Added a weighted random function (Different from Random.NextGaussian)
Implemented weighted values in config and in code
Removed all reference to depthRatio. The intended rarity of steep islands can be achieved better by using weighted randoms. depthRatio is still calculated inside the isBlockInRange function
Add a rarity config for generating a dungeon on top of an island, so that not ALL floating islands HAVE to have dungeons.
Updated comments and config code to match.
Removed difference comments because Git keeps track of that kind of stuff...
Removed remaining references to heightRatio
Added a function to pick a random islandType based on config
Added config options for weighting islandTypes
Optimized WorldGenFloatingIsland.genIsland, now calculates the radius of each level, instead of calculating distance of each block, this deprecates the isBlockInRange function
Fixed red sand being turned into sandstone, causing strange colors in Mesa biomes.
Merge pull request #1 from JaxFirehart/master

Added a weighted random function (Different from Random.NextGaussian)