import type { WorldgenContext } from "bworld/worldgen"; // runs in chunk workers on the server and every client, which must all generate the same world. // only use chunk.rng and the noise helpers, never Math.random or the time export function setup(gen: WorldgenContext) { // a boulder on one chunk in ten gen.register_feature("example_mod:boulders", (chunk) => { if (chunk.rng.next() > 0.1) { return; } const x = chunk.x * 16 + Math.floor(chunk.rng.next() * 16); const z = chunk.z * 16 + Math.floor(chunk.rng.next() * 16); chunk.set_block(x, chunk.height_at(x, z) + 1, z, "bworld:stone"); }); }