Subsections of the Voxeland terrain that use other methods of generation. One plausible way to achieve this could be through being able to set presets for the generation script and title each one. Then, under a "biomes" list you could load the presets. Voxeland would then use perlin noise or a similar algorithm to specify uneven, random "chunks" which preset to use (eg tundra, pine, desert). Each biome could have a percentage chance of appearing at runtime. A little fiddling with your preset could lend to large, open expanses of ocean terrain, desert dunes, and much more. I think this is a much needed expansion that could triple the value of the asset as a whole.