World Generation

Rules of terrain generation:

 * No lower layer can have a higher height than a higher layer
 * CL + DL + ML Must be < WH
 * SR may not be < WH

Surface Generation

 * 1) Points are defined across the world width, points are imaginary lines that generate in intervals of 100 to 150 feet.
 * 2) From left to right, at each point a dot is drawn, this dot drawn can be slightly more or slightly less than the previous dot drawn, depending on the height variation.
 * 3) Curves are generated weaving through the points.
 * 4) The space under the line is filled with the topping block, and the filler block
 * 5) 10 to 50 feet away from every point, there is a ⅔ chance to create an indentation in the ground. Depending on the height varition and the surface range, the indentations can be larger.
 * 6) At each indentation, there is a ⅓ chance that said indentaion would become extended, reaching -50 to 100 blocks past the caves layer.
 * 7) At each point, there can be 3 things, a lake, a tree, or nothing. If a lake is chosen, it will only generate around the point if there is a ditch, or flat area. If it is a tree, it will generate 2 to 10 feet away from the point, and has a ⅔ chance to spawn another tree next to it. And then that tree has another ⅔ chance, and so on. A tree will not generate if the chain was broken.
 * 8) Flower patches have a ⅔ chance of generating inbetween every point. They can spawn 15 to 50 flowers, depending on the width between points.

The Caves Generation

 * 1) Perlin noise will generate stone on the white spaces, and air on the black spaces.
 * 2) The ores Copper, Silver, and Magnetite will spawn.
 * 3) ⅒ of the black areas will be filled with water and then ⅓ of those will be converted to magma.

The Deep Generation

 * 1) Perlin noise will generate grinate on the white spaces, stone on the grey spaces, and air on the black spaces.
 * 2) The ores Copper, Silver, Magnetite, Gold, Nickel, And Cobalt will spawn.
 * 3) ⅕ of the black areas will be filled with water and then ⅓ of those will be converted to magma.'

The Mantle Generation

 * 1) Perlin noise will generate grinate on the white spaces, stone on the grey spaces, and air on the black spaces.
 * 2) The ores Magmastone, and hellstone will spawn.
 * 3) ⅘ of the black areas will be filled with magma.

Biome Generation
Biomes can control there own surface range, surface variation, and more depending on the biome. Some biomes may be almost completely flat, some may have no flowers or trees, and some can only generate next to another.