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- Subterrain cells for carve and decoration resolve through a per-chunk sampler with a column height hull instead of per-block engine dispatch - IrisEngine subterrain lookups read the thread frame and runtime once and memoize the dimension gate, removing the per-call disabled-component list scan - Unrouted workers resolve cave biomes through the captured carving snapshot and column cache with subterrain biomes checked first - Captured cave biome lookups bypass the per-voxel hash cache - Internal carve walls come from word-level column masks instead of hashed neighbor puts, painted after cheap solidity and surface checks - Floor and ceiling layers are memoized per column when the biome layers do not depend on the zone height - Zone scanning walks carved runs, the decoration scan memoizes block solidity and reuses the previous block, and waterlogging normalization skips snapshots without hydrology - Boundary walls read own cells straight from the snapshot; the unused snapshot face builder and face accessors are removed