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- Clump randoms use a plain-field LCG with the RNG sequence and a step jump - Single-block palettes build footprints from row masks and jump the pick draws - Ellipsoid nodes, row offsets and node sines reuse thread scratch and size tables - Terrain-scoped footprint plans that cannot reach the chunk surface are skipped - Above-terrain plans are skipped when no solid host sits above the surface - Preparation runs as at most four balanced slices with one join per chunk - Placement caches target, bedrock and replaceable checks per block state