Table of Contents

Enum EnumWorldGenPass

Namespace
Vintagestory.API.Server
Assembly
VintagestoryAPI.dll

The stages a chunk goes through when being created

public enum EnumWorldGenPass

Fields

Done = 6

Chunk generation complete. This pass is not triggered as an event.

NeighbourSunLightFlood = 4

Requires neighbour chunks. Does the lighting of the chunk. 0 = Snow layer 0.95 = Sunlight flooding into neighbouring chunks

None = 0

Nothing generated yet

PreDone = 5

Requires neighbour chunks. Nothing left to generate, but neighbour chunks might still generate stuff into this chunk 0.1 = Generate creatures

Terrain = 1

Does not require neighbour chunks to exist. Should generates 3d rock terrain mostly. Default generators by execute order: 0 = Basic 3D Terrain (granite+rock) 0.1 = Rock Strata 0.3 = Cave generator 0.4 = Block layers (soil, gravel, sand, ice, tall grass, etc.)

TerrainFeatures = 2

Requires neighbour chunks. Ravines, Lakes, Boulders. Default generators by execute order: 0.1 = Hot springs 0.2 = Deposits (Ores, Peat, Clay, etc.) 0.3 = Worldgen Structures 0.4 = Above sealevel Lakes 0.5 = Worldgen Structures Post Pass

Vegetation = 3

Requires neighbour chunks. Default generators by execute order: 0.2 = Story structures. Creates exclusion zones for the other vegetation passes 0.5 = Block Patches, Shrubs and Trees 0.9 = Rivulets (single block water sources) 0.95 = Sunlight flooding only inside current chunk