// <summary> Fill columns up with stone to a perlin value </summary>
 private void GenerateStoneLayer()
 {
     for (int i = 0; i < initialWorldSize; i++)
     {
         for (int j = 0; j < initialWorldSize; j++)
         {
             int noiseHeight = noise.getNoise(i - minX, j - minZ, maxY - minY - 2);
             for (int k = 0; k < Mathf.Clamp(noiseHeight, 0, 500); k++)
             {
                 Block b = new Block_Stone(new Vector3(i, k, j));
                 worldBlocks[i, k, j] = b;
             }
         }
     }
 }
    public override void m_break(int amount)
    {
        if (breakable)
        {
            m_hardness -= 1;
            if (m_hardness <= 0)
            {
                Main mainscrpt = GameObject.FindObjectOfType <Main>();
                mainscrpt.wg.worldBlocks[(int)index.x, (int)index.y, (int)index.z] = null; // unlocate yourself from worldblocks
                m_hide();

                Main mainclass = GameObject.FindObjectOfType <Main>();
                mainclass.wg.Draw(mainclass.transform.position);

                // black magic fuckery

                Block instance = new Block_Stone(Vector3.zero);               // get type of child class and make an instance

                InventoryItem_Block item = new InventoryItem_Block(instance); // create a new inventory item of type "block" and set its refference to the type of this class(the derived class type)

                Inventory.AddItem(item);                                      // add dthe inventory item to inventory
            }
        }
    }