Tree generation
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@@ -714,7 +714,7 @@ produce identical terrain. So worldgen scripts must be **deterministic**.
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Each chunk is generated in three passes:
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1. **Terrain.** One terrain generator fills in the ground and water.
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1. **Terrain.** One terrain generator fills in the ground, water and trees.
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2. **Ores.** Every mod's `worldgen/ores.json`, in load order.
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3. **Features.** Every mod's registered features, in load order.
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@@ -724,8 +724,9 @@ the Terralith datapack: continentalness, erosion and weirdness noises feed neste
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height, jaggedness and roughness, a 3D density around that height is sampled on a coarse grid and interpolated, and
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caves are cut out of it. On top of that come Terralith-style shapes: terraced plateaus, shattered hills, river valleys
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and gorges, jagged peaks and rare sky islands. Its biome ids (`biome_at`) are the keys of `BIOMES` in
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`common/worldgen/overworld.ts`, like `bworld:yosemite_cliffs` or `bworld:skylands`. It places no trees or other
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features yet. `deno run -A tools/worldgen_preview.ts [seed]` renders it to PNG files.
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`common/worldgen/overworld.ts`, like `bworld:yosemite_cliffs` or `bworld:skylands`. Trees
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(`common/worldgen/trees.ts`) are spread out like Poisson disk sampling, never closer than 4 blocks, and each biome sets
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how many grow and which kinds. `deno run -A tools/worldgen_preview.ts [seed]` renders it to PNG files.
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### Terrain generators
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