GeneratorRules type
What world.generate takes. Without height and density, the rules add to the land the game's own terrain made.
Fields 13
generatorRules.height: (Field | number)?The y of the surface.
generatorRules.density: Field?Solid where this is above 0, for caves, overhangs and land in the air.
generatorRules.sea: number?Water fills the open air up to this y.
generatorRules.fluid: string?generatorRules.floor: string?The block at y 0; "bedrock" for a land of its own.
generatorRules.biomes: { { [number]: string, when: (Field | number)? } }?{ "desert", when = field }: the first that holds names the column's biome; one with no when is for the rest.
generatorRules.rock: { GroundRule }?The body of the land, under the ground rules.
generatorRules.surface: { GroundRule }?generatorRules.plants: { PlantRule }?generatorRules.things: { ThingGrid }?generatorRules.fluids: { FluidRule }?What fills the caves: needs density or carvers.
generatorRules.carvers: { "caves" | "ravines" }?The game version's own carvers, with the world seed, after the land and before the cave rules: "caves" (every version), "ravines" (b1.8 and later). Needs height or density.
generatorRules.structures: { "mineshaft" | "dungeon" }?The game version's own structures, with spawners and loot: "mineshaft", "dungeon" (1.7 to 1.12). Needs height or density.