public void SetBlockIn(long CX, long CZ, Vector3i pos, byte type)
{
pos = new Vector3i(pos.Y, pos.X, pos.Z);
// block saving to any negative chunk due to being unreadable.
if (CX < 0 || CZ < 0) return;
Vector2i ci = GetChunkHandle((int)CX, (int)CZ);
//try
//{
if (mChunks.ContainsKey(ci))
{
mChunks[ci].Blocks[(int)pos.X,(int)pos.Y,(int)pos.Z] = type;
return;
}
// Don't mess with unloaded blocks.
}