Resolves "vegetation" errors and improves performance#8
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Added null checks for map chunk to ensure terrain data exists before generating rivers.
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How would one go about trying this with your changes? I have awful lag spikes and i'm trying to find anything tp help with it |
If you want to try it you can PLEASE NOTE: I cannot guarantee that it would be backwards compatible. Without having tested for this use case, I would be inclined to assume it would not be compatible with existing generation. Use with caution and make a backup if you are planning to upgrade to it on an existing world. I only used it on brand new worlds so just don't think it would work on old worldgen from previous versions. If using it on a new world this won't be a potential problem of course, and I noticed drastically improved generation speeds. |
Please review, I'm new to C# but my personal testing shows this works well. I'm not super proud of it as I used AI and I prefer to learn and do it myself but at this point I just wanted to get my mod-list playable with mods I consider essential. If you want to reject the PR based on that alone I won't hold it against you.
This should make generation a little bit more lazy and rely more on mod data to avoid race conditions and reliance on real time neighbor chunk loading, as a result everything generates a bit quicker and without the vegetation error. Startup time with the mod also feels a LOT faster.
If you want me to make any changes let me know.