Moved the generator defaults to ComposableGenerator.
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@@ -413,13 +413,15 @@ protected:
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return;
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}
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case biInvalidBiome:
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case biHell:
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case biSky:
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case biNether:
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case biEnd:
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case biNumBiomes:
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case biVariant:
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case biNumVariantBiomes:
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{
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ASSERT(!"Unhandled biome");
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// This generator is not supposed to be used for these biomes, but it has to produce *something*
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// so let's produce stone:
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FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patStone.Get(), a_ShapeColumn);
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return;
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}
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} // switch (Biome)
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