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FTB Pregen Map Bridge

Progressively fills FTB Chunks maps from saved local terrain or LSS-delivered chunks, with configurable work limits.
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FTB Pregen Map Bridge 1.0.0-beta.2 — Fabric 1.21.11

File nameftb-pregen-map-bridge-1.0.0-beta.2-mc1.21.11.jar
Uploader
K9_pos_elaK9_pos_ela
Uploaded
Nov 2, 2026
Downloads
8
Size
24.6 KB
Mod Loaders
Fabric
File ID
9410677
Type
B
Beta
Supported game versions
  • 1.21.11

Curse Maven Snippet

Fabric

modImplementation "curse.maven:ftb-pregen-map-bridge-1780085:9410677"

Learn more about Curse Maven

What's new

## 1.0.0-beta.2 — 2026-11-02

- Read the current chunk location when region-file records move during saving.
- Validate two record snapshots before decoding, with bounded background retries for changing data.
- Handle newly created empty regions and recheck the region fingerprint before saving completion.
- Preserve queue limits, draw budgets, pause/disconnect handling and stable-corruption reporting.

Native tests passed for region relocation, incomplete writes, persistent corruption, terrain palettes/heights/biomes, real FTB drawing and map save/reload. This is not an FPS benchmark or a complete multiplayer validation.

# 1.0.0-beta.1 — previous version

- Adds progressive filling of missing FTB Chunks map tiles from saved local full chunks.
- Adds an LSS 0.20.0 terrain-column consumer for remote clients.
- Uses one background reader/decoder, bounded queues, a configurable chunk-rate cap and sliced native FTB drawing.
- Provides `/ftbmapfill`, `/ftbmapfill pause` and `/ftbmapfill resume`.
- Preserves complete tiles, stops work on disconnect/world change and records completed local regions after native saves are scheduled.
- Supports gzip, zlib, raw Anvil and external chunk records; rejects incomplete or invalid records without writing world files.
- Passed isolated native read/palette/height/biome/LSS-snapshot tests, real FTB map draw/save/reload checks, queue limits, pause and disconnect checks.

First separate-project submission of the existing beta.1 JAR. The staged runtime is byte-identical to the verified installed build. No gameplay code or dependency version was changed for publication. Real-world performance and full multiplayer behavior are not yet verified.

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