docs: monster rooms replayed; lakes and structure sets named next
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2 changed files with 16 additions and 14 deletions
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CLAUDE.md
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CLAUDE.md
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@ -167,12 +167,13 @@ the single-chunk path, 98.028% through the production region replay. A featurele
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(`cmd/vanillacapture -featureless -blocks-only`, biomes stripped to their carvers) proves the
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undecorated pipeline bit-exact against it — density, surface rules, carvers, aquifers, and
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noise-router veins match every one of the fixture's cells — so the residual block gap is entirely
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inside feature replay. Plain-state mismatches that once looked like base-terrain defects are
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air-writing features the replay does not cover yet: monster rooms (stage 3) open cave_air pockets,
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geodes leave voids, lava lakes fill stage-1 cavities. Vanilla runs those stages before the ores, so
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ore ellipsoids crossing that pre-existing air roll air-exposure discards our run never sees, which
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is why high-attempt ore drift looks symmetric (extra ≈ missing). The next step toward exact parity
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is replaying the remaining pre-ore stages, monster rooms first.
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inside feature replay. Monster rooms (stage 3, `world/monster_rooms.go`) now replay between geodes
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and the ores with vanilla's draw order, so the air pockets ore ellipsoids roll discards against
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exist where the schedule puts them; the fixture's four chunks contain no dungeons, so the measured
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number did not move. The unreplayed air-writing stages are lava lakes (stage 1) and the remaining
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structure sets: the fixture carries ruined-portal and mineshaft pieces (obsidian/gold/planks
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markers), and a cobblestone-and-water pocket in chunk (-1,-1) that no replayed feature explains —
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attributing it is the open lead for closing the gap further.
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## Testing worldgen
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README.md
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README.md
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@ -118,14 +118,15 @@ exposing undecorated chunks.
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The remaining block-parity gap is entirely inside feature replay: a vanilla
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capture with every feature and structure set stripped out matches our
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undecorated pipeline on all 393,216 cells, so density, surface rules, carvers,
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aquifers, and noise-router veins are already bit-exact. What drifts is the
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interaction between stages — vanilla opens air pockets (monster rooms, geode
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voids, lava lakes) before the ores run, and ore ellipsoids crossing that
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pre-existing air roll air-exposure discard rounds our replay never sees, which
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is why high-attempt ore drift looks symmetric. The next worldgen milestone is
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to replay the remaining pre-ore stages, monster rooms first, and raise the
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98.028% block parity toward exact equality while keeping cold batch generation
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within an acceptable latency budget.
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aquifers, and noise-router veins are already bit-exact. Monster rooms now
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replay from their datapack configuration between the geodes and the ores, so
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the air pockets ore ellipsoids roll discards against exist where the schedule
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puts them; the committed fixture happens to contain no dungeons, leaving the
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measured parity at 98.028%. What still does not replay is the stage-1 lake
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schedule and the structure sets — ruined portal and mineshaft pieces are
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visible in the fixture — and those are the next worldgen milestones on the way
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to exact equality while keeping cold batch generation within an acceptable
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latency budget.
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## Project layout
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