Modified cleaning process to avoid pushing out al chunk checks in one go, which was causing some issues in case we had quite few of those to be done even if it was done async. Now it's done in a queue mannear to just do one after the other to spread out load even when it's done in async.
Fix for expanded range option calculating rage by +1 than it should have had
Fix for overlapping chunks from multiple players in same area being checked multiple times when we have expandedRange option enabled instead of doing it only once per cycle.