Translations:Modding:WorldGen Concept/2/en

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Code modding

Using code modding, it is possible to remove any specific part of world generation from the base game entirely, as well as add new functionality.

World types

There are currently three world types - "standard", "superflat", "empty". World types exist under EnumWorldGenPreset. World type has to be specified when registering event handlers for world generation.

Passes

The chunk column generation event is additionally subdivided into passes. Passes are essentially layers in the generation of a chunk column - first laying down the rock layer in one pass, and doing more general cross-chunk actions in later passes, such as flooding them with light or growing patches of grass. Passes exist under EnumWorldGenPass. The pass has to be specified when registering event handlers for chunk column generation.