Board Thread:Bug Reports/@comment-27516710-20160821232722/@comment-25101089-20160822015600

Obsidianman wrote: Hands down without a doubt version #3 is the clear winner in terms of speed. It was really hard to discern a difference between #1 and #2, but, I did notice through some world edit of a town that finally generated that there's close to 27,000 slabs, stairs, and wall blocks in a typical town. I know that overuse of carpenter's blocks can cause lag - maybe it's a combination of all the blocks with transparent faces?

I deleted all the region files in my test world and randomly teleported somewhere and came upon this:

That's got to be a nightmare for world generation no matter what the issue is here.

Also I know that towns, villages, and pyramids generate with their centers on multiples of 8. Any possibility this plays into the problem? Alright, thanks a lot for testing! I guess I'll have to experiment with seeing what other aspects of the village generation slow the game down.

About the Carpenter's Blocks: I think those blocks are "tile entities", which means that each individual block has its own additional data and has to be stored and saved in a separate list, like mobs and NPCs etc. This is what makes them lag, not their transparency. (It's the same as how you get lag from having lots and lots of chests, signs, pistons, furnaces, and so on.)

The reason for the multiples of 8 is just that the centre of a chunk will be positioned at a multiple of 8, being a number of the form (N x 16) + 8, and generation is easier that way.