Re-implement and re-tune mapgen v2
authorPerttu Ahola <celeron55@gmail.com>
Fri, 3 Feb 2012 00:23:21 +0000 (02:23 +0200)
committerPerttu Ahola <celeron55@gmail.com>
Tue, 27 Mar 2012 16:05:59 +0000 (19:05 +0300)
src/map.cpp
src/mapgen.cpp

index 217bdfcc76795863cd875c645b2dd7fbd9c521b5..835aca4fbdebfbf946b1858424f136a132c58d3d 100644 (file)
@@ -2074,17 +2074,24 @@ void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
                                <<"("<<blockpos.X<<","<<blockpos.Y<<","<<blockpos.Z<<")"
                                <<std::endl;
        
-       s16 chunksize = 3;
-       v3s16 chunk_offset(-1,-1,-1);
+       //s16 chunksize = 3;
+       //v3s16 chunk_offset(-1,-1,-1);
+       //s16 chunksize = 4;
+       //v3s16 chunk_offset(-1,-1,-1);
+       s16 chunksize = 5;
+       v3s16 chunk_offset(-2,-2,-2);
        v3s16 blockpos_div = getContainerPos(blockpos - chunk_offset, chunksize);
        v3s16 blockpos_min = blockpos_div * chunksize;
        v3s16 blockpos_max = blockpos_div * chunksize + v3s16(1,1,1)*(chunksize-1);
        blockpos_min += chunk_offset;
        blockpos_max += chunk_offset;
-       
+
+       //v3s16 extra_borders(1,1,1);
+       v3s16 extra_borders(1,1,1);
+
        // Do nothing if not inside limits (+-1 because of neighbors)
-       if(blockpos_over_limit(blockpos_min - v3s16(1,1,1)) ||
-               blockpos_over_limit(blockpos_max + v3s16(1,1,1)))
+       if(blockpos_over_limit(blockpos_min - extra_borders) ||
+               blockpos_over_limit(blockpos_max + extra_borders))
        {
                data->no_op = true;
                return;
@@ -2103,15 +2110,18 @@ void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
        {
                //TimeTaker timer("initBlockMake() create area");
                
-               for(s16 x=blockpos_min.X-1; x<=blockpos_max.X+1; x++)
-               for(s16 z=blockpos_min.Z-1; z<=blockpos_max.Z+1; z++)
+               for(s16 x=blockpos_min.X-extra_borders.X;
+                               x<=blockpos_max.X+extra_borders.X; x++)
+               for(s16 z=blockpos_min.Z-extra_borders.Z;
+                               z<=blockpos_max.Z+extra_borders.Z; z++)
                {
                        v2s16 sectorpos(x, z);
                        // Sector metadata is loaded from disk if not already loaded.
                        ServerMapSector *sector = createSector(sectorpos);
                        assert(sector);
 
-                       for(s16 y=blockpos_min.Y-1; y<=blockpos_max.Y+1; y++)
+                       for(s16 y=blockpos_min.Y-extra_borders.Y;
+                                       y<=blockpos_max.Y+extra_borders.Y; y++)
                        {
                                v3s16 p(x,y,z);
                                //MapBlock *block = createBlock(p);
@@ -2147,8 +2157,8 @@ void ServerMap::initBlockMake(mapgen::BlockMakeData *data, v3s16 blockpos)
        */
        
        // The area that contains this block and it's neighbors
-       v3s16 bigarea_blocks_min = blockpos_min - v3s16(1,1,1);
-       v3s16 bigarea_blocks_max = blockpos_max + v3s16(1,1,1);
+       v3s16 bigarea_blocks_min = blockpos_min - extra_borders;
+       v3s16 bigarea_blocks_max = blockpos_max + extra_borders;
        
        data->vmanip = new ManualMapVoxelManipulator(this);
        //data->vmanip->setMap(this);
@@ -2172,6 +2182,8 @@ MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data,
                        <<blockpos_requested.Y<<","
                        <<blockpos_requested.Z<<")"<<std::endl;*/
 
+       v3s16 extra_borders(1,1,1);
+
        if(data->no_op)
        {
                //infostream<<"finishBlockMake(): no-op"<<std::endl;
@@ -2184,9 +2196,12 @@ MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data,
        data->vmanip.print(infostream);*/
 
        // Make sure affected blocks are loaded
-       for(s16 x=blockpos_min.X-1; x<=blockpos_max.X+1; x++)
-       for(s16 z=blockpos_min.Z-1; z<=blockpos_max.Z+1; z++)
-       for(s16 y=blockpos_min.Y-1; y<=blockpos_max.Y+1; y++)
+       for(s16 x=blockpos_min.X-extra_borders.X;
+                       x<=blockpos_max.X+extra_borders.X; x++)
+       for(s16 z=blockpos_min.Z-extra_borders.Z;
+                       z<=blockpos_max.Z+extra_borders.Z; z++)
+       for(s16 y=blockpos_min.Y-extra_borders.Y;
+                       y<=blockpos_max.Y+extra_borders.Y; y++)
        {
                v3s16 p(x, y, z);
                // Load from disk if not already in memory
@@ -2230,9 +2245,12 @@ MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data,
                core::map<v3s16, MapBlock*> lighting_update_blocks;
                
                // Center blocks
-               for(s16 x=blockpos_min.X; x<=blockpos_max.X; x++)
-               for(s16 z=blockpos_min.Z; z<=blockpos_max.Z; z++)
-               for(s16 y=blockpos_min.Y; y<=blockpos_max.Y; y++)
+               for(s16 x=blockpos_min.X-extra_borders.X;
+                               x<=blockpos_max.X+extra_borders.X; x++)
+               for(s16 z=blockpos_min.Z-extra_borders.Z;
+                               z<=blockpos_max.Z+extra_borders.Z; z++)
+               for(s16 y=blockpos_min.Y-extra_borders.Y;
+                               y<=blockpos_max.Y+extra_borders.Y; y++)
                {
                        v3s16 p(x, y, z);
                        MapBlock *block = getBlockNoCreateNoEx(p);
@@ -2248,9 +2266,12 @@ MapBlock* ServerMap::finishBlockMake(mapgen::BlockMakeData *data,
                        This is cheating, but it is not fast enough if all of them
                        would actually be updated.
                */
-               for(s16 x=blockpos_min.X-1; x<=blockpos_max.X+1; x++)
-               for(s16 z=blockpos_min.Z-1; z<=blockpos_max.Z+1; z++)
-               for(s16 y=blockpos_min.Y-1; y<=blockpos_max.Y+1; y++)
+               for(s16 x=blockpos_min.X-extra_borders.X;
+                               x<=blockpos_max.X+extra_borders.X; x++)
+               for(s16 z=blockpos_min.Z-extra_borders.Z;
+                               z<=blockpos_max.Z+extra_borders.Z; z++)
+               for(s16 y=blockpos_min.Y-extra_borders.Y;
+                               y<=blockpos_max.Y+extra_borders.Y; y++)
                {
                        v3s16 p(x, y, z);
                        getBlockNoCreateNoEx(p)->setLightingExpired(false);
index 56f81434261c8b8491d6b94f68fa693b0264cf67..74521d3a1d873fbc86fb639dddb2844c5515ea8b 100644 (file)
@@ -37,8 +37,10 @@ namespace mapgen
        Some helper functions for the map generator
 */
 
