LostCities - 1.20-7.5.6
Curse Maven Snippet
What's new
LostCities 1.20-7.5.6
- Kept active chunk and highway planning work pinned during cache eviction, and bounded completed highway-planning futures to prevent duplicate work and long-session cache growth
- Forced-building spawn searches now reject impossible city chunks and city styles before full building planning, reducing new-world spawn delays. Experimentally, this cuts down on about 40% of the overall time and 99% of the queried chunks. The main bottleneck is still highway planning for the remaining chunks.
- Inter-city highway planning now schedules only hubs reached by route and reciprocal-neighbour dependencies across workers, avoiding fixed-area prewarming and synchronous cold hub scans during route selection
- Inter-city highway planning now skips terrain samples that cannot qualify as a hub, reducing work when exploring new areas. Experimentally, this cuts down on about 80% of the world height queries when generating highway hubs.
- Terrain height sampling no longer blocks all world-generation workers on a single lock, so chunks in different areas generate in parallel instead of queueing behind each other
- Chunk planning is now tracked per chunk instead of per dimension, so a chunk that has to plan a large inter-city highway network no longer stalls generation everywhere else in the world
- Inter-city highway planning now reuses the shared city-level cache instead of recalculating terrain heights for every hub it samples
- Inter-city highway hubs and routes are now planned across several threads instead of one, so the first chunk to reach a new part of the network is generated much faster
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