Nothing here is a canned level with the lighting changed. A world is a set of parameters, a landform grammar and a list of recipes — and nothing in any of them is a coordinate.
WorldsTwo worlds that are two kinds of place, not one generator in two colour schemes: a coastal village on the grass above a bay, and a single house on a sand island where 99% of the world is water.
GeographyGrammars declare relationships, never positions. "High ground in the inner half, the town a fifth of the world away toward the most open land, the water between them crossed" is true on every seed and different on each one.
ErosionHydraulic erosion in a worker, seeded rather than time-driven, and awaited — the ground is finished before anything is stood on it. Nothing floats and nothing is buried.
InteriorsA floor is cut into rooms — or into a corridor with rooms hung off it, where the building is that kind of building. A kitchen ends up beside the room people eat in because the planner swapped it there, not because a designer did.
AffordanceEvery object is something you can do something with. Sit in the chair, open the cold store on the engine's own door machinery, pick the book up, light the candle — and a position whose verb has nowhere to happen is refused.
The hourRun the clock and a full day passes in four minutes. Lamps are lit when somebody would have reached for one; a hearth burns for as much of the day as its climate asks.
InhabitantsNot an animation system — a walker that consumes affordances. At any hour a person is at a real piece of furniture, in a real room, doing what it affords. Nobody shares a seat.
Zero-byte assetsGeometry travels in the record instead of in a bucket. No GLB to license, no texture packs, no CDN — which is why a furnished town is kilobytes and why it opens on a network that blocks everything.
Undo, all the way downOne undo removes a generated world, an opened world or a client's revision — geography included. There is no state hiding outside the record.