It's a good hack since it works

@swni
Chunk generation gets a bit more complex because it's async.
Steps I planned were:
1. Generate the ore patch and store it's layout (quite a big table sadly but required due to determinism and stuff

2. Check all the chunks under it plus 1 chunk radius (to move the patch if there is to much water)
3. If all of the chunks are up then place the patch, if not then call gen request for them and add patch to queue.
4. In on_tick check chunks periodically and when all are ready then place the patch.
One of the issues with this is that RSO has a bit of spaghetti in it and is not fully prepared for this. I'm planning a cleanup with new rng's in 0.15 (and hoping I can store them in lua table in global) so with that I'd split properly the gen code from spawning code and have more freedom to add queue.