Enum EnumWorldGenPass
- Namespace
- Vintagestory.API.Server
- Assembly
- VintagestoryAPI.dll
The stages a chunk goes through when being created
public enum EnumWorldGenPass
- Extension Methods
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