qc_worldgen
World generation: generators, terrain, structures, villages, the showcase world. More...
Namespaces
Ground of a village over water (decision E-407), from the terrain noise alone like the rest of a village plan: pieces and boardwalks lie at one floor height above the water surface, wherever the ground lies between the floor and a few blocks below the water surface, with posts every few cells down to the bottom, and stairs lead from a boardwalk's end down to dry land | |
Biome of a climate point (decisions E-014, E-821, E-824): inverse-square weights of the distance in climate space, less each biome's spread, gated for rare biomes by the rarity map | |
Walkway of a piece with a water rule (decision E-404, QcVillageJetty), from the terrain noise alone like the rest of a village plan: from the end of a road straight on to the first water within reach, on the ground down to the shore and a few blocks out over the water just above it, with posts under its edges | |
Helpers for searching places region by region (decision E-911) | |
Every armour set of the registry on an armour stand (decision E-238), mod sets included, weakest first; each stand stands on a podium facing the visitors, with the set's name and armour points, and holds a bow, a pickaxe or a sword in turn (held items, decision E-831) | |
Podiums of one block category (decision E-220): every state of every block of the category on a podium of its own, with a label naming the block and the state | |
Sorts the blocks of the registry into the showcase categories (decision E-220): every visible block goes to the first category whose match holds, else to the last category | |
A glass enclosure for every creature of the registry, side by side (decision E-220): sized to the creature, roofed (with the podium's block for creatures that burn in daylight, decision E-426), with walls for hostile ones thicker than their reach (attackRange) beyond the glass, and a label | |
Every item of the registry, one of each, in a row of chests (decision E-220); each chest has a label with the range of items it holds | |
Village station of the showcase (decision E-490), east of the rows of the village area: a bed growthGap blocks beyond the first row, which that row's village grows to hold, and gap blocks beyond the rows a settlement within one chunk: three beds and a composter, a ripe wheat field within reach of the composter, a chest of bread to throw, two homeless villagers that move in, and a short rail with a minecart to carry one away | |
Every tree and column feature of the registry, grown as the world generator grows it, and in front of each the saplings that grow into it, planted and growing (decision E-220) | |
Every village style of the registry (decision E-403), mod styles included: one row per style with its well, its lamp post and each of its buildings once, doors to a road in front, each labelled with its title and style | |
Turns block states with a structure (decision E-219): turns quarter turns clockwise seen from above (north becomes east) | |
Small interpolation helpers of the terrain generator, inline so they stay in the hot loops | |
Block layout of tree and column features, shared by world generation and growing saplings so that grown trees look like generated ones | |
Fields of a village (decision E-406): the crop cells of a piece (blocks with crop) are planted from the style's crops, one crop per row (a run of crop cells along x in one layer), each cell ripe with ripeChance and otherwise at a random earlier stage | |
Forecourt of a piece beside a diagonal road (decision E-408, E-419): its footprint behind its front row, and the side road cells from its doors straight out to the road | |
Road surfaces of a village (decision E-406): one surface per rank chosen from the style, and slabs where a road steps up by one block, so terraced ground reads as a stair | |
World types a world can be created with; world.json names the type and its options (decisions E-221, E-223) | |
Generator values a world option may set (decision E-917): one row each, with what it reads from the content as the default and how it writes a world's value into that world's copy of the content | |
Values of the world generation options of one world (decision E-917): world.json keeps them as {"<option>": number or true/false} in "generator"/"worldOptions", written in full when the world is created, so that later changes of the content's defaults do not change it |
Classes
A top-down map of a terrain world (decision E-921): biome, height and water of one column per cell, each exactly the column QcTerrainGenerator::column() computes at the cell's north-west corner (the same call that decides the biomes of the game), without generating chunks | |
Square of columns a map shows: radius blocks around the centre, one cell per blocksPerCell blocks | |
What the map shows of one column | |
End of a boardwalk: its last cell, its direction and its odd width | |
Connected cave systems: spaghetti tunnels of varying width and caverns with pillars, evaluated on a coarse lattice and interpolated | |
What a world generator puts into the block entities of a chunk it made (decision E-520): the loot of its chests, the creature kinds of its spawners (dungeons, mine shafts, the showcase's dungeon station) and its minecarts | |
