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

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@ -167,12 +167,13 @@ the single-chunk path, 98.028% through the production region replay. A featurele
(`cmd/vanillacapture -featureless -blocks-only`, biomes stripped to their carvers) proves the (`cmd/vanillacapture -featureless -blocks-only`, biomes stripped to their carvers) proves the
undecorated pipeline bit-exact against it — density, surface rules, carvers, aquifers, and undecorated pipeline bit-exact against it — density, surface rules, carvers, aquifers, and
noise-router veins match every one of the fixture's cells — so the residual block gap is entirely noise-router veins match every one of the fixture's cells — so the residual block gap is entirely
inside feature replay. Plain-state mismatches that once looked like base-terrain defects are inside feature replay. Monster rooms (stage 3, `world/monster_rooms.go`) now replay between geodes
air-writing features the replay does not cover yet: monster rooms (stage 3) open cave_air pockets, and the ores with vanilla's draw order, so the air pockets ore ellipsoids roll discards against
geodes leave voids, lava lakes fill stage-1 cavities. Vanilla runs those stages before the ores, so exist where the schedule puts them; the fixture's four chunks contain no dungeons, so the measured
ore ellipsoids crossing that pre-existing air roll air-exposure discards our run never sees, which number did not move. The unreplayed air-writing stages are lava lakes (stage 1) and the remaining
is why high-attempt ore drift looks symmetric (extra ≈ missing). The next step toward exact parity structure sets: the fixture carries ruined-portal and mineshaft pieces (obsidian/gold/planks
is replaying the remaining pre-ore stages, monster rooms first. markers), and a cobblestone-and-water pocket in chunk (-1,-1) that no replayed feature explains —
attributing it is the open lead for closing the gap further.
## Testing worldgen ## Testing worldgen

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