-#if 0
-static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
+#if 1
+// Returns Y one under area minimum if not found
+static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
+               INodeDefManager *ndef)
 {
        v3s16 em = vmanip.m_area.getExtent();
        s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
@@ -48,7 +50,7 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
        for(y=y_nodes_max; y>=y_nodes_min; y--)
        {
                MapNode &n = vmanip.m_data[i];
-               if(content_walkable(n.d))
+               if(ndef->get(n).walkable)
                        break;
 
                vmanip.m_area.add_y(em, i, -1);
@@ -56,10 +58,12 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
        if(y >= y_nodes_min)
                return y;
        else
-               return y_nodes_min;
+               return y_nodes_min - 1;
 }
 
-static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
+// Returns Y one under area minimum if not found
+static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
+               INodeDefManager *ndef)
 {
        v3s16 em = vmanip.m_area.getExtent();
        s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
@@ -69,7 +73,8 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
        for(y=y_nodes_max; y>=y_nodes_min; y--)
        {
                MapNode &n = vmanip.m_data[i];
-               if(content_walkable(n.d)
+               if(ndef->get(n).walkable
+                               // TODO: Cache LEGN values
                                && n.getContent() != LEGN(ndef, "CONTENT_TREE")
                                && n.getContent() != LEGN(ndef, "CONTENT_LEAVES"))
                        break;
@@ -79,7 +84,31 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
        if(y >= y_nodes_min)
                return y;
        else
-               return y_nodes_min;
+               return y_nodes_min - 1;
+}
+
+// Returns Y one under area minimum if not found
+static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
+               INodeDefManager *ndef)
+{
+       v3s16 em = vmanip.m_area.getExtent();
+       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+       s16 y;
+       content_t c_stone = LEGN(ndef, "CONTENT_STONE");
+       for(y=y_nodes_max; y>=y_nodes_min; y--)
+       {
+               MapNode &n = vmanip.m_data[i];
+               if(n.getContent() == c_stone)
+                       break;
+
+               vmanip.m_area.add_y(em, i, -1);
+       }
+       if(y >= y_nodes_min)
+               return y;
+       else
+               return y_nodes_min - 1;
 }
 #endif
 
@@ -280,171 +309,6 @@ void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
        }
 }
 
-#if 0
-static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode stonenode(LEGN(ndef, "CONTENT_STONE"));
-
-       s16 size = myrand_range(3, 6);
-       
-       VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
-       Buffer<u8> stone_d(stone_a.getVolume());
-       for(s32 i=0; i<stone_a.getVolume(); i++)
-               stone_d[i] = 0;
-
-       // Force stone at bottom to make it usually touch the ground
-       {
-               for(s16 z=0; z<=0; z++)
-               for(s16 y=0; y<=0; y++)
-               for(s16 x=0; x<=0; x++)
-               {
-                       stone_d[stone_a.index(v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // Generate from perlin noise
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
-                               p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
-               if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
-                       d -= 0.3;
-               if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
-                       d -= 0.3;
-               if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
-                       d -= 0.3;
-               if(d > 0.0)
-               {
-                       u32 vi = stone_a.index(v3s16(x,y,z));
-                       stone_d[vi] = 1;
-               }
-       }
-
-       /*// Add stone randomly
-       for(u32 iii=0; iii<7; iii++)
-       {
-               s16 d = 1;
-
-               v3s16 p(
-                       myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
-                       myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
-                       myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
-               );
-
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
-               }
-       }*/
-
-       // Blit stone to vmanip
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-               p += p0;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               if(vmanip.m_data[vi].getContent() != CONTENT_AIR
-                               && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
-                       continue;
-               u32 i = stone_a.index(x,y,z);
-               if(stone_d[i] == 1)
-                       vmanip.m_data[vi] = stonenode;
-       }
-}
-#endif
-
-#if 0
-static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode stonenode(LEGN(ndef, "CONTENT_STONE"));
-
-       s16 size = myrand_range(8, 16);
-       
-       VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
-       Buffer<u8> stone_d(stone_a.getVolume());
-       for(s32 i=0; i<stone_a.getVolume(); i++)
-               stone_d[i] = 0;
-
-       // Force stone at bottom to make it usually touch the ground
-       {
-               for(s16 z=0; z<=0; z++)
-               for(s16 y=0; y<=0; y++)
-               for(s16 x=0; x<=0; x++)
-               {
-                       stone_d[stone_a.index(v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // Generate from perlin noise
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               double d = 1.0;
-               d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
-                               p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
-               double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
-               double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
-               double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
-               double dz = (double)z-mid_z;
-               double dx = (double)x-mid_x;
-               double dy = MYMAX(0, (double)y-mid_y);
-               double r = sqrt(dz*dz+dx*dx+dy*dy);
-               d /= (2*r/size)*2 + 0.01;
-               if(d > 1.0)
-               {
-                       u32 vi = stone_a.index(v3s16(x,y,z));
-                       stone_d[vi] = 1;
-               }
-       }
-
-       /*// Add stone randomly
-       for(u32 iii=0; iii<7; iii++)
-       {
-               s16 d = 1;
-
-               v3s16 p(
-                       myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
-                       myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
-                       myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
-               );
-
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
-               }
-       }*/
-
-       // Blit stone to vmanip
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-               p += p0;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               /*if(vmanip.m_data[vi].getContent() != CONTENT_AIR
-                               && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
-                       continue;*/
-               u32 i = stone_a.index(x,y,z);
-               if(stone_d[i] == 1)
-                       vmanip.m_data[vi] = stonenode;
-       }
-}
-#endif
-
 /*
        Dungeon making routines
 */
@@ -1036,6 +900,7 @@ static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
        Noise functions. Make sure seed is mangled differently in each one.
 */
 