A minecart standing on the rail at at (mine shafts, decision E-570), placed from item; a container cart is filled from the loot table, if any | |
A chest block to fill with loot | |
Builds the coastal towers of the terrain generator into its chunks (decision E-605): each chunk writes its own cells of the tower of every region it overlaps (a tower stays inside its region; QcCoastalTowerPlanner, plans cached by region), in any order with the same result | |
One coastal tower as the terrain generator builds it (decision E-605): a pure function of the seed, the region and the content, planned from the terrain noise alone (never from generated chunks), so every chunk writes its own cells of it and a tower spanning chunks comes out the same in any generation order (QcCoastalTowerGenerator::build) | |
Plans the coastal tower of a region (decision E-605) from the seed and the terrain noise: whether the region has one (chance), which structure by weight, and a site on land at the coast | |
Soft edges of cold biomes (decision E-858): whether the top water layer of a column freezes, by its temperature plus a noise (a ragged ice edge with single floes beyond it; rivers only further into the cold), and the jittered offset of the column whose biome gives a column its ground blocks, so grass, gravel and snow mix over a few blocks at a biome border | |
Of the column whose biome lends a column its ground blocks | |
Arms of a river delta (decision E-850): a network that branches from the river at the fan's apex two or three levels deep towards the sea, with a few side arms that leave an arm and join it again around an island | |
Where the river deltas lie (decision E-850): from a point on a river, down the river to where it meets the coast (its mouth) and up the river to the apex of the fan, and whether that mouth gets a delta at all (a wide river through flat land straight into the open sea, and the chance) | |
Builds the dungeons of the terrain generator into its chunks (decision E-522): each chunk writes its own cells of every dungeon whose plan touches it (QcDungeonPlanner, plans cached by region), in any order with the same result | |
One dungeon as the terrain generator builds it (decision E-522): a pure function of the seed, the region and the content, planned from the terrain noise alone (never from generated chunks), so every chunk writes its own cells of it and a dungeon spanning chunks comes out the same in any generation order (QcDungeonGenerator::build) | |
Plans the dungeon of a region (decision E-522) from the seed and the terrain noise: whether the region has one (chance), a place for its room deep below the ground where caves take little of it, the spawner's kind by weight, the chests against the walls, and the corridors to caves within reach (one per side at most, straight or with one bend, the shortest first, at most corridors), with their lining and lights | |
Blocks a plan places, resolved once; chests and lights by the side they face or hang on (north, east, south, west) | |
World generator of the flat world type (decision E-223): the same layers everywhere, from a preset like "bedrock,59*stone,3*dirt,grass_block" (bottom up, n* repeats a layer, names without a namespace are the base game's) | |
Giant trees on a 2×2 trunk (decision E-822): each cell of QcTerrainDefinitions::giantCell blocks (aligned with the chunks) holds at most one, with the chance of the biome at a random spot in it, on dry, level ground the tree may stand on and that no cave opened | |
One giant tree: where it stands and which feature it is | |
A zone of a placed structure whose guardians come back by themselves (decision E-591): the desert temple's cellar and its sand golem | |
Where and how to lay a walkway (lay()) | |
What a search for places gives (decision E-911): the place found, if any, and how far the search looked: every region within searched blocks was asked | |
A place /locate finds that is not a placed structure (decision E-911): the central room of a mine shaft, the room of a dungeon, the door of a coastal tower; for a mine shaft also where its way up comes out on the ground | |
Ways into a mine shaft besides its corridors (decision E-570): rooms from structures with a "mineshaft" weight at dead ends (turned so their door faces the corridor), and the surface entrance: a ladder shaft from a corner of the central room up through the ground, lined with planks where it passes something open, under a headframe of posts and a plank roof, or an inclined tunnel (QcMineshaftIncline, decision E-895), the kind drawn by entranceKinds | |
Blocks a mine shaft places (decision E-570), resolved once from QcMineshaftSettings, and which block states the builder treats as open (where a floor gets planks and a pillar goes on down) or liquid | |
Result of QcMineshaftBlocks::resolve(): the blocks, or none when a block is unknown, and the warnings | |
Writes the cells of a mine shaft that lie in one chunk (decision E-570), the same in any order of the chunks: reads only the chunk's own blocks before the mine shaft | |
