I tried to implement waking up the fluid simulators when a chunk is generated, so that generated springs get flowing and seas fill any caves into which they've connected. Unfortunately that doesn't work so easy - in debug, it ate up 2 GiB of RAM within seconds of starting the server up - just loading the initial spawn. In release, it didn't eat up the RAM, but it eats one entire CPU core for the simulator wakup and it generates chunks indefinitely, because each chunk's edge triggers a generation of the neighboring chunk.
Well, I managed to drop the generating, but still even in release it eats up so much CPU that it's useless. I need to find a better way. The good news is that I can drop half of PreSimulator finishgen, because its fluid processing cannot be used.
Well, I managed to drop the generating, but still even in release it eats up so much CPU that it's useless. I need to find a better way. The good news is that I can drop half of PreSimulator finishgen, because its fluid processing cannot be used.