+#if 0
 /*
        Scaling the output of the noise function affects the overdrive of the
        contour function, which affects the shape of the output considerably.
@@ -1136,6 +1001,7 @@ bool is_ground(u64 seed, v3s16 p)
        double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
        return val_is_ground(val1, p, seed);
 }
+#endif
 
 // Amount of trees per area in nodes
 double tree_amount_2d(u64 seed, v2s16 p)
@@ -1153,6 +1019,7 @@ double tree_amount_2d(u64 seed, v2s16 p)
                return 0.04 * (noise-zeroval) / (1.0-zeroval);
 }
 
+#if 0
 double surface_humidity_2d(u64 seed, v2s16 p)
 {
        double noise = noise2d_perlin(
@@ -1166,32 +1033,6 @@ double surface_humidity_2d(u64 seed, v2s16 p)
        return noise;
 }
 
-#if 0
-double randomstone_amount_2d(u64 seed, v2s16 p)
-{
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+3829434, 5, 0.66);
-       double zeroval = 0.1;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.01 * (noise-zeroval) / (1.0-zeroval);
-}
-#endif
-
-double largestone_amount_2d(u64 seed, v2s16 p)
-{
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+14143242, 5, 0.66);
-       double zeroval = 0.3;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.005 * (noise-zeroval) / (1.0-zeroval);
-}
-
 /*
        Incrementally find ground level from 3d noise
 */
@@ -1325,11 +1166,15 @@ double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
                        v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
        return a;
 }
+#endif
 
+// Required by mapgen.h
 bool block_is_underground(u64 seed, v3s16 blockpos)
 {
-       s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
-                       seed, v2s16(blockpos.X, blockpos.Z));
+       /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
+                       seed, v2s16(blockpos.X, blockpos.Z));*/
+       // Nah, this is just a heuristic, just return something
+       s16 minimum_groundlevel = WATER_LEVEL;
        
        if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
                return true;
@@ -1337,7 +1182,6 @@ bool block_is_underground(u64 seed, v3s16 blockpos)
                return false;
 }
 
-#if 0
 #define AVERAGE_MUD_AMOUNT 4
 
 double base_rock_level_2d(u64 seed, v2s16 p)
@@ -1345,20 +1189,20 @@ double base_rock_level_2d(u64 seed, v2s16 p)
        // The base ground level
        double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
                        + 20. * noise2d_perlin(
-                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                       (seed>>32)+654879876, 6, 0.6);
+                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+                       seed+82341, 5, 0.6);
 
        /*// A bit hillier one
        double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
                        0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       (seed>>27)+90340, 6, 0.69);
+                       seed+93413, 6, 0.69);
        if(base2 > base)
                base = base2;*/
 #if 1
        // Higher ground level
-       double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
+       double higher = (double)WATER_LEVEL + 20. + 10. * noise2d_perlin(
                        0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+85039, 5, 0.69);
+                       seed+85039, 4, 0.6);
        //higher = 30; // For debugging
 
        // Limit higher to at least base
@@ -1366,25 +1210,25 @@ double base_rock_level_2d(u64 seed, v2s16 p)
                higher = base;
 
        // Steepness factor of cliffs
-       double b = 1.0 + 1.0 * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed-932, 7, 0.7);
+       double b = 0.85 + 0.5 * noise2d_perlin(
+                       0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
+                       seed-932, 5, 0.7);
        b = rangelim(b, 0.0, 1000.0);
-       b = pow(b, 5);
-       b *= 7;
+       b = pow(b, 8);
+       b *= 5;
        b = rangelim(b, 3.0, 1000.0);
        //dstream<<"b="<<b<<std::endl;
        //double b = 20;
 
        // Offset to more low
-       double a_off = -0.2;
+       double a_off = -0.20;
        // High/low selector
        /*double a = 0.5 + b * (a_off + noise2d_perlin(
                        0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                       seed-359, 6, 0.7));*/
+                       seed+4213, 6, 0.7));*/
        double a = (double)0.5 + b * (a_off + noise2d_perlin(
                        0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed-359, 5, 0.60));
+                       seed+4213, 5, 0.69));
        // Limit
        a = rangelim(a, 0.0, 1.0);
 
@@ -1397,13 +1241,17 @@ double base_rock_level_2d(u64 seed, v2s16 p)
        return h;
 }
 
+s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
+       return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
+}
+
 double get_mud_add_amount(u64 seed, v2s16 p)
 {
-       return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
+       return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
                        0.5+(float)p.X/200, 0.5+(float)p.Y/200,
                        seed+91013, 3, 0.55));
 }
-#endif
 
 bool get_have_sand(u64 seed, v2s16 p2d)
 {
@@ -1415,6 +1263,8 @@ bool get_have_sand(u64 seed, v2s16 p2d)
        return (sandnoise > -0.15);
 }
 
+#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
+
 void make_block(BlockMakeData *data)
 {
        if(data->no_op)
@@ -1447,146 +1297,758 @@ void make_block(BlockMakeData *data)
        v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
        
        ManualMapVoxelManipulator &vmanip = *(data->vmanip);
-       // Area of center block
+       // Area of central chunk
        v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
        v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
        // Full allocated area
        v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
        v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
 
-       v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
+       v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
+
+       const s16 max_spread_amount = MAP_BLOCKSIZE;
 
-       int rel_volume = (blockpos_max.X - blockpos_min.X + 1)
+       int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
                        * (blockpos_max.Y - blockpos_min.Y + 1)
                        * (blockpos_max.Z - blockpos_max.Z + 1);
        