Furnishes the corridors of a laid out mine shaft (decision E-570): spawners in the middle of corridors without rails, against a wall off any support (a spawner in the middle lane beside a support would close the corridor: the beam leaves no room to jump onto it), thick with cobwebs around; rails along other corridors, some with a chest minecart; supports (posts and a beam) and, under bridges, their pillars; lights on the beams away from every spawn area; cobwebs in the upper corners and a few lower down | |
What the details add to a laid out plan (QcMineshaftPlan blocks, spawners, carts, pillars) | |
Where the lattice of a mine shaft lies in the world (decision E-570), and the shapes of its nodes and corridors there: lattice points spacing blocks apart around the central room, levels levelSpacing blocks apart downwards | |
Builds the mine shafts of the terrain generator into its chunks (decision E-570): each chunk writes its own cells of the mine shaft of every region it overlaps (a mine shaft stays inside its region; QcMineshaftPlanner, plans cached by region, QcMineshaftBuilder), in any order with the same result | |
An inclined tunnel from the top level of a mine shaft up to the ground (decision E-895), the second kind of surface entrance besides the ladder shaft (QcMineshaftAccess): three cells wide and four high like a staircase between levels, it leaves the middle of a free side of the central room or of a dead end of the top level one step up and rises one block per cell until the ground in front of it lies below its next step (the mouth) | |
Where a tunnel leaves: a node of the top level (index into the plan's nodes) and its side (north, east, south, west) | |
Lattice graph of a mine shaft (decision E-570), before any block: points (x, z) of a square lattice on levels (0 the top), nodes at some of them, corridors between neighbouring nodes of a level (grown in straight runs of up to maxRun steps, decision E-889) and staircases from a node to the neighbouring lattice point one level lower | |
A corridor or staircase between two nodes | |
A level's element on a lattice point or edge: its level and whether it is a bridge | |
Whether an element may be made, and whether it bridges a cave | |
One mine shaft as the terrain generator builds it (decision E-570): a pure function of the seed, the region and the content, planned from the terrain noise alone (never from generated chunks), so every chunk writes its own cells of it and a mine shaft spanning chunks comes out the same in any generation order (QcMineshaftBuilder) | |
A straight corridor three cells wide from node from to node to: length cells from start (feet, middle lane) along (dx, dz), each rise higher than the one before: 0 on a level, -1 for a staircase down to the next level (four cells high, so one can jump up) | |
Way up to the surface (QcMineshaftAccess): a ladder shaft from the central room through the ground under a headframe, or an inclined tunnel from a side of the central room or of a dead end of the top level up to the ground (decision E-895) | |
A crossing, corner or dead end of a level, or the central room (node 0): an open box of (2 half + 1)^2 cells, height high above its floor | |
A room from a structure (QcMineshaftSettings rooms) at the dead end node | |
A spawner with its spawn area (inclusive corners) | |
Plans the mine shaft of a region (decision E-570) from the seed and the terrain noise: whether the region has one (chance), how many levels, a place for the central room deep enough with a solid floor, the lattice network grown level by level (QcMineshaftNetwork, judged by QcMineshaftSite), laid out as nodes and corridors (QcMineshaftFrame), then rooms from structures and the surface entrance (QcMineshaftAccess) and the corridors' details (QcMineshaftDetails) | |
What the terrain of one region allows a mine shaft (decision E-570), from the terrain noise alone (columns and caves, never generated chunks) and the dungeons planned nearby: a node, corridor or room fits where enough ground lies above it and no dungeon is in the way; its floor bridges a cave where the noise says it is open, and then every pillar it needs reaches solid ground within maxPillar blocks | |
Seeded gradient noise (improved Perlin) in 2D and 3D with fractal sums | |
Buildings of a village (decision E-403, E-404, E-419): the centre piece facing the main road, the kinds with rules where their rules hold (a kind with a water rule beside a road end with its jetty), pieces of the style by weight on both sides of the roads facing them (beside diagonal roads with a forecourt to the road), their doorsteps, and lamps along the roads | |
A village blueprint with its variation resolved (decision E-404): the structure as it is, each choice's options as palette overrides and creature swaps, and the optional parts | |
Option taken of every choice and whether each part is built | |
Liquid pools sunk into cave floors | |
Deltas of the rivers (decision E-850): where a wide river runs through flat land into the sea, it spreads into a fan of arms between low islands of sand and mud, with ponds on them and shallow banks reaching out under the sea | |
A column that may lie in the fan of a delta, before its delta is known (that costs readings of the continent, the climate and the river, remembered per cell): its continent value and how much of a delta the band along the coasts allows (0..1) | |
