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Blockilization: the widest maps build (the large Earth waited at 0% for good) - #36
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…or good) The server loads the world 12 chunks round its people at most, and the build waited for every column across the map to load with everyone at its middle. The large Earth reaches 14 chunks from its middle (the huge 17), so its far edges never loaded and Shaping the world sat at 0%. The build now takes its people to the map's far parts in turn, which stay loaded once made, then back to the middle. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Requested by Patrick
What this is
A fix. Before: a game on the large or huge Earth map sat at "Shaping the world… 0%" forever. After: every map type and size builds and the game begins, the large and huge Earth included.
The server only loads the world within 12 chunks of the people in a room (the most a screen asks for), and the build waited for every column across the map to load while everyone stood at its middle. The large Earth reaches 14 chunks from its middle and the huge 17, so their edges never loaded.
How: while gathering the map, the build takes its people to the first part of the map that isn't loaded yet, in turn, until all of it is (columns stay loaded once made, up to 4096), then back to the middle. The new
tests/headless/blockilization-build.tsbuilds the large and huge Earth with a room's load settings; it fails without the fix and passes with it.Screenshot or clip
Nothing new to see: the large Earth now gets past "Shaping the world".
Checklist
tsc --noEmit); CI runs the full build@platform/@platform/client(no new imports)🤖 Generated with Claude Code