protected NbtCompound NewNBTChunk(long X, long Z)
{
NbtCompound Level = new NbtCompound("Level");
Level.Add(new NbtByte("TerrainPopulated", 0x00)); // Don't add ores, y/n? Usually get better performance with true on first load.
Level.Add(new NbtInt("xPos", (int)X));
Level.Add(new NbtInt("zPos", (int)Z));
Level.Add(new NbtInt("LastUpdate", 0)); // idk what the format is, not going to decompile.
Level.Add(new NbtByteArray("BlockLight", new byte[16384]));
Level.Add(new NbtByteArray("Blocks", new byte[32768]));
Level.Add(new NbtByteArray("Data", new byte[16384]));
Level.Add(new NbtByteArray("HeightMap", new byte[256]));
Level.Add(new NbtByteArray("SkyLight", new byte[16384]));
Level.Add(new NbtList("Entities"));
Level.Add(new NbtList("TileEntities"));
NbtCompound Chunk = new NbtCompound();
Chunk.Add(Level);
return Chunk;
}