So this idea is to put worldgen
as a whole on a separate thread; that is,
all the logic to do with generating a single world, on its own thread separate from the rest of the UI and the game.
To be clear by the way; in general, multithreading Dwarf Fortress for performance reasons is difficult because Tarn would have to separate out game (or worldgen) logic that is all tangled up in other parts, but I'm not saying to try and split up the worldgen logic (which would be hard indeed), just to split worldgen
as a whole from the interface, and rendering is already on a different thread to the rest of the game anyway (so it's not like Tarn hasn't used threading before).
So, with some UI changes/new options, putting worldgen on a thread could have some great benefits:
1a. You could generate multiple worlds at once, so if you tend to be picky about the worlds you like, or even if you want multiple worlds and to keep/use them all; instead of creating 1, and then another after that's done, and another, you could instead do several at a time (depending on how many cores you have). This would apply for both regular and advanced worldgen, and you could generate batches of worlds with the same settings, or worlds with different settings.
2. You could leave the worldgen screen while it's generating, and play in an already generated world as you wait (maybe you could even get a popup notification ingame telling you when a world is finished).
3a. You could possibly more easily pause worldgen than now as the interface could be more responsive.
3b. Currently you can only look around the world map while worldgen is paused, but this would potentially allow you to do that without pausing.
3c. It would facilitate implementing a "baby legends mode" for world gen; Tarn has brought this up in a FoTF reply before (
http://www.bay12forums.com/smf/index.php?topic=169696.msg8148050;topicseen#msg8148050), and with the other benefits of threading above, this definitely seems like the best way to do it (rather than the mentioned alternative of splitting up the worldgen logic to check for inputs more often, which seems like it would also slow down worldgen).