private List <int> GenerateTileStack(Tile tile) { var height = _noiseGenerator.GetDensity(tile.Center.AsVector(), 1, _settings.HeightLimit, octaves: 3, multiplier: _settings.BaseRadius / 4, persistence: 0.6f); var numChunks = (int)Mathf.Ceil((float)_settings.HeightLimit / _settings.ChunkHeight); return(Enumerable.Range(0, numChunks * _settings.ChunkHeight) .Select((x, i) => i < height ? GreenBlock.BlockId : AirBlock.BlockId) .ToList()); }