@TheyCallMeDanger is tweaking at code and ran into an optimization, but isn't big on GitHub, at least not yet. So he sent me this optimization suggestion - somebody world related want to try it out and toss it in a PR? 
Danger said:The original: (from FloraProvider.java)
The better way:Java:public void process(GeneratingRegion region) { PlantFacet facet = new PlantFacet(region.getRegion(), region.getBorderForFacet(PlantFacet.class)); SurfaceHeightFacet surface = region.getRegionFacet(SurfaceHeightFacet.class); DensityFacet density = region.getRegionFacet(DensityFacet.class); BiomeFacet biomeFacet = region.getRegionFacet(BiomeFacet.class); int minY = facet.getWorldRegion().minY(); int maxY = facet.getWorldRegion().maxY(); for (int z = facet.getRelativeRegion().minZ(); z <= facet.getRelativeRegion().maxZ(); ++z) { for (int x = facet.getRelativeRegion().minX(); x <= facet.getRelativeRegion().maxX(); ++x) { int height = TeraMath.floorToInt(surface.get(x, z)); if (height >= minY && height < maxY) { CoreBiome biome = biomeFacet.get(x, z); height = height - minY + facet.getRelativeRegion().minY(); if ((biome == CoreBiome.FOREST || biome == CoreBiome.PLAINS) && density.get(x, height, z) > 0 && density.get(x, height + 1, z) <= 0 && noiseTable.noise(x, z) < configuration.density) { facet.set(x, height + 1, z, true); } } } } region.setRegionFacet(PlantFacet.class, facet); }
Pick a random number of trees/flora appropriate to the facet,
then for each tree/plant, pick a random x,z position in the facet,
then place the tree/plant.
The result is many many less iterations through the loop and all the associated calls.
x10 speed improvement, at least.
The original method iterates for each x for each z. For a 16x16 area, this is 256 iterations, vs probably 4 actual trees/plants.
I'm sure there are many other instances in the world generation that do similar things.
In general, instead of iterating through each x and z, iterate through the number of times you actually want to do something
(like place a tree, place lava, place a plant, etc) and generate a random x, z instead.
Even grass should do this, as it will cut CPU down by about 50%.
There may be some edge-effects where facets cross biomes, but they should be minimal and acceptable...