While those functions appear to be capable of using multiple threads when given an array of chunks to process, it's cumbersome to do so if the tile replacement is being done inside an on_chunk_generated handler. When those functions are called on single chunks, the multithreaded capability of those functions is presumably wasted.
My proposal is to add the following:
- LuaSurface :: request_to_regenerate_entity(entities, chunks)
- LuaSurface :: request_to_regenerate_decorative(decoratives, chunks)