Use a lower level biome generation method
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@@ -42,6 +42,7 @@ import net.minecraft.block.BlockState;
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import net.minecraft.util.WeightedList.Entry;
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import net.minecraft.util.math.ChunkPos;
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import net.minecraft.util.palette.UpgradeData;
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import net.minecraft.util.registry.Registry;
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import net.minecraft.world.biome.Biome;
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import net.minecraft.world.biome.BiomeContainer;
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import net.minecraft.world.chunk.ChunkPrimer;
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@@ -259,10 +260,12 @@ public class LodNodeGenWorker implements IWorker
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ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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// override the chunk status so we can run the next generator stage
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chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
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ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
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chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
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// generate fake height data for this LOD
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int seaLevel = serverWorld.getSeaLevel();
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@@ -350,10 +353,16 @@ public class LodNodeGenWorker implements IWorker
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nodeList = lodNodeBuilder.generateLodNodeFromChunk(chunk, new LodBuilderConfig(true, true, false));
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}
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// long startTime = System.currentTimeMillis();
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for(LodQuadTreeNode node : nodeList)
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{
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lodDim.addNode(node);
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}
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// long endTime = System.currentTimeMillis();
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// System.out.println(endTime - startTime);
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}
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@@ -375,7 +384,7 @@ public class LodNodeGenWorker implements IWorker
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ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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// override the chunk status so we can run the next generator stage
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chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
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ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
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ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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@@ -412,7 +421,7 @@ public class LodNodeGenWorker implements IWorker
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ChunkStatus.EMPTY.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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// override the chunk status so we can run the next generator stage
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chunk.setStatus(ChunkStatus.STRUCTURE_REFERENCES);
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ChunkStatus.BIOMES.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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chunkGen.createBiomes(serverWorld.registryAccess().registryOrThrow(Registry.BIOME_REGISTRY), chunk);
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ChunkStatus.NOISE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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ChunkStatus.SURFACE.generate(serverWorld, chunkGen, serverWorld.getStructureManager(), (ServerWorldLightManager) serverWorld.getLightEngine(), null, chunkList);
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