Column's own ground before the delta: its height and whether a river put water there (the delta never fills a river's channel, so the river always reaches its arms) | |
Delta at a column: how much of it there is (0..1, blended over the fan's edges), how much of that is the delta proper (its land and arms, not the banks sunk under the sea further out; the delta's biome where it outweighs the rest) and the height of the ground (unrounded, the first air above it) blended from the column's own: the arms down to a few blocks under the sea level, the islands just above it, under the sea further out | |
Rivers of the terrain (decision E-840): winding channels along the zero line of their own noise field, bent a second time so they meander | |
Where a column lies across the river near it (decision E-850), from the river noise here at the column: its signed distance from the middle line in blocks (the noise over its slope; the side the noise is positive on counts positive), the unit direction across the river (the noise's gradient in real coordinates, the meander included) and how wide the river runs there (0..1, its share between the narrowest and the widest river, before gorges or dry land narrow it) | |
A column of land height height carved by the river near it: the new height (unrounded), whether the river put water there (not the sea or a lake it runs into), whether it is a bank (dry, low, right beside the water) and the river asked | |
Terrain's maps that the river pieces (QcRiverPieces) and deltas (QcDeltaSites) read (QcTerrainGenerator) | |
River near one column | |
Whether a river leads anywhere (decision E-851): the middle line of a river is followed both ways from a point on it until it reaches the sea, runs dry (a desert, the fading ring of a small hill of the noise) or comes back round to the point | |
One walk along a middle line | |
Lays one road of a village (decision E-408, E-419): its runs in eight directions, bending where its street plan says and winding with the terrain, crossing rivers on bridges (decision E-841), cut short at other water, steep steps, pieces and the village's radius, recorded cell by cell in the draft; over water the boardwalk's stairs down to land at its end | |
A road to lay: from (x, z) length cells in direction (an index into QcVillageDraft::directions), turning by bends (distance along it, eighths of a turn; positive clockwise), winding with the terrain, cut short at water, steep steps, pieces and the radius | |
Street plan of a village (decision E-408, E-419): the style's layout by weight with its main direction and winding, then its roads (cross, street, T, L, plaza with a ring, tree) from the centre or the ring, and the side roads off them, laid by QcRoadLayer | |
One area of the showcase: a structure (local y 0 is the ground layer) and where it goes | |
Where an area of the showcase lies, for tests and the tour | |
What every area of the showcase world is built from: the content, the settings and the blocks they name, resolved once (decision E-220) | |
World generator of the showcase world (generator type "showcase", decisions E-220 and E-221): flat ground and the structures of a QcShowcasePlan, labels by chunk and the one-time setup (noon that stands still, no creatures spawning by themselves, the creatures and contents of the areas) | |
Finished layout of the showcase world (decision E-220): the flat ground, every structure placement with an index by chunk, the labels by chunk, the one-time setup and the tour | |
Lays out the showcase world from the content (decision E-220), the same for every seed: north of the spawn the demos from structure data, the trees, the creatures, a podium area per block category and the items, in rows from west to east; each area gets a title and a lookout in front of its south west corner, which is also a tour stop | |
Where the station lies in the village area (local coordinates) | |
A fixed camera position of the screenshot tour through the showcase world: the player stands on top of the column (x, z) and looks along yaw and pitch (degrees, QcCamera conventions) | |
Footprint of a placed structure over the whole height of the world in which the natural monster spawns bring forth only its kinds (decision E-871, the spawn overrides of the original game's structures: the witch hut and its witches) | |
A structure whose palette is resolved to block states (decision E-219): read from a definition (structures/*.json) or assembled in code (the showcase's podium areas) | |
One copy of a structure in the world (decision E-219): the structure's north west bottom corner goes to origin after turns quarter turns clockwise seen from above, block states turn along (QcStateRotation) | |
What the placed structures near a place bring forth by themselves (QcWorldGenerator::structureSitesNear): their guardian zones (decision E-591) and their spawn areas (decision E-871) | |
Ground around a structure on the surface blended to its floor (decision E-889, the rule's blend): within blend blocks of the footprint the ground may move from the terrain towards the floor by slope blocks per block inward from the blend's outer end, like the wetland of a village (decision E-660), so the ground right beside the walls lies level with the floor wherever the terrain rises less than the freedom there, and returns to the terrain without a cliff | |
