protected override void loadYPosAndThickness(IMapChunk heremapchunk, int lx, int lz, BlockPos targetPos, double distanceToEdge)
        {
            double curTh = depoitThickness * GameMath.Clamp(distanceToEdge * 2 - 0.2, 0, 1);

            hereThickness = (int)curTh + ((DepositRand.NextDouble() < (curTh - (int)curTh)) ? 1 : 0);

            targetPos.Y = heremapchunk.WorldGenTerrainHeightMap[lz * chunksize + lx] - posyi;
        }
        protected override void loadYPosAndThickness(IMapChunk heremapchunk, int lx, int lz, BlockPos pos, double distanceToEdge)
        {
            double curTh = depoitThickness * GameMath.Clamp(distanceToEdge * 2 - 0.2, 0, 1);

            hereThickness = (int)curTh + ((DepositRand.NextDouble() < (curTh - (int)curTh)) ? 1 : 0);

            int yOff = (int)getDepositYDistort(targetPos, lx, lz, step, heremapchunk);

            pos.Y = posyi + yOff;
        }
        protected override void loadYPosAndThickness(IMapChunk heremapchunk, int lx, int lz, BlockPos pos, double distanceToEdge)
        {
            hereThickness = depoitThickness;

            pos.Y  = (int)(depthf * heremapchunk.WorldGenTerrainHeightMap[lz * chunksize + lx]);
            pos.Y -= (int)getDepositYDistort(pos, lx, lz, step, heremapchunk);

            double curTh = depoitThickness * GameMath.Clamp(distanceToEdge * 2 - 0.2, 0, 1);

            hereThickness = (int)curTh + ((DepositRand.NextDouble() < (curTh - (int)curTh)) ? 1 : 0);
        }