I’ve improved how the plugin schedules chunk generation. Previously, each task started its own timer, causing many timers to run at once and creating high CPU usage.
Now, Chunker only runs a single repeating process that handles multiple chunks per cycle, which lowers the initial CPU load when generating large numbers of chunks(there will still be an initial spike but not for as long). This should prevent the runaway increase in CPU usage when scheduling higher than 16 for `parallelTasksMultiplier`.
Was able to do 16 `parallelTasksMultiplier` for all worlds on a 9800X3D with some headroom left over.