stairDirection = pickStairDirection();
interiorStyle = pickInteriorStyle();
columnMaterial = Material.COBBLE_WALL;
wallsWE = new OutsideWEWallFactory(chunkOdds, platmap.generator.settings.includeDecayedBuildings);
wallsNS = new OutsideNSWallFactory(wallsWE);
wallsCurved = new CurvedWallFactory(wallsWE);
wallsInterior = new InteriorWallFactory(chunkOdds, platmap.generator.settings.includeDecayedBuildings);
forceNarrowInteriorMode = chunkOdds.playOdds(context.oddsOfForcedNarrowInteriorMode);
differentInteriorModes = context.oddsOfDifferentInteriorModes;
}