>>14347397This is probably better suited to the tech board.
Regardless, I would imagine programming world generation in layers: terrain layer generation w perlin noise, then the cave generation with pertinent worm shit, etc etc. finally concluding by placing structures based on conditions of the lower "layers". This would probably have to be based on a continuous amd infinite noise function too, or something.
Regardless, save/load can be done by storing data of modifications to the chunk, so if the player places a single block at x y z the game would record the chunk data as simply one line x y z : block ID or something.
Note I have no idea how minecraft world generation works. That's just the first thing i would try.