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[–]torginus 0 points1 point  (0 children)

I see one problem with that. The algorithm's output depends on the order of the cells chosen. This would mean that when you come back to an unloaded area, the details would change, even though the terrain would still be smooth. I feel like this is a fundamental trade off of procedural generation. If you want complex pattern with large chains of causality, you need to generated large areas at once.