docs: monster rooms replayed; lakes and structure sets named next

This commit is contained in:
Daniar Mannanov 2026-08-26 02:51:15 +03:00
parent 790d7e3144
commit f162698302
2 changed files with 16 additions and 14 deletions

View file

@ -118,14 +118,15 @@ exposing undecorated chunks.
The remaining block-parity gap is entirely inside feature replay: a vanilla
capture with every feature and structure set stripped out matches our
undecorated pipeline on all 393,216 cells, so density, surface rules, carvers,
aquifers, and noise-router veins are already bit-exact. What drifts is the
interaction between stages — vanilla opens air pockets (monster rooms, geode
voids, lava lakes) before the ores run, and ore ellipsoids crossing that
pre-existing air roll air-exposure discard rounds our replay never sees, which
is why high-attempt ore drift looks symmetric. The next worldgen milestone is
to replay the remaining pre-ore stages, monster rooms first, and raise the
98.028% block parity toward exact equality while keeping cold batch generation
within an acceptable latency budget.
aquifers, and noise-router veins are already bit-exact. Monster rooms now
replay from their datapack configuration between the geodes and the ores, so
the air pockets ore ellipsoids roll discards against exist where the schedule
puts them; the committed fixture happens to contain no dungeons, leaving the
measured parity at 98.028%. What still does not replay is the stage-1 lake
schedule and the structure sets — ruined portal and mineshaft pieces are
visible in the fixture — and those are the next worldgen milestones on the way
to exact equality while keeping cold batch generation within an acceptable
latency budget.
## Project layout