Lakes of liquid on the surface of dry land: the pools with surface (lava lakes, decision E-856), like the reference game since 1.18 | |
One ellipse of a basin: its centre (world), half axes and the liquid's depth at the centre | |
One planned lake: its pool, chunk, liquid level, basin and footprint | |
Plans where the structures with a surface rule stand (decision E-590), one region of one kind at a time, from the seed, the structure's name and the terrain noise alone (columns, never generated chunks), like the villages: whether the region has a copy (chance), then the first of attempts places (a centre and a turn per attempt) whose footprint and blended ground (decision E-889) lie wholly inside the region, on land above the sea in one of the rule's biomes at its middle and along its edges, with its ground varying by at most maxSlope and its floor on the lowest ground, the ground right beside its walls levelled by the blend, and clear of what occupied reports (villages, other kinds) | |
A kind of surface structure: a structure with a surface rule, resolved | |
Structures the terrain generator places by itself on the surface (decision E-590, the desert temple): each kind plans its regions once (QcSurfacePlanner, plans cached), a copy lies wholly in its region, so a chunk asks only the one region of each kind it lies in | |
A column whose ground the blend moves: its new top block | |
Cache key of a kind's region (decision E-883): the kind and both region coordinates in full, 32 bits each, so no two regions of the world share a key however far out they lie | |
Climate maps of the terrain (decisions E-014, E-101, E-821): temperature, humidity, ruggedness and rarity of a column, read at coordinates bent a second time on a smaller scale so biome borders fray into lobes and tongues | |
Climate point of a column: temperature, humidity and ruggedness in [0, 1], and the rarity (decision E-821), 0 outside the spots of the rarity map and everywhere without withRarity | |
Shape and biome of one terrain column, before caves and features | |
Columns of a chunk and a margin around it, computed once per chunk, with their slopes | |
Registry's terrain, biome, feature, ore and pool definitions resolved to block ids for the terrain generator | |
A biome with its blocks resolved: its climate point, the shape of its land, its ground blocks, its river and delta biomes and what grows in it | |
Freezing by temperature and mixed ground at biome borders (decision E-858) | |
A feature (tree, column, plant or pool) with its blocks resolved; the scattered plants of a biome's vegetation layers are features too | |
An ore with its blocks resolved: veins grown inside each chunk | |
A pool of liquid with its blocks resolved: sunk into a cave floor (QcPoolPlacer), or a lake on the surface (QcSurfaceLakes) | |
Patches of one vegetation layer of a biome (decision E-814) | |
Data-driven terrain: continents and oceans, biomes chosen by a climate map (temperature, humidity, ruggedness and rarity, with bent borders), rolling hills, ridged mountain ranges, terraces and rocky cliffs, winding rivers down to the sea level, connected cave tunnels and caverns, ore veins, liquid pools sunk into cave floors and features (trees, cacti, plants in patches) | |
Ground blocks of a terrain column from its ground biome (decision E-858): the surface block (under water the bed with its patches, river banks, the land of deltas, beaches, snow above the snow line, rock on steep slopes) and the soil below it | |
Small rolling-hills terrain with water below the sea level, a cheap, predictable world for tests | |
Blocks of one tree while QcTreeShape builds it: passes them on, and for trees with vines remembers what the tree occupies and which of its blocks vines may hang on, so vines go only to free sides | |
How the corners of a square layer of leaves are thinned: each left out with dropChance | |
Shape of one feature with its blocks resolved, as paramsOf() reads it from a feature definition | |
Patches of one plant kind out of a biome's vegetation layer (decision E-814), as the reference's flower patches: each cell of QcVegetationPatches::patchCell blocks (aligned with the chunks) holds a patch per layer with the chance of the biome at a random centre in it; the patch tries tries columns around its centre, at most radius blocks away on each axis (more of them near the centre), and plants its one kind, chosen by weight, on every free column of that biome where the plant may stand | |
One patch: where it lies, its biome and layer, and the plant it plants | |
Block states a village counts (decision E-403): bed heads (blocks with bed, part head), workstations (QcVillageSettings::workstations, every state of the block) and the meeting point block (QcVillageSettings::bell) | |
Village of one region while it is planned (decision E-419): the plan under way with the footprints of its pieces and roads, its road cells and its three draw sequences | |
Style and centre column (x, z) of the region's village | |
Street plan of the style chosen by weight (shape), the direction its main road leaves the centre in (mainDirection, an index into directions) and whether its roads wind (winding) | |
