That's great, thanks very much for the pointers.
I now see that in vanilla the call to the decorator is deferred until IChunkProvider.populate() is called from Chunk.populateChunk() - which very cleverly, only calls the populate() if at least three of the neighbouring chunks are already generated.
public void populateChunk(IChunkProvider par1IChunkProvider, IChunkProvider par2IChunkProvider, int par3, int par4)
{
if (!this.isTerrainPopulated && par1IChunkProvider.chunkExists(par3 + 1, par4 + 1) && par1IChunkProvider.chunkExists(par3, par4 + 1) && par1IChunkProvider.chunkExists(par3 + 1, par4))
{
par1IChunkProvider.populate(par2IChunkProvider, par3, par4);
}
if (par1IChunkProvider.chunkExists(par3 - 1, par4) && !par1IChunkProvider.provideChunk(par3 - 1, par4).isTerrainPopulated && par1IChunkProvider.chunkExists(par3 - 1, par4 + 1) && par1IChunkProvider.chunkExists(par3, par4 + 1) && par1IChunkProvider.chunkExists(par3 - 1, par4 + 1))
{
par1IChunkProvider.populate(par2IChunkProvider, par3 - 1, par4);
}
if (par1IChunkProvider.chunkExists(par3, par4 - 1) && !par1IChunkProvider.provideChunk(par3, par4 - 1).isTerrainPopulated && par1IChunkProvider.chunkExists(par3 + 1, par4 - 1) && par1IChunkProvider.chunkExists(par3 + 1, par4 - 1) && par1IChunkProvider.chunkExists(par3 + 1, par4))
{
par1IChunkProvider.populate(par2IChunkProvider, par3, par4 - 1);
}
if (par1IChunkProvider.chunkExists(par3 - 1, par4 - 1) && !par1IChunkProvider.provideChunk(par3 - 1, par4 - 1).isTerrainPopulated && par1IChunkProvider.chunkExists(par3, par4 - 1) && par1IChunkProvider.chunkExists(par3 - 1, par4))
{
par1IChunkProvider.populate(par2IChunkProvider, par3 - 1, par4 - 1);
}
}
Wow that's smart, I never knew that existed before. Thanks again for prompting me onto the right path for this.