total_level = LIQUID_LEVEL_SOURCE * can_liquid_same_level;
}
+ // prevent lakes in air under unloaded blocks
+ if (p0.Y > water_level && neighbors[D_BOTTOM].n.getContent() == CONTENT_IGNORE) {
+ total_level = 0;
+ }
+
// calculate self level 5 blocks
u8 want_level =
total_level >= LIQUID_LEVEL_SOURCE * can_liquid_same_level
}
for (u16 ii = 0; ii < 7; ii++) // infinity and cave flood optimization
- if (liquid_levels_want[ii] >= 0 &&
- (neighbors[ii].i ||
+ if ( neighbors[ii].i ||
+ (liquid_levels_want[ii] >= 0 &&
(fast_flood && p0.Y < water_level &&
(initial_size >= 1000
&& ii != D_TOP
if(!suspect.empty()){
// Blame suspect
- RollbackScopeActor rollback_scope(m_gamedef->rollback(),
- suspect, true);
+ RollbackScopeActor rollback_scope(m_gamedef->rollback(), suspect, true);
// Get old node for rollback
RollbackNode rollback_oldnode(this, p0, m_gamedef);
// Set node
cave.part_max_length_rs = ps.range(2,4);
if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge
cave.flooded = !ps.range(0, 3);
- cave.tunnel_routepoints = ps.range(5, 20);
+ cave.tunnel_routepoints = ps.range(5, 30);
cave.min_tunnel_diameter = 30;
- cave.max_tunnel_diameter = ps.range(40, ps.range(80,120));
+ cave.max_tunnel_diameter = ps.range(40, ps.range(80,200));
} else {
cave.tunnel_routepoints = ps.range(5, ps.range(15,30));
cave.min_tunnel_diameter = 5;