Bind the surface rule tree to the world seed
The tree was parsed once, globally, and shared by every world -- so every condition that needs the seed simply did not work. Compiling it per RandomState fixes four of them at once. noise_threshold sampled a per-column random draw and pretended it was "minecraft:surface"; the other six noises it names were unsupported and returned false. Each condition now holds its own seeded noise, sampled once per column into a small cache the way vanilla's LazyXZCondition does. Powder snow, packed ice and ice appear in the dump for the first time; calcite, swamp water windows and gravel patches have their conditions back too. vertical_gradient tapered through a per-column RNG shared with the other rules. Vanilla rolls a positional random at the exact block, from a factory named by the rule. More importantly the anchor decoder read only above_bottom and discarded which kind of anchor it was, so the deepslate rule's absolute 0..8 collapsed onto y=-64 and **no deepslate existed anywhere in the world**. Anchors now carry their kind and resolve against the real height bounds -- which also retires a hardcoded 384 in y_above. Two more stubs land with them: hole is surfaceDepth <= 0 rather than a constant false, and steep reads the neighbouring column heights. steep needs the whole chunk's heightmap, so the column pass is now two passes -- terrain and fluids for all 256 columns, then surface rules -- which is the order vanilla uses anyway (doFill, then buildSurface). Deepslate was also missing from the block-ID table, and an unknown name resolved to 0, which the caller read as "no block" and skipped. So even a correct rule would have placed nothing. Unknown names are now a parse error, deepslate and mud are in the table, and a rule that resolves to air genuinely places air -- the frozen-ocean surface asks for exactly that. Below y=0 is now entirely deepslate, y=1..7 a scatter, above y=8 none.
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@ -32,7 +32,7 @@ const dataVersion26 = 4790
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// first time it ran: chunkAt prefers the store over the generator, so the
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// already-explored area around spawn keeps its old terrain and every later fix
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// looks like it did nothing in exactly the place you are standing.
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const generatorVersion = 4
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const generatorVersion = 5
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// generatorVersionTag is the NBT key holding generatorVersion. It is namespaced
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// because it is ours, not part of the vanilla chunk format.
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