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Currently i have my own custom demension and everything works fine(portal, etc..). I wan't to make custom world generation not like surface, etc.. So i need explain how that works?

    public void generateNetherTerrain(int x, int y, byte[] par3ArrayOfByte)
    {
        byte var4 = 4;
        byte var5 = 32;
        int var6 = var4 + 1;
        byte var7 = 17;
        int var8 = var4 + 1;
        this.noiseField = this.initializeNoiseField(this.noiseField, x * var4, 0, y * var4, var6, var7, var8);

        for (int var9 = 0; var9 < var4; ++var9)
        {
            for (int var10 = 0; var10 < var4; ++var10)
            {
                for (int var11 = 0; var11 < 16; ++var11)
                {
                    double var12 = 0.125D;
                    double var14 = this.noiseField[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 0];
                    double var16 = this.noiseField[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 0];
                    double var18 = this.noiseField[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 0];
                    double var20 = this.noiseField[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 0];
                    double var22 = (this.noiseField[((var9 + 0) * var8 + var10 + 0) * var7 + var11 + 1] - var14) * var12;
                    double var24 = (this.noiseField[((var9 + 0) * var8 + var10 + 1) * var7 + var11 + 1] - var16) * var12;
                    double var26 = (this.noiseField[((var9 + 1) * var8 + var10 + 0) * var7 + var11 + 1] - var18) * var12;
                    double var28 = (this.noiseField[((var9 + 1) * var8 + var10 + 1) * var7 + var11 + 1] - var20) * var12;

                    for (int var30 = 0; var30 < 8; ++var30)
                    {
                        double var31 = 0.25D;
                        double var33 = var14;
                        double var35 = var16;
                        double var37 = (var18 - var14) * var31;
                        double var39 = (var20 - var16) * var31;

                        for (int var41 = 0; var41 < 4; ++var41)
                        {
                            int var42 = var41 + var9 * 4 << 11 | 0 + var10 * 4 << 7 | var11 * 8 + var30;
                            short var43 = 128;
                            double var44 = 0.25D;
                            double var46 = var33;
                            double var48 = (var35 - var33) * var44;

                            for (int var50 = 0; var50 < 4; ++var50)
                            {
                                int var51 = 0;

                                if (var11 * 8 + var30 < var5)
                                {
                                    var51 = Block.lavaStill.blockID;
                                }

                                if (var46 > 0.0D)
                                {
                                    var51 = Block.netherrack.blockID;
                                }

                                par3ArrayOfByte[var42] = (byte)var51;
                                var42 += var43;
                                var46 += var48;
                            }

                            var33 += var37;
                            var35 += var39;
                        }

                        var14 += var22;
                        var16 += var24;
                        var18 += var26;
                        var20 += var28;
                    }
                }
            }
        }
    }

    /**
     * name based on ChunkProviderGenerate
     */
    public void replaceBlocksForBiome(int par1, int par2, byte[] par3ArrayOfByte)
    {
        ChunkProviderEvent.ReplaceBiomeBlocks event = new ChunkProviderEvent.ReplaceBiomeBlocks(this, par1, par2, par3ArrayOfByte, null);
        MinecraftForge.EVENT_BUS.post(event);
        if (event.getResult() == Result.DENY) return;

        byte var4 = 64;
        double var5 = 0.03125D;
        this.slowsandNoise = this.slowsandGravelNoiseGen.generateNoiseOctaves(this.slowsandNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var5, var5, 1.0D);
        this.gravelNoise = this.slowsandGravelNoiseGen.generateNoiseOctaves(this.gravelNoise, par1 * 16, 109, par2 * 16, 16, 1, 16, var5, 1.0D, var5);
        this.netherrackExclusivityNoise = this.netherrackExculsivityNoiseGen.generateNoiseOctaves(this.netherrackExclusivityNoise, par1 * 16, par2 * 16, 0, 16, 16, 1, var5 * 2.0D, var5 * 2.0D, var5 * 2.0D);

        for (int var7 = 0; var7 < 16; ++var7)
        {
            for (int var8 = 0; var8 < 16; ++var8)
            {
                boolean var9 = this.slowsandNoise[var7 + var8 * 16] + this.hellRNG.nextDouble() * 0.2D > 0.0D;
                boolean var10 = this.gravelNoise[var7 + var8 * 16] + this.hellRNG.nextDouble() * 0.2D > 0.0D;
                int var11 = (int)(this.netherrackExclusivityNoise[var7 + var8 * 16] / 3.0D + 3.0D + this.hellRNG.nextDouble() * 0.25D);
                int var12 = -1;
                byte var13 = (byte)Block.netherrack.blockID;
                byte var14 = (byte)Block.netherrack.blockID;

                for (int var15 = 127; var15 >= 0; --var15)
                {
                    int var16 = (var8 * 16 + var7) * 128 + var15;

                    if (var15 < 127 - this.hellRNG.nextInt(5) && var15 > 0 + this.hellRNG.nextInt(5))
                    {
                        byte var17 = par3ArrayOfByte[var16];

                        if (var17 == 0)
                        {
                            var12 = -1;
                        }
                        else if (var17 == Block.netherrack.blockID)
                        {
                            if (var12 == -1)
                            {
                                if (var11 <= 0)
                                {
                                    var13 = 0;
                                    var14 = (byte)Block.netherrack.blockID;
                                }
                                else if (var15 >= var4 - 4 && var15 <= var4 + 1)
                                {
                                    var13 = (byte)Block.netherrack.blockID;
                                    var14 = (byte)Block.netherrack.blockID;

                                    if (var10)
                                    {
                                        var13 = (byte)Block.gravel.blockID;
                                    }

                                    if (var10)
                                    {
                                        var14 = (byte)Block.netherrack.blockID;
                                    }

                                    if (var9)
                                    {
                                        var13 = (byte)Block.slowSand.blockID;
                                    }

                                    if (var9)
                                    {
                                        var14 = (byte)Block.slowSand.blockID;
                                    }
                                }

                                if (var15 < var4 && var13 == 0)
                                {
                                    var13 = (byte)Block.lavaStill.blockID;
                                }

                                var12 = var11;

                                if (var15 >= var4 - 1)
                                {
                                    par3ArrayOfByte[var16] = var13;
                                }
                                else
                                {
                                    par3ArrayOfByte[var16] = var14;
                                }
                            }
                            else if (var12 > 0)
                            {
                                --var12;
                                par3ArrayOfByte[var16] = var14;
                            }
                        }
                    }
                    else
                    {
                        par3ArrayOfByte[var16] = (byte)Block.bedrock.blockID;
                    }
                }
            }
        }
    }

P.S. Sorry for bad english :P

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