-       // Area of the block we are generating
-       double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
-
-       /*
-               Get average ground level from noise
-               TODO: These are currently crap because they assume we are
-                     dealing with a single MapBlock only. Fix them.
-       */
-       
-       s16 approx_groundlevel = (s16)get_sector_average_ground_level(
-                       data->seed, v2s16(blockpos.X, blockpos.Z));
-       //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
-       
-       s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
-       
-       s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
-                       data->seed, v2s16(blockpos.X, blockpos.Z));
-       // Minimum amount of ground above the top of the central block
-       s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
-
-       s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
-                       data->seed, v2s16(blockpos.X, blockpos.Z), 1);
-       // Maximum amount of ground above the bottom of the central block
-       s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
+       int volume_nodes = volume_blocks *
+                       MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
        
+       // Generated surface area
+       //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
+
        // Horribly wrong heuristic, but better than nothing
-       bool block_is_underground = (minimum_ground_depth > 
+       bool block_is_underground = (WATER_LEVEL /* local minimum ground level */ > 
                        MAP_BLOCKSIZE * (data->blockpos_max.X
                                        - data->blockpos_min.X + 1) / 2);
 
        /*
-               If block is deep underground, this is set to true and ground
-               density noise is not generated, for speed optimization.
+               Create a block-specific seed
        */
-       bool all_is_ground_except_caves = (minimum_ground_depth > 40);
+       /*u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234
+                       + full_node_min.Y*42123 + full_node_min.X*23;*/
        
        /*
-               Create a block-specific seed
+               Cache some ground type values for speed
        */
-       u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234
-                       + full_node_min.Y*42123 + full_node_min.X*23;
-       
+
+// Creates variables c_name=id and n_name=node
+#define CONTENT_VARIABLE(ndef, name)\
+       content_t c_##name = ndef->getId(#name);\
+       MapNode n_##name(c_##name);
+
+       CONTENT_VARIABLE(ndef, stone);
+       CONTENT_VARIABLE(ndef, air);
+       CONTENT_VARIABLE(ndef, water_source);
+       CONTENT_VARIABLE(ndef, dirt);
+       CONTENT_VARIABLE(ndef, sand);
+       CONTENT_VARIABLE(ndef, gravel);
+       CONTENT_VARIABLE(ndef, clay);
+       CONTENT_VARIABLE(ndef, lava_source);
+       CONTENT_VARIABLE(ndef, cobble);
+       CONTENT_VARIABLE(ndef, mossycobble);
+       CONTENT_VARIABLE(ndef, dirt_with_grass);
+       CONTENT_VARIABLE(ndef, junglegrass);
+       CONTENT_VARIABLE(ndef, stone_with_coal);
+       CONTENT_VARIABLE(ndef, stone_with_iron);
+       CONTENT_VARIABLE(ndef, mese);
+
+       // Maximum height of the stone surface and obstacles.
+       // This is used to guide the cave generation
+       s16 stone_surface_max_y = 0;
+
        /*
-               Make some 3D noise
+               Generate general ground level to full area
        */
+       {
+#if 1
+       TimeTaker timer1("Generating ground level");
        
-       //NoiseBuffer noisebuf1;
-       //NoiseBuffer noisebuf2;
-       NoiseBuffer noisebuf_cave;
-       NoiseBuffer noisebuf_ground;
-       NoiseBuffer noisebuf_ground_crumbleness;
-       NoiseBuffer noisebuf_ground_wetness;
+       for(s16 x=node_min.X; x<=node_max.X; x++)
+       for(s16 z=node_min.Z; z<=node_max.Z; z++)
        {
-               v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
-               v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
+               // Node position
+               v2s16 p2d = v2s16(x,z);
+               
+               /*
+                       Skip of already generated
+               */
+               /*{
+                       v3s16 p(p2d.X, node_min.Y, p2d.Y);
+                       if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+                               continue;
+               }*/
+
+               // Ground height at this point
+               float surface_y_f = 0.0;
 
-               //TimeTaker timer("noisebuf.create");
+               // Use perlin noise for ground height
+               surface_y_f = base_rock_level_2d(data->seed, p2d);
+               
+               /*// Experimental stuff
+               {
+                       float a = highlands_level_2d(data->seed, p2d);
+                       if(a > surface_y_f)
+                               surface_y_f = a;
+               }*/
+
+               // Convert to integer
+               s16 surface_y = (s16)surface_y_f;
+               
+               // Log it
+               if(surface_y > stone_surface_max_y)
+                       stone_surface_max_y = surface_y;
 
                /*
-                       Cave noise
+                       Fill ground with stone
                */
-#if 1
-               noisebuf_cave.create(get_cave_noise1_params(data->seed),
-                               minpos_f.X, minpos_f.Y, minpos_f.Z,
-                               maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
-                               2, 2, 2);
-               noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
+               {
+                       // Use fast index incrementing
+                       v3s16 em = vmanip.m_area.getExtent();
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
+                       for(s16 y=node_min.Y; y<=node_max.Y; y++)
+                       {
+                               if(y <= surface_y)
+                                       vmanip.m_data[i] = MapNode(c_stone);
+                               else if(y <= WATER_LEVEL)
+                                       vmanip.m_data[i] = MapNode(c_water_source);
+                               else
+                                       vmanip.m_data[i] = MapNode(c_air);
+
+                               vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+       }
 #endif
+       
+       }//timer1
+
+       // Limit dirt flow area by 1 because mud is flown into neighbors.
+       assert(central_area_size.X == central_area_size.Z);
+       s16 mudflow_minpos = 0-max_spread_amount+1;
+       s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
 
