lc2h-4.1.0-BETA.jar
Curse Maven Snippet
What's new
LC²H V4.1.0-BETA
A pretty chunky cleanup update focused on fixing the remaining V4 worldgen issues, making concurrent generation much less cursed and tightening terrain blending across the board xd
- Reworked the concurrent Lost Cities generation path so C2ME/FastChunkGen no longer gets stuck behind
BuildingInfoand stripe locks and freezes the server. - Tightened city-edge terrain blending and kept the terrain shift attached directly to the native
NoiseBasedChunkGeneratorpath, including seam and post-generation cases where smoothing could previously get skipped. - Fixed underground holes, city underside gaps, ugly mountain/city edges, structure cutoffs, highway blocking and a bunch of concurrent vs serial planner mismatches.
- Hardened cross-chunk deferred tree replay, block attachments, snow reconciliation and floating vegetation cleanup.
- Improved the configurable floating vegetation remover for vines, glow lichen and Immersive Weathering frost, with custom block IDs and automatic frost support when IW is installed.
- Added generation-time chunk tracing, exports and parity checks for terrain and planner decisions so broken generation is much easier to track down.
- Improved Lost Cities 7.5.x grid compatibility and cleaned up a bunch of terrain/planner edge cases.
- Added a lightweight Lost Cities profile preview and improved the config UI, including clipping fixes, input validation and cleaner runtime settings.
- Kept both the Legacy and New layout systems selectable in the UI, with ChaosZPack-style profiles automatically using Legacy where needed.
- Cleaned up old commands, comments, diagnostics and config text.
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