Sleepium 1.1.4 for 1.20.1 (Forge)
Curse Maven Snippet
What's new
If you played with Sleepium before 1.1.4 together with C2ME (or another mod that saves chunks on its own threads): chunks saved during that time may be broken - parts of them missing, the log saying
No key palette in MapLike[{}], terrain that looks hollow or does not appear. 1.1.4 saves them correctly from now on (checked by generating with C2ME, restarting and reading every chunk back: no errors), but it cannot bring back data that was never written. Regenerate those chunks: delete them with MCA Selector (or the region files of that area insaves/<world>/region), or start a new world. Anything built in those chunks is lost when they regenerate.
- World creation crashed with datapacks that make the world very tall (found testing JJThunder To The Max):
ArrayIndexOutOfBoundsExceptionin the aquifer generation once the world reaches past y 2047. Sleepium's aquifer shortcut read grid points whose height no longer fits the game's packed block positions; such cells now take the game's own path. The generated terrain is the same as without Sleepium (per-chunk hashes compared). - Next to C2ME, chunk saving could fail and world generation stall (crash reports, "Failed to save chunk"): C2ME saves chunks on its own threads, and Sleepium's off-thread chunk saving shared its state between threads. Each thread now has its own; checked byte for byte against the game's own encoding (286 628 sections, 0 differences).
- With JJThunder To The Max on a 16-thread CPU (pre-generating with Chunky): vanilla 30 chunks/s, C2ME 48, C2ME + Sleepium 56, Sleepium alone 93.
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