Fixed Typo
An attempt to create a chunk spanning gen algo

This is mostly just a proof of concept, Oil doesn't really need it.
Simplification

Still some kind of bug with the groundLevel var. Many wells are 2-3
times taller than they should be.
Make Oil physics somewhere between Water and Lava
More improvements

Height is "fixed", but there is still an issue with lakes generate in an
L shape consistently.
Ditched Chunk Spanning Algo

The chunk spanning gen code turned out to be unnecessary. The real
problem was that the Lake gen code was poorly balanced. That's fixed
now.

I've also added some code to prevent Wells and Lake from spawning on
overly rough terrain. No more wells on the edges of cliff faces for
example. I had to rebalance the spawn chances though. Of note is the
fact that I increased the chance multiplier for surface deposit biomes
from 1.5 to 4.  Distribution balance may need some more work.

Additionally, I've started work on an Oil Field biome, a rare biome that
spawns massive amounts of Oil. Its currently disabled, but the ground
work is there. Next step is creating a suitably sparse Simplex noise
field for the biome replacer.
Moved OilPopulate to the worldgen package
Update less Oil during gen so we don't crash

The game doesn't really like generating 50 oil wells at once
Biomes complete

Add Ocean Oil Field and Desert Oil Field biomes. Rare chance of
spawning. I only found a single Ocean Oil Field within 4k blocks of
spawn. But if you find one, you will never run out of Oil, ever.

These two biomes have a 40x multiplier on oil spawn chance.

They can be disabled by setting the biome Id in the config to -1.
Merge branch 'master' of https://github.com/BuildCraft/BuildCraft
Merged Oil into Master