I am curious how the team thinks about world gen (data-driving biomes, dimensions, jigsaw improvements, etc.) in a broader sense.
Are improvements trying to be shipped into betas as quickly as possible or taken slow, and why or why not?
Is the team worried about breaking worlds in preview versions?
(Long term) is world gen working toward full customization? Which parts are being favored in development first?
What have been hurdles in any world gen processes (deciding best practices, long term vs short term, technical hardships)?
How does thinking about bedrock world gen relate and differ from how it’s done on Java?
Sorry for a lot of sub-questions, I’m curious!❤️