+       /*
+               Loop this part, it will make stuff look older and newer nicely
+       */
+
+       const u32 age_loops = 2;
+       for(u32 i_age=0; i_age<age_loops; i_age++)
+       { // Aging loop
+       /******************************
+               BEGINNING OF AGING LOOP
+       ******************************/
+
+#if 1
+       {
+       // 24ms @cs=8
+       //TimeTaker timer1("caves");
+
+       /*
+               Make caves (this code is relatively horrible)
+       */
+       u32 caves_count = volume_nodes / 100000 + 1;
+       u32 bruises_count = volume_nodes * stone_surface_max_y / 40000000;
+       if(stone_surface_max_y < WATER_LEVEL - 20)
+               bruises_count = 0;
+       /*u32 caves_count = 0;
+       u32 bruises_count = 0;*/
+       for(u32 jj=0; jj<caves_count+bruises_count; jj++)
+       {
+               s16 min_tunnel_diameter = 2;
+               s16 max_tunnel_diameter = 5;
+               u16 tunnel_routepoints = 20;
+               
+               v3f main_direction(0,0,0);
+
+               bool bruise_surface = (jj > caves_count);
+
+               if(bruise_surface)
+               {
+                       min_tunnel_diameter = 5;
+                       max_tunnel_diameter = myrand_range(10, myrand_range(30,50));
+                       /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
+                       max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
+                       
+                       /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
+                                       data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
+
+                       tunnel_routepoints = 5;
+               }
+               else
+               {
+               }
+
+               // Allowed route area size in nodes
+               v3s16 ar = central_area_size;
+
+               // Area starting point in nodes
+               v3s16 of = node_min;
+
+               // Allow a bit more
+               //(this should be more than the maximum radius of the tunnel)
+               //s16 insure = 5; // Didn't work with max_d = 20
+               s16 insure = 10;
+               s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
+               ar += v3s16(1,0,1) * more * 2;
+               of -= v3s16(1,0,1) * more;
+               
+               s16 route_y_min = 0;
+               // Allow half a diameter + 7 over stone surface
+               s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
+
+               /*// If caves, don't go through surface too often
+               if(bruise_surface == false)
+                       route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
+
+               // Limit maximum to area
+               route_y_max = rangelim(route_y_max, 0, ar.Y-1);
+
+               if(bruise_surface)
+               {
+                       /*// Minimum is at y=0
+                       route_y_min = -of.Y - 0;*/
+                       // Minimum is at y=max_tunnel_diameter/4
+                       //route_y_min = -of.Y + max_tunnel_diameter/4;
+                       //s16 min = -of.Y + max_tunnel_diameter/4;
+                       s16 min = -of.Y + 0;
+                       route_y_min = myrand_range(min, min + max_tunnel_diameter);
+                       route_y_min = rangelim(route_y_min, 0, route_y_max);
+               }
+
+               /*dstream<<"route_y_min = "<<route_y_min
+                               <<", route_y_max = "<<route_y_max<<std::endl;*/
+
+               s16 route_start_y_min = route_y_min;
+               s16 route_start_y_max = route_y_max;
+
+               // Start every 4th cave from surface when applicable
+               bool coming_from_surface = false;
+               if(node_min.Y <= 0 && node_max.Y >= 0){
+                       coming_from_surface = (jj % 4 == 0 && bruise_surface == false);
+                       if(coming_from_surface)
+                               route_start_y_min = -of.Y + stone_surface_max_y + 10;
+               }
+               
+               route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
+               route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
+
+               // Randomize starting position
+               v3f orp(
+                       (float)(myrand()%ar.X)+0.5,
+                       (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
+                       (float)(myrand()%ar.Z)+0.5
+               );
+
+               MapNode airnode(CONTENT_AIR);
+               
                /*
-                       Ground noise
+                       Generate some tunnel starting from orp
                */
                
-               // Sample length
-               v3f sl = v3f(4.0, 4.0, 4.0);
+               for(u16 j=0; j<tunnel_routepoints; j++)
+               {
+                       if(j%7==0 && bruise_surface == false)
+                       {
+                               main_direction = v3f(
+                                       ((float)(myrand()%20)-(float)10)/10,
+                                       ((float)(myrand()%20)-(float)10)/30,
+                                       ((float)(myrand()%20)-(float)10)/10
+                               );
+                               main_direction *= (float)myrand_range(1, 3);
+                       }
+
+                       // Randomize size
+                       s16 min_d = min_tunnel_diameter;
+                       s16 max_d = max_tunnel_diameter;
+                       s16 rs = myrand_range(min_d, max_d);
+                       
+                       v3s16 maxlen;
+                       if(bruise_surface)
+                       {
+                               maxlen = v3s16(rs*7,rs*7,rs*7);
+                       }
+                       else
+                       {
+                               maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
+                       }
+
+                       v3f vec;
+                       
+                       if(coming_from_surface && j < 3)
+                       {
+                               vec = v3f(
+                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+                                       (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
+                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                               );
+                       }
+                       else
+                       {
+                               vec = v3f(
+                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+                                       (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                               );
+                       }
+                       
+                       vec += main_direction;
+
+                       v3f rp = orp + vec;
+                       if(rp.X < 0)
+                               rp.X = 0;
+                       else if(rp.X >= ar.X)
+                               rp.X = ar.X-1;
+                       if(rp.Y < route_y_min)
+                               rp.Y = route_y_min;
+                       else if(rp.Y >= route_y_max)
+                               rp.Y = route_y_max-1;
+                       if(rp.Z < 0)
+                               rp.Z = 0;
+                       else if(rp.Z >= ar.Z)
+                               rp.Z = ar.Z-1;
+                       vec = rp - orp;
+
+                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
+                       {
+                               v3f fp = orp + vec * f;
+                               v3s16 cp(fp.X, fp.Y, fp.Z);
+
+                               s16 d0 = -rs/2;
+                               s16 d1 = d0 + rs - 1;
+                               for(s16 z0=d0; z0<=d1; z0++)
+                               {
+                                       //s16 si = rs - MYMAX(0, abs(z0)-rs/4);
+                                       s16 si = rs - MYMAX(0, abs(z0)-rs/7);
+                                       for(s16 x0=-si; x0<=si-1; x0++)
+                                       {
+                                               s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+                                               //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
+                                               s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
+                                               //s16 si2 = rs - abs(x0);
+                                               for(s16 y0=-si2; y0<=si2-1; y0++)
+                                               {
+                                                       // Make better floors
+                                                       if(y0 < -rs + 1 && abs(x0)<=1 && abs(z0)<=1)
+                                                               continue;
+
+                                                       s16 z = cp.Z + z0;
+                                                       s16 y = cp.Y + y0;
+                                                       s16 x = cp.X + x0;
+                                                       v3s16 p(x,y,z);
+                                                       /*if(isInArea(p, ar) == false)
+                                                               continue;*/
+                                                       // Check only height
+                                                       if(y < 0 || y >= ar.Y)
+                                                               continue;
+                                                       p += of;
+                                                       
+                                                       //assert(vmanip.m_area.contains(p));
+                                                       if(vmanip.m_area.contains(p) == false)
+                                                       {
+                                                               dstream<<"WARNING: "<<__FUNCTION_NAME
+                                                                               <<":"<<__LINE__<<": "
+                                                                               <<"point not in area"
+                                                                               <<std::endl;
+                                                               continue;
+                                                       }
+                                                       
+                                                       // Just set it to air, it will be changed to
+                                                       // water afterwards
+                                                       u32 i = vmanip.m_area.index(p);
+                                                       vmanip.m_data[i] = airnode;
+
+                                                       if(bruise_surface == false)
+                                                       {
+                                                               // Set tunnel flag
+                                                               vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+
+                       orp = rp;
+               }
+       
+       }
+
+       }//timer1
+#endif
+       
+#if 1
+       {
+       // 15ms @cs=8
+       TimeTaker timer1("add mud");
+
+       /*
+               Add mud to the central chunk
+       */
+       
+       for(s16 x=node_min.X; x<=node_max.X; x++)
+       for(s16 z=node_min.Z; z<=node_max.Z; z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = v2s16(x,z);
                
