Full terrain & ocean control:
Customize sea_level, vertical boundaries (min_y, height_range), and 3D terrain density/noise. Subterranean Layers: Native toggles to disable, shift, or replace Deepslate below Y=0
Biomes & Structures:
Ability to disable Voronoi blending, adjust biome selection weights, and blacklist specific vanilla structures
This opens up new opportunities for the marketplace and players: endless playability and fresh emotions It ensures that every single time a player creates a new world, they get a completely unique landscape. This delivers fresh surprises, discovery, and emotional replay value that static, prebaked maps simply cannot match
All world generation rules are processed directly by the game engine in C++ during chunk creation. This avoids heavy script recalculations, preventing lag and ensuring fast performance across all devices
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