public void BuildChunk()
    {
        TurtleState.Instance.UpdateMinMaxes();
        for (var i = 0; i < MaxItemsPerChunk; i++)
        {
            if (!MiscUtils.RandomBoolWeighted(TurtleState.Instance.ItemSpawningChance.Current))
            {
                continue;
            }
            var row = SpawnRows.RandomElement();

            var junkOrFood = MiscUtils.ChooseBetweenWithWeight(JunkItems, FoodItems, TurtleState.Instance.JunkDistribution.Current);
            var orPoacher  = MiscUtils.ChooseBetweenWithWeight(PoacherItems, junkOrFood, TurtleState.Instance.PoacherChance.Current);
            var item       = orPoacher.RandomElement();
            var position   = new Vector3(UnityEngine.Random.Range(-MaxSpawnWidth / 2f, MaxSpawnWidth / 2f), UnityEngine.Random.Range(0f, MaxSpawnHeight), row.z);
            Instantiate(item, position, Quaternion.identity, transform);
        }
    }