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Came here to report this same thing, and its nice to see that its a known bug. It also seems to happen consistently, as each ancient city I've generated while quark was installed has had the glimmering weald overlap with it.
This actually has a pretty big gameplay impact, as it results in much less sculk blocks spawning, lessening the threat of wardens immensely.
Included are some screenshots I took before I knew the issue was known, but I figured I'd include them anyway. These are both taken on the same seed (8512437680579507297) with the only difference being whether quark is installed.
I've found these parameters to work ok-ish so will likely go with them for now.
Please let me know if you find some better ones. (temperature, humidity, continentalness, erosion, depth, weirdness in order)
They should not overlap
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