+               // Randomize mud amount
+               s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
+
+               // Find ground level
+               s16 surface_y = find_stone_level(vmanip, p2d, ndef);
+               // Handle area not found
+               if(surface_y == vmanip.m_area.MinEdge.Y - 1)
+                       continue;
+
                /*
-                       Density noise
+                       If topmost node is grass, change it to mud.
+                       It might be if it was flown to there from a neighboring
+                       chunk and then converted.
                */
-               if(all_is_ground_except_caves == false)
-                       //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
-                       noisebuf_ground.create(get_ground_noise1_params(data->seed),
-                                       minpos_f.X, minpos_f.Y, minpos_f.Z,
-                                       maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
-                                       sl.X, sl.Y, sl.Z);
-               
+               {
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+                       MapNode *n = &vmanip.m_data[i];
+                       if(n->getContent() == c_dirt_with_grass)
+                               *n = MapNode(c_dirt);
+               }
+
                /*
-                       Ground property noise
+                       Add mud on ground
                */
-               sl = v3f(2.5, 2.5, 2.5);
-               noisebuf_ground_crumbleness.create(
-                               get_ground_crumbleness_params(data->seed),
-                               minpos_f.X, minpos_f.Y, minpos_f.Z,
-                               maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
-                               sl.X, sl.Y, sl.Z);
-               noisebuf_ground_wetness.create(
-                               get_ground_wetness_params(data->seed),
-                               minpos_f.X, minpos_f.Y, minpos_f.Z,
-                               maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
-                               sl.X, sl.Y, sl.Z);
+               {
+                       s16 mudcount = 0;
+                       v3s16 em = vmanip.m_area.getExtent();
+                       s16 y_start = surface_y+1;
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y<=node_max.Y; y++)
+                       {
+                               if(mudcount >= mud_add_amount)
+                                       break;
+                                       
+                               MapNode &n = vmanip.m_data[i];
+                               n = MapNode(c_dirt);
+                               mudcount++;
+
+                               vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+
        }
 
+       }//timer1
+#endif
+
+#if 1
+       {
+       // 340ms @cs=8
+       TimeTaker timer1("flow mud");
+
        /*
-               Cache some ground type values for speed
+               Flow mud away from steep edges
        */
+       
+       // Iterate a few times
+       for(s16 k=0; k<3; k++)
+       {
 
-// Creates variables c_name=id and n_name=node
-#define CONTENT_VARIABLE(ndef, name)\
-       content_t c_##name = ndef->getId(#name);\
-       MapNode n_##name(c_##name);
+       for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
+       for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
+       {
+               // Invert coordinates every 2nd iteration
+               if(k%2 == 0)
+               {
+                       x = mudflow_maxpos - (x-mudflow_minpos);
+                       z = mudflow_maxpos - (z-mudflow_minpos);
+               }
 
-       CONTENT_VARIABLE(ndef, stone);
-       CONTENT_VARIABLE(ndef, air);
-       CONTENT_VARIABLE(ndef, water_source);
-       CONTENT_VARIABLE(ndef, dirt);
-       CONTENT_VARIABLE(ndef, sand);
-       CONTENT_VARIABLE(ndef, gravel);
-       CONTENT_VARIABLE(ndef, clay);
-       CONTENT_VARIABLE(ndef, lava_source);
-       CONTENT_VARIABLE(ndef, cobble);
-       CONTENT_VARIABLE(ndef, mossycobble);
-       CONTENT_VARIABLE(ndef, dirt_with_grass);
-       CONTENT_VARIABLE(ndef, junglegrass);
-       CONTENT_VARIABLE(ndef, stone_with_coal);
-       CONTENT_VARIABLE(ndef, stone_with_iron);
-       CONTENT_VARIABLE(ndef, mese);
+               // Node position in 2d
+               v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
+               
+               v3s16 em = vmanip.m_area.getExtent();
+               u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+               s16 y=node_max.Y;
+
+               for(;; y--)
+               {
+                       MapNode *n = NULL;
+                       // Find mud
+                       for(; y>=node_min.Y; y--)
+                       {
+                               n = &vmanip.m_data[i];
+                               //if(content_walkable(n->d))
+                               //      break;
+                               if(n->getContent() == c_dirt ||
+                                               n->getContent() == c_dirt_with_grass)
+                                       break;
+                                       
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
 