Region (x, z in regions), its edge (spacing) and the village's radius in blocks | |
Level of a road's middle line: its top block (y), and whether it runs on a bridge there (bridge; its top block the deck over a river, decision E-841) | |
Seeds of the draw sequences: layout for the layout, variant for the variation of the buildings (so the layout does not depend on how many choices and parts the blueprints have) and crop for the crops of the fields | |
Over water: the stairs from a boardwalk's end down to land (flight), their extent and the strip beyond them the wetland keeps dry | |
Villages of a terrain world (decision E-403): plans each region's village once (cached, shared by the generation threads and the server thread, decision E-416) and writes the part of it that lies in a chunk | |
One village as the world generator builds it (decision E-403): a pure function of the seed, the region and the content, computed from the terrain noise alone (never from generated chunks), so every chunk writes its own columns of it and a village spanning chunks comes out the same in any generation order (QcVillageGenerator::build) | |
One cell of a jetty's walkway (decision E-404) or of a boardwalk (decision E-407): block at at, the two cells above it cleared, and with a post (post not air) filling the column below it down to the ground | |
A creature of a piece (an animal pen's pair) in world coordinates; the server spawns it, persistent, when its chunk is seen for the first time | |
A straight run of a road's middle line (decision E-408): length cells from (x, z) in direction (dx, dz), one of eight (diagonals are staircases), branch for a side road | |
Village plans of the regions planned last (decision E-416), shared by the generation threads and the server thread | |
Lays out the village of one region (decision E-403) from the seed and the terrain noise: a chance per region, a centre on flat land of a biome with villages, roads after one of the style's street plans (decision E-408: cross, street, T, L, plaza, tree; roads stop at water and steep steps and may wind with the terrain) with side roads, pieces of the biome's style on both sides of the roads facing them, lamps along stretches without houses | |
One spot of a piece the village state lists (decision E-403): a bed (its head) or a workstation, in the piece's local cells | |
A style resolved against the registry: its pieces as structures with the style's palette applied | |
One blueprint of a kind of building, with its variation (decision E-404) | |
A bridge carries a road of a style on land over a river (decision E-841): the deck one block above the water (deck) and the posts under it (post), oak planks and logs through the style's palette; air: no bridges | |
A crop of the fields (QcVillageStyleDefinition::crops): its states in the order of its stages, the last ripe (stages), and its relative chance among the style's crops (weight) | |
A kind of building (QcVillagePiece) with its blueprints and rules | |
A road surface (QcVillageRoad): block goes into the ground's top block, step is the slab where the road steps up a block (air: none), weight the relative chance among the surfaces of its rank | |
Posts and stairs of a style over water (QcVillageStilts, decision E-407) | |
Ground a style over water shapes (QcVillageWetland); bottom air: none | |
Village styles of the content (decision E-403), resolved once per world generator: which style a biome builds in, with every piece's structure, palette swaps, beds and workstations | |
Beds and workstations of a structure (spots), and its meeting point block (the bell) if it has one | |
World generator of the void world type (decision E-223): air everywhere except a square platform around the spawn (worldgen/void.json: block, radius, height; radius 0 leaves it out), so that measurements see only what a scenario builds | |
A resolved structure picked by weight among others (decision E-975): mineshaft rooms and coastal towers | |
Surface of a wetland (decision E-661): irregular pools of water where a seeded noise lies below the quantile of the style's water share, the deepest part of them a block deeper, a band of the bottom block (mud) around them, grass between | |
Ground a village over water shapes around itself (decision E-407, E-660, QcVillagePlan::Wetland): within the wetland's margin of its pieces and boardwalks, frayed by noise, the ground lies at the water surface, deep water filled up to it, with pools, mud and grass on it (QcWetlandPattern, decision E-661) | |
A shaped column: the height of its top block (top) and what covers it (cover) | |
Produces the unmodified terrain of a chunk from the world seed | |
One generator value a world option may set | |
Result of apply: the content to generate and serve the world with, and what was ignored | |
A usable option of the content: its definition, its target and its default | |
What a world generator puts into a new world once, when the world is created (decision E-221): the world's rules and what its structures bring along, in world coordinates: creatures, contents of chests and machines, minecarts, boats, block updates to run (liquids flow, sand falls) and saplings that grow |
Detailed Description
Uses qc_common.