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function OnChunkGenerating(World, ChunkX, ChunkZ, ChunkDesc)
if (LimitWorld == true) then
if not LimitWorldsCuboid[World:GetName()]:IsInside( Vector3i(ChunkX, 128, ChunkZ) ) then
FillBlocks(ChunkDesc)
end
end
end
function FillBlocks(ChunkDesc)
ChunkDesc:FillBlocks(0,0)
ChunkDesc:SetUseDefaultBiomes(false)
ChunkDesc:SetUseDefaultHeight(false)
ChunkDesc:SetUseDefaultComposition(false)
ChunkDesc:SetUseDefaultStructures(false)
ChunkDesc:SetUseDefaultFinish(false)
end
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