Problem with this is that it works nicely only in 2D. Once you go into 3D, the noise doesn't work so well. And when you slap a DistortedHeightmap generator on top of this, it's all bad - remember those square-based towers? That's what happens, and there's no way to deal with that.
However, there is a way to implement the mesa bryce pretty straightforward, I believe even Vanilla uses that. We'll simply not make the towers part of the heightmap generation, but rather a finisher generator - just add the towers to an already generated terrain.
Why do I think even Vanilla uses that? Because of these:
Yes, that's water underneath the towers. The towers are glued onto the terrain and they won't extend towards ground through water
However, there is a way to implement the mesa bryce pretty straightforward, I believe even Vanilla uses that. We'll simply not make the towers part of the heightmap generation, but rather a finisher generator - just add the towers to an already generated terrain.
Why do I think even Vanilla uses that? Because of these:
Yes, that's water underneath the towers. The towers are glued onto the terrain and they won't extend towards ground through water