Really specific. 
  
On Topic: Is this an efficient way of doing it? I can't find any other way yet. 
  
 
public class CustomWorldGenerator implements IWorldGenerator {
    @Override
    public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
        Chunk chunk = world.getChunkFromChunkCoords(chunkX, chunkZ);
        Map<ChunkPosition, TileEntity> chunktiles = chunk.chunkTileEntityMap;
        for(Map.Entry<ChunkPosition, TileEntity> map : chunktiles.entrySet()){
            if(map.getValue().blockType.equals(Block.chest)){
                TileEntity tileentity = map.getValue();
                chunk.chunkTileEntityMap.remove(tileentity);
                if(tileentity != null){
                    tileentity.invalidate();
                }
            }
        }
    }
}