private void ReplaceBiomeBlocks(GeneratorSettings settings, int x, int z, ChunkColumnStorage chunk, Biome[,] biomesIn) { _surfaceNoise.Noise( _surfaceMap, new Vector3(x * 16 + 0.1F, 0, z * 16 + 0.1F), new Vector3(0.0625F, 1.0F, 0.0625F)); for (int x1 = 0; x1 < 16; ++x1) { for (int z1 = 0; z1 < 16; ++z1) { Biome biome = biomesIn[z1, x1]; biome.GenerateBiomeTerrain(settings.SeaLevel, _random, chunk, x, z, x1, z1, (_surfaceMap[x1, 0, z1] - 0.5) * 2); } } }