+                       // Stop if out of area
+                       //if(vmanip.m_area.contains(i) == false)
+                       if(y < node_min.Y)
+                               break;
+
+                       /*// If not mud, do nothing to it
+                       MapNode *n = &vmanip.m_data[i];
+                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+                               continue;*/
+
+                       /*
+                               Don't flow it if the stuff under it is not mud
+                       */
+                       {
+                               u32 i2 = i;
+                               vmanip.m_area.add_y(em, i2, -1);
+                               // Cancel if out of area
+                               if(vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               MapNode *n2 = &vmanip.m_data[i2];
+                               if(n2->getContent() != c_dirt &&
+                                               n2->getContent() != c_dirt_with_grass)
+                                       continue;
+                       }
+
+                       // Make it exactly mud
+                       n->setContent(c_dirt);
+                       
+                       /*s16 recurse_count = 0;
+       mudflow_recurse:*/
+
+                       v3s16 dirs4[4] = {
+                               v3s16(0,0,1), // back
+                               v3s16(1,0,0), // right
+                               v3s16(0,0,-1), // front
+                               v3s16(-1,0,0), // left
+                       };
+
+                       // Theck that upper is air or doesn't exist.
+                       // Cancel dropping if upper keeps it in place
+                       u32 i3 = i;
+                       vmanip.m_area.add_y(em, i3, 1);
+                       if(vmanip.m_area.contains(i3) == true
+                                       && ndef->get(vmanip.m_data[i3]).walkable)
+                       {
+                               continue;
+                       }
+
+                       // Drop mud on side
+                       
+                       for(u32 di=0; di<4; di++)
+                       {
+                               v3s16 dirp = dirs4[di];
+                               u32 i2 = i;
+                               // Move to side
+                               vmanip.m_area.add_p(em, i2, dirp);
+                               // Fail if out of area
+                               if(vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               // Check that side is air
+                               MapNode *n2 = &vmanip.m_data[i2];
+                               if(ndef->get(*n2).walkable)
+                                       continue;
+                               // Check that under side is air
+                               vmanip.m_area.add_y(em, i2, -1);
+                               if(vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               n2 = &vmanip.m_data[i2];
+                               if(ndef->get(*n2).walkable)
+                                       continue;
+                               /*// Check that under that is air (need a drop of 2)
+                               vmanip.m_area.add_y(em, i2, -1);
+                               if(vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               n2 = &vmanip.m_data[i2];
+                               if(content_walkable(n2->d))
+                                       continue;*/
+                               // Loop further down until not air
+                               bool dropped_to_unknown = false;
+                               do{
+                                       vmanip.m_area.add_y(em, i2, -1);
+                                       n2 = &vmanip.m_data[i2];
+                                       // if out of known area
+                                       if(vmanip.m_area.contains(i2) == false
+                                                       || n2->getContent() == CONTENT_IGNORE){
+                                               dropped_to_unknown = true;
+                                               break;
+                                       }
+                               }while(ndef->get(*n2).walkable == false);
+                               // Loop one up so that we're in air
+                               vmanip.m_area.add_y(em, i2, 1);
+                               n2 = &vmanip.m_data[i2];
+                               
+                               bool old_is_water = (n->getContent() == c_water_source);
+                               // Move mud to new place
+                               if(!dropped_to_unknown)
+                                       *n2 = *n;
+                               // Set old place to be air (or water)
+                               if(old_is_water)
+                                       *n = MapNode(c_water_source);
+                               else
+                                       *n = MapNode(CONTENT_AIR);
+
+                               // Done
+                               break;
+                       }
+               }
+       }
+       
+       }
+
+       }//timer1
+#endif
+
+       } // Aging loop
+       /***********************
+               END OF AGING LOOP
+       ************************/
+
+       /*
+               Add top and bottom side of water to transforming_liquid queue
+       */
+
+       for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
+       for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
+       {
+               // Node position
+               v2s16 p2d(x,z);
+               {
+                       bool water_found = false;
+                       // Use fast index incrementing
+                       v3s16 em = vmanip.m_area.getExtent();
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
+                       for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
+                       {
+                               if(water_found == false)
+                               {
+                                       if(vmanip.m_data[i].getContent() == c_water_source)
+                                       {
+                                               v3s16 p = v3s16(p2d.X, y, p2d.Y);
+                                               data->transforming_liquid.push_back(p);
+                                               water_found = true;
+                                       }
+                               }
+                               else
+                               {
+                                       // This can be done because water_found can only
+                                       // turn to true and end up here after going through
+                                       // a single block.
+                                       if(vmanip.m_data[i+1].getContent() != c_water_source)
+                                       {
+                                               v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
+                                               data->transforming_liquid.push_back(p);
+                                               water_found = false;
+                                       }
+                               }
+
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+               }
+       }
+
+       /*
+               Grow grass
+       */
+
+       for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
+       for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = v2s16(x,z);
+               
+               /*
+                       Find the lowest surface to which enough light ends up
+                       to make grass grow.
+
+                       Basically just wait until not air and not leaves.
+               */
+               s16 surface_y = 0;
+               {
+                       v3s16 em = vmanip.m_area.getExtent();
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+                       s16 y;
+                       // Go to ground level
+                       for(y=node_max.Y; y>=full_node_min.Y; y--)
+                       {
+                               MapNode &n = vmanip.m_data[i];
+                               if(ndef->get(n).param_type != CPT_LIGHT
+                                               || ndef->get(n).liquid_type != LIQUID_NONE)
+                                       break;
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+                       if(y >= full_node_min.Y)
+                               surface_y = y;
+                       else
+                               surface_y = full_node_min.Y;
+               }
+               
+               u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+               MapNode *n = &vmanip.m_data[i];
+               if(n->getContent() == c_dirt)
+                       n->setContent(c_dirt_with_grass);
+       }
+
+       /*
+               Generate some trees
+       */
+       assert(central_area_size.X == central_area_size.Z);
+       {
+               // Divide area into parts
+               s16 div = 8;
+               s16 sidelen = central_area_size.X / div;
+               double area = sidelen * sidelen;
+               for(s16 x0=0; x0<div; x0++)
+               for(s16 z0=0; z0<div; z0++)
+               {
+                       // Center position of part of division
+                       v2s16 p2d_center(
+                               node_min.X + sidelen/2 + sidelen*x0,
+                               node_min.Z + sidelen/2 + sidelen*z0
+                       );
+                       // Minimum edge of part of division
+                       v2s16 p2d_min(
+                               node_min.X + sidelen*x0,
+                               node_min.Z + sidelen*z0
+                       );
+                       // Maximum edge of part of division
+                       v2s16 p2d_max(
+                               node_min.X + sidelen + sidelen*x0 - 1,
+                               node_min.Z + sidelen + sidelen*z0 - 1
+                       );
+                       // Amount of trees
+                       u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
+                       // Put trees in random places on part of division
+                       for(u32 i=0; i<tree_count; i++)
+                       {
+                               s16 x = myrand_range(p2d_min.X, p2d_max.X);
+                               s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
+                               s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
+                               // Don't make a tree under water level
+                               if(y < WATER_LEVEL)
+                                       continue;
+                               // Don't make a tree so high that it doesn't fit
+                               if(y > node_max.Y - 6)
+                                       continue;
+                               v3s16 p(x,y,z);
+                               /*
+                                       Trees grow only on mud and grass
+                               */
+                               {
+                                       u32 i = vmanip.m_area.index(v3s16(p));
+                                       MapNode *n = &vmanip.m_data[i];
+                                       if(n->getContent() != c_dirt
+                                                       && n->getContent() != c_dirt_with_grass)
+                                               continue;
+                               }
+                               p.Y++;
+                               // Make a tree
+                               make_tree(vmanip, p, false, ndef);
+                       }
+               }
+       }
+
+#if 0
        /*
                Make base ground level
        */
@@ -1622,7 +2084,7 @@ void make_block(BlockMakeData *data)
                                                vmanip.m_data[i] = n_stone;
                                }
                        
