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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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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