Basically the plugin will work as the universe does, using "stratum". These can be whatever you like, and are effectively onion layers that represent various levels of abstraction of your game world. World->Zone->City->District->Block->House. In the case of Void Runner: Universe->Sector->Subsector->Star->Planet. The combobulator doesn't actually generate the terrain. Perlin can do that. However, it does play a part in an integral concept: persistence.
To fully understand it, you have to first think about pseudorandom number generators. They are essentially storage devices of large amounts of data to the combobulator. Say you seed a PSRNG, and you get a string of numbers: 2,3,7,1. You will get that string of numbers every single time you use the same seed. However, the numbers can only be taken one at a time. If you take them in the same order, the results in gameplay terms will be the same, every time. So imagine each number in that string as a locker storing data, it's just a number, but with an infinite amount of them, you are literally storing data in the math itself. No storage devices required, which is important, as all known storage devices are finite. This isn't Finiscape. All you need to know is the seed and which number you are looking for! But which number you are looking for can be difficult sometimes, and that's where the combobulator comes in. It properly reseeds the RNG every time you want a number, and you give it a specific ID for what you want, and it will retrieve the same number every time you ask it for that data. To put it simply, it does all of this dirty work for you, keeping your infinite world persistent instead of completely random, assuming you know how to ask for what you want politely. This persistence is extremely important when dealing with something like infinite terrain that can't possibly be stored. Without it your world wouldn't make any sense. It sounds complicated, but it is actually a very simple, small block of code...just a loop at it's base level - however, over the development of Void Runner, I have optimized it's speed, especially with larger numbers, by exponential amounts.
To summarize: Infiniscape will not give you terrain, but rather, a seed for the area you are representing on a theoretical world. If you use this seed in conjunction with perlin - you will get persistent terrain. That seed can also do things like spawn objects, NPCs, even generate entire timelines of events that happen in the game, if used in conjunction with UnixTime. Our weather patterns do this. Here's an example call to Infiniscape: Infiniscape.GetCityBlock(global('WorldSeed'), global('PlayerZoneX'), global('PlayerZoneY'), 1, 2)
Looks complicated, but what this will do is give you a seed representing the block at position 1,2 in the city the player is in, and assuming the WorldSeed never changes, that city block will always be there thanks to the combobulator. An entire world from a number. I'll try to simplify the process as much as possible, but work is a bit hectic right now. It's coming.