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Set biome depth and scale correctly
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@@ -29,8 +29,13 @@ export class NoiseChunkGenerator {
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this.chunkWidth = settings.size_horizontal * 4
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this.chunkHeight = settings.size_vertical * 4
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this.chunkCountY = Math.floor(settings.height / this.chunkHeight)
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this.biomeDepth = depth
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this.biomeScale = scale
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if (settings.amplified && depth > 0) {
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depth = 1 + depth * 2
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scale = 1 + scale * 4
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}
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this.biomeDepth = 0.265625 * (depth * 0.5 - 0.125);
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this.biomeScale = 96.0 / (scale * 0.9 + 0.1);
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this.noiseColumnCache = Array(width).fill(null)
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this.xOffset = xOffset
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@@ -59,8 +64,6 @@ export class NoiseChunkGenerator {
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const data = Array(this.chunkCountY + 1)
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let scaledDepth = 0.265625 * this.biomeDepth
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let scaledScale = 96 / this.biomeScale
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const xzScale = 684.412 * this.settings.sampling.xz_scale
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const yScale = 684.412 * this.settings.sampling.y_scale
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const xzFactor = xzScale / this.settings.sampling.xz_factor
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@@ -71,7 +74,7 @@ export class NoiseChunkGenerator {
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let noise = this.sampleAndClampNoise(x, y, this.mainPerlinNoise.getOctaveNoise(0).zo, xzScale, yScale, xzFactor, yFactor)
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const yOffset = 1 - y * 2 / this.chunkCountY + randomDensity
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const density = yOffset * this.settings.density_factor + this.settings.density_offset
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const falloff = (density + scaledDepth) * scaledScale
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const falloff = (density + this.biomeDepth) * this.biomeScale
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noise += falloff * (falloff > 0 ? 4 : 1)
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if (this.settings.top_slide.size > 0) {
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