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