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* feat: Add Mineshaft Generation * fix(structures): remove redundant mineshaft probability gate The MINESHAFTS structure_set already gates generation via its frequency reduction (0.004, LegacyType3) in placement, so the extra 0.01 roll in the generator was double-gating and made mineshafts far too rare. No other Pumpkin structure generator rolls its own probability, so the gate has been removed to match vanilla frequency. * feat(structures): faithful port of vanilla mineshaft generation Rewrites all mineshaft pieces to match vanilla MineshaftPieces (decompiled from server.jar): - Corridor: 3-wide tunnel with fence posts + plank beams every 5 blocks, floor planks below the box at y=-1, cobwebs, rails (with correct NORTH_SOUTH / EAST_WEST shape per corridor axis), cave-spider spawner (spider corridors), chest (1%), wood support pillars - Room: carved dome chamber at Y=50, vanilla dims (8-13 wide) - Crossing: 5x5 with corner pillars, optional two-floored - Stairs: vanilla descending staircase (air-only, no planks) - Assembly: vanilla piece weights (70% corridor / 10% stairs / 20% crossing), depth <= 8, bounds = 80 blocks from start - Liquid check (isInInvalidLocation): aborts pieces in water/lava - Mesa variant: dark oak wood throughout * feat(world): support generated loot minecarts * Minecart Vanila Parity * Rebased And Added Furnace, Hopper, TNT Minecarts * Refactor minecarts and fix off-rail gravity Split minecart variants into focused modules, correct airborne minecart physics, and remove the test-only entity chunk-loading rework. * Fix mineshaft vanilla parity --------- Co-authored-by: Zoltán Virágh <zoltan.viragh@cloudtalk.io>