for (int y = (int) Math.min(baseHeight
+ noiseHeight.noise(x + chunkX, z + chunkZ, 0.7, 0.6, true)
* terrainHeight
+ noiseJitter.noise(x + chunkX, z + chunkZ, 0.5, 0.5)
* 1.5, WORLD_DEPTH - 1); y > 0; y--) {
double terrainType = noiseType.noise(x + chunkX, y, z + chunkZ, 0.5, 0.5);
Material ground = matTop;
if (Math.abs(terrainType) < random.nextDouble() / 3 && !noDirt) {
ground = matMain;
} else if (deep != 0 || y < waterLevel) {
ground = matMain;