public override void Generate(IWorld world, IGrainFactory grainFactory, ChunkColumnCompactStorage chunk, Biome biome, Random random, BlockWorldPos pos) { BlockChunkPos chunkPos = pos.ToBlockChunkPos(); int x = chunkPos.X; int y = chunkPos.Y; int z = chunkPos.Z; // TODO use block accessor if (chunk[x, y, z].IsAir() && chunk[x, y - 1, z] == BlockStates.GrassBlock()) { var flowerType = biome.GetRandomFlower(random); switch (flowerType) { case PlantsType.Poppy: chunk[x, y, z] = BlockStates.Poppy(); break; case PlantsType.Dandelion: chunk[x, y, z] = BlockStates.Dandelion(); break; } } }