PerlinNoiseMap

A fast, bulk perlin noise generator Can be created via The latter function must not be called until after the world is finished initializing, so it must be called during some kind of callback rather than at the top level mod initialization code. The first constructor, on the other hand, may be called at any time since it does not depend on the world's seed.

Noise Params
Here's an example of the noiseparams:
 * spread: defines how fast the (ex.) terrain high changes (frequency)
 * seed: every seed generates a different perlin map
 * octaves: higher value, higher details