bossbar set generation name [{"text":"","color":"gray"},{"translate":"clearing"},{"text":" · "},{"translate":"layout"},{"text":" · "},{"translate":"rooms"},{"text":" · "},{"translate":"populating","color":"gold","bold":true}]
bossbar set generation value 4

# Items in game 
execute positioned 5 47 6 run function items_py:ingame_items

# Remove spawn holders if run started at floor 1
execute if score new_run state matches 0 at @e[tag=center,tag=spawn,limit=1] positioned ~-22 ~ ~-22 run kill @e[dx=44,dy=28,dz=44,tag=holder]

# Shop
execute as @e[tag=stand] at @s run function generate:2_populate/shop/main

# Traps
execute as @e[type=marker,tag=trap] at @s run function traps:summon_sort
kill @e[type=marker,tag=trap]

# Next state
scoreboard players add generation state 1