Eliminate ALL cascading worldgen lag, with the following changes:
- Offset structures by minus half their width in x/z (as well as the usual +8), so they can't ever spill out of the 2x2 chunk area being generated (provided they are less than 16 blocks wide, which mine are) - Pass the block placement flags 16 | 2 to Template#addBlocksToWorld instead of just 2, to prevent neighbour updates - Ignore unloaded blocks when removing floating trees (in theory there can't be trees there anyway)
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@@ -62,7 +62,7 @@ public class WorldGenObelisk extends WorldGenSurfaceStructure {
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ITemplateProcessor processor = (w, p, i) -> i.blockState.getBlock() instanceof BlockRunestone ? new Template.BlockInfo(
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i.pos, i.blockState.withProperty(BlockRunestone.ELEMENT, element), i.tileentityData) : i;
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template.addBlocksToWorld(world, origin, processor, settings, 2);
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template.addBlocksToWorld(world, origin, processor, settings, 2 | 16);
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WizardryAntiqueAtlasIntegration.markObelisk(world, origin.getX(), origin.getZ());
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