into ... merged by
MixinBeardifierBounds"). The Beardifier optimization no longer replaces the vanilla method: it
skips provably-zero structure pieces by advancing vanilla's own iterators, so other mods'
injections keep working. Pieces with mod-supplied bounding-box classes are never skipped, which
preserves those mods' custom terrain shaping.
- Other replaced worldgen methods (aquifer, height cache, noise cell driver) now use a lower mixin
priority so injections from other mods can apply on top instead of failing.
PERFORMANCE
- Cell-proof noise filler: whole 4x8x4 noise cells that are provably sky (density cache + aquifer
proof) skip the per-block evaluation, and provably solid cells are written directly. About 64% of
overworld cells are sky and 24% solid. r1000 pregeneration: -6.5% on top of forge.6
(lab: 81.3s vs 87.0s, n=3 interleaved). Verified with a replay mode that re-evaluates every
skipped cell through vanilla's per-block path: 409.9 million blocks, zero mismatches.
All changes verified world-identical against pure unmodified generation (Forge + Chunky only,
same seed) via block-level, noise-class and light-level comparison at r500, plus bit-exact replay
gates on every batched path. Upstream ports used under MIT with attribution.
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