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Fix lag caused when generating augmented worlds with roads (#3614)
- Begin by implementing forceSync to the queue system as we know the chunk will be accessible to edits in some cases (i.e. population). - Also implement custom SideEffectSets to override any decided by the default chunk consumer, as we do NOT want to update neighbours in population (this caused infinite generation to be required causing the lag and server death). We also do not want to enqueue the QueueCoordinator in AugmentedUtils as this would write to the world and update neighbours before we might want to (plus it's just used to restrict and offset the blocks being set) - Then implement disabling any biomes from being saved/set to the queue to prevent augmented worlds having their biomes overridden in roads - Consequently fix ScopedQueueCoordinator, preventing the y value of blocks being set from needlessly being changed, fixing road heights in augmented worlds - Finally we do not need a method with chunkObject in the signature in AugmentedUtils as this is no longer used by the method
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