added is_chunk_generated and docs on reset_chunk
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@@ -143,104 +143,4 @@ For the options of `entry`, consult your statistics page, or give it a guess.
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The call will return `null` if the statistics options are incorrect, or player didn't get these in their history.
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If the player encountered the statistic, or game created for him empty one, it will return a number.
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Scarpet will not affect the entries of the statistics, even if it is just creating empty ones. With `null` response
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it could either mean your input is wrong, or statistic has effectively a value of `0`.
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### `plop(pos, what)`
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Plops a structure or a feature at a given `pos`, so block, triple position coordinates or a list of coordinates.
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To `what` gets plopped and exactly where it often depends on the feature or structure itself. For example, all
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structures are chunk aligned, and often span multiple chunks. Repeated calls to plop a structure in the same chunk
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would result either in the same structure generated on top of each other, or with different state, but same position.
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Most structures generate at specific altitudes, which are hardcoded, or with certain blocks around them. API will
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cancel all extra position / biome / random requirements for structure / feature placement, but some hardcoded
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limitations may still cause some of structures/features not to place. Some features require special blocks to be
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present, like coral -> water or ice spikes -> snow block, and for some features, like fossils, placement is all sorts
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of messed up. This can be partially avoided for structures by setting their structure information via `set_structure`,
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which sets it without looking into world blocks, and then use `plop` to fill it with blocks. This may, or may not work.
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All generated structures will retain their properties, like mob spawning, however in many cases the world / dimension
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itself has certain rules to spawn mobs, like plopping a nether fortress in the overworld will not spawn nether mobs,
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because nether mobs can spawn only in the nether, but plopped in the nether - will behave like a valid nether fortress.
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`plop` will not use world random number generator to generate structures and features, but its own. This has a benefit
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that they will generate properly randomly, not the same time every time.
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Structure list:
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* `monument`: Ocean Monument. Generates at fixed Y coordinate, surrounds itself with water.
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* `fortress`: Nether Fortress. Altitude varies, but its bounded by the code.
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* `mansion`: Woodland Mansion
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* `jungle_temple`: Jungle Temple
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* `desert_temple`: Desert Temple. Generates at fixed Y altitude.
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* `end_city`: End City with Shulkers
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* `igloo`: Igloo
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* `shipwreck`: Shipwreck, version1?
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* `shipwreck2`: Shipwreck, version2?
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* `witch_hut`
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* `ocean_ruin`, `ocean_ruin_small`, `ocean_ruin_tall`: Stone variants of ocean ruins.
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* `ocean_ruin_warm`, `ocean_ruin_warm_small`, `ocean_ruin_warm_tall`: Sandstone variants of ocean ruins.
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* `treasure`: A treasure chest. Yes, its a whole structure.
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* `pillager_outpost`: A pillager outpost.
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* `mineshaft`: A mineshaft.
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* `mineshaft_mesa`: A Mesa (Badlands) version of a mineshaft.
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* `village`: Plains, oak village.
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* `village_desert`: Desert, sandstone village.
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* `village_savanna`: Savanna, acacia village.
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* `village_taiga`: Taiga, spruce village.
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* `village_snowy`: Resolute, Canada.
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Feature list:
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* `oak`
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* `oak_beehive`: oak with a hive (1.15+).
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* `oak_large`: oak with branches.
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* `oak_large_beehive`: oak with branches and a beehive (1.15+).
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* `birch`
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* `birch_large`: tall variant of birch tree.
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* `shrub`: low bushes that grow in jungles.
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* `shrub_acacia`: low bush but configured with acacia (1.14 only)
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* `shrub_snowy`: low bush with white blocks (1.14 only)
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* `jungle`: a tree
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* `jungle_large`: 2x2 jungle tree
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* `spruce`
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* `spruce_large`: 2x2 spruce tree
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* `pine`: spruce with minimal leafage (1.15+)
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* `pine_large`: 2x2 spruce with minimal leafage (1.15+)
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* `spruce_matchstick`: see 1.15 pine (1.14 only).
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* `spruce_matchstick_large`: see 1.15 pine_large (1.14 only).
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* `dark_oak`
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* `acacia`
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* `oak_swamp`: oak with more leaves and vines.
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* `well`: desert well
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* `grass`: a few spots of tall grass
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* `grass_jungle`: little bushier grass feature (1.14 only)
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* `lush_grass`: grass with patchy ferns (1.15+)
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* `tall_grass`: 2-high grass patch (1.15+)
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* `fern`: a few random 2-high ferns
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* `cactus`: random cacti
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* `dead_bush`: a few random dead bushi
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* `fossils`: underground fossils, placement little wonky
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* `mushroom_brown`: large brown mushroom.
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* `mushroom_red`: large red mushroom.
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* `ice_spike`: ice spike. Require snow block below to place.
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* `glowstone`: glowstone cluster. Required netherrack above it.
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* `melon`: a patch of melons
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* `melon_pile`: a pile of melons (1.15+)
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* `pumpkin`: a patch of pumpkins
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* `pumpkin_pile`: a pile of pumpkins (1.15+)
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* `sugarcane`
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* `lilypad`
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* `dungeon`: Dungeon. These are hard to place, and fail often.
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* `iceberg`: Iceberg. Generate at sea level.
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* `iceberg_blue`: Blue ice iceberg.
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* `lake`
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* `lava_lake`
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* `end_island`
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* `chorus`: Chorus plant. Require endstone to place.
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* `sea_grass`: a patch of sea grass. Require water.
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* `sea_grass_river`: a variant.
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* `kelp`
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* `coral_tree, coral_mushroom, coral_claw`: various coral types, random color.
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* `coral`: random coral structure. Require water to spawn.
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* `sea_pickle`
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* `boulder`: A rocky, mossy formation from a giant taiga biome. Doesn't update client properly, needs relogging.
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it could either mean your input is wrong, or statistic has effectively a value of `0`.
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