-                               data->vmanip->m_area.add_y(em, i, 1);
+                               vmanip->m_area.add_y(em, i, 1);
                        }
                }
        }
@@ -1668,7 +2130,7 @@ void make_block(BlockMakeData *data)
                                        }
                                }
 
-                               data->vmanip->m_area.add_y(em, i, -1);
+                               vmanip->m_area.add_y(em, i, -1);
                        }
                }
        }
@@ -1688,7 +2150,7 @@ void make_block(BlockMakeData *data)
                        && node_min.Y < approx_groundlevel)
        {
                // Dungeon generator doesn't modify places which have this set
-               data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
+               vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
                                | VMANIP_FLAG_DUNGEON_PRESERVE);
                
                // Set all air and water to be untouchable to make dungeons open
@@ -1708,7 +2170,7 @@ void make_block(BlockMakeData *data)
                                                vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
                                        else if(vmanip.m_data[i].getContent() == c_water_source)
                                                vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-                                       data->vmanip->m_area.add_y(em, i, -1);
+                                       vmanip->m_area.add_y(em, i, -1);
                                }
                        }
                }
@@ -1749,7 +2211,7 @@ void make_block(BlockMakeData *data)
                                                if(wetness > 1.2)
                                                        vmanip.m_data[i].setContent(c_dirt);
                                        }*/
-                                       data->vmanip->m_area.add_y(em, i, -1);
+                                       vmanip->m_area.add_y(em, i, -1);
                                }
                        }
                }
@@ -1804,7 +2266,7 @@ void make_block(BlockMakeData *data)
                                        }
                                }
 
-                               data->vmanip->m_area.add_y(em, i, -1);
+                               vmanip->m_area.add_y(em, i, -1);
                        }
                }
        }
@@ -1896,7 +2358,7 @@ void make_block(BlockMakeData *data)
                                        else if(current_depth != 0)
                                                break;
 
-                                       data->vmanip->m_area.add_y(em, i, -1);
+                                       vmanip->m_area.add_y(em, i, -1);
                                }
                        }
                }
@@ -1921,7 +2383,7 @@ void make_block(BlockMakeData *data)
                {
                        s16 x = treerandom.range(node_min.X, node_max.X);
                        s16 z = treerandom.range(node_min.Z, node_max.Z);
-                       //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
+                       //s16 y = find_ground_level(vmanip, v2s16(x,z));
                        s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
                        // Don't make a tree under water level
                        if(y < WATER_LEVEL)
@@ -1937,8 +2399,8 @@ void make_block(BlockMakeData *data)
                        bool found = false;
                        for(; p.Y >= y-6; p.Y--)
                        {
-                               u32 i = data->vmanip->m_area.index(p);
-                               MapNode *n = &data->vmanip->m_data[i];
+                               u32 i = vmanip->m_area.index(p);
+                               MapNode *n = &vmanip->m_data[i];
                                if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
                                {
                                        found = true;
@@ -1950,8 +2412,8 @@ void make_block(BlockMakeData *data)
                                continue;
 
                        {
-                               u32 i = data->vmanip->m_area.index(p);
-                               MapNode *n = &data->vmanip->m_data[i];
+                               u32 i = vmanip->m_area.index(p);
+                               MapNode *n = &vmanip->m_data[i];
 
                                if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
                                                continue;
@@ -2012,8 +2474,8 @@ void make_block(BlockMakeData *data)
                                bool found = false;
                                for(; p.Y >= y-6; p.Y--)
                                {
-                                       u32 i = data->vmanip->m_area.index(p);
-                                       MapNode *n = &data->vmanip->m_data[i];
+                                       u32 i = vmanip->m_area.index(p);
+                                       MapNode *n = &vmanip->m_data[i];
                                        if(data->nodedef->get(*n).is_ground_content)
                                        {
                                                found = true;
@@ -2059,15 +2521,15 @@ void make_block(BlockMakeData *data)
                        v3s16 p(x,y,z);
                        // Filter placement
                        /*{
-                               u32 i = data->vmanip->m_area.index(v3s16(p));
-                               MapNode *n = &data->vmanip->m_data[i];
+                               u32 i = vmanip->m_area.index(v3s16(p));
+                               MapNode *n = &vmanip->m_data[i];
                                if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
                                        continue;
                        }*/
                        // Will be placed one higher
                        p.Y++;
                        // Add it
-                       make_randomstone(data->vmanip, p);
+                       make_randomstone(vmanip, p);
                }
 #endif
 
@@ -2094,15 +2556,15 @@ void make_block(BlockMakeData *data)
                        v3s16 p(x,y,z);
                        // Filter placement
                        /*{
-                               u32 i = data->vmanip->m_area.index(v3s16(p));
-                               MapNode *n = &data->vmanip->m_data[i];
+                               u32 i = vmanip->m_area.index(v3s16(p));
+                               MapNode *n = &vmanip->m_data[i];
                                if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
                                        continue;
                        }*/
                        // Will be placed one lower
                        p.Y--;
                        // Add it
-                       make_largestone(data->vmanip, p);
+                       make_largestone(vmanip, p);
                }
 #endif
        }
@@ -2239,6 +2701,7 @@ void make_block(BlockMakeData *data)
                        }
                }
        }
+#endif
 
        /*
                Calculate lighting
@@ -2246,7 +2709,11 @@ void make_block(BlockMakeData *data)
        {
        ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
                        SPT_AVG);
-       VoxelArea a(node_min, node_max);
+       //VoxelArea a(node_min, node_max);
+       VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
+                       node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
+       /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
+                       node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
        enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
        for(int i=0; i<2; i++)
        {