]> git.lizzy.rs Git - minetest.git/blobdiff - src/map.cpp
Some fiddling around with fog... not much changed
[minetest.git] / src / map.cpp
index d5a61d408f0c49d4101d4b774ecb96168b5bc4ee..184d89b9c7f9af4c23a0d6d8b84671b1fb134798 100644 (file)
@@ -25,45 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "utility.h"
 #include "voxel.h"
 #include "porting.h"
-
-#if 0
-MapBlockPointerCache::MapBlockPointerCache(Map *map)
-{
-       m_map = map;
-       m_map->m_blockcachelock.cacheCreated();
-
-       m_from_cache_count = 0;
-       m_from_map_count = 0;
-}
-
-MapBlockPointerCache::~MapBlockPointerCache()
-{
-       m_map->m_blockcachelock.cacheRemoved();
-
-       /*dstream<<"MapBlockPointerCache:"
-                       <<" from_cache_count="<<m_from_cache_count
-                       <<" from_map_count="<<m_from_map_count
-                       <<std::endl;*/
-}
-
-MapBlock * MapBlockPointerCache::getBlockNoCreate(v3s16 p)
-{
-       core::map<v3s16, MapBlock*>::Node *n = NULL;
-       n = m_blocks.find(p);
-       if(n != NULL)
-       {
-               m_from_cache_count++;
-               return n->getValue();
-       }
-       
-       m_from_map_count++;
-       
-       // Throws InvalidPositionException if not found
-       MapBlock *b = m_map->getBlockNoCreate(p);
-       m_blocks[p] = b;
-       return b;
-}
-#endif
+#include "mineral.h"
+#include "noise.h"
 
 /*
        Map
@@ -73,9 +36,7 @@ Map::Map(std::ostream &dout):
        m_dout(dout),
        m_camera_position(0,0,0),
        m_camera_direction(0,0,1),
-       m_sector_cache(NULL),
-       m_hwrapper(this),
-       drawoffset(0,0,0)
+       m_sector_cache(NULL)
 {
        m_sector_mutex.Init();
        m_camera_mutex.Init();
@@ -106,10 +67,8 @@ Map::~Map()
        }
 }
 
-MapSector * Map::getSectorNoGenerate(v2s16 p)
+MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
 {
-       JMutexAutoLock lock(m_sector_mutex);
-
        if(m_sector_cache != NULL && p == m_sector_cache_p){
                MapSector * sector = m_sector_cache;
                // Reset inactivity timer
@@ -118,11 +77,9 @@ MapSector * Map::getSectorNoGenerate(v2s16 p)
        }
        
        core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p);
-       // If sector doesn't exist, throw an exception
+       
        if(n == NULL)
-       {
-               throw InvalidPositionException();
-       }
+               return NULL;
        
        MapSector *sector = n->getValue();
        
@@ -130,13 +87,27 @@ MapSector * Map::getSectorNoGenerate(v2s16 p)
        m_sector_cache_p = p;
        m_sector_cache = sector;
 
-       //MapSector * ref(sector);
-       
        // Reset inactivity timer
        sector->usage_timer = 0.0;
        return sector;
 }
 
+MapSector * Map::getSectorNoGenerateNoEx(v2s16 p)
+{
+       JMutexAutoLock lock(m_sector_mutex);
+
+       return getSectorNoGenerateNoExNoLock(p);
+}
+
+MapSector * Map::getSectorNoGenerate(v2s16 p)
+{
+       MapSector *sector = getSectorNoGenerateNoEx(p);
+       if(sector == NULL)
+               throw InvalidPositionException();
+       
+       return sector;
+}
+
 MapBlock * Map::getBlockNoCreate(v3s16 p3d)
 {      
        v2s16 p2d(p3d.X, p3d.Z);
@@ -162,6 +133,18 @@ MapBlock * Map::getBlockNoCreateNoEx(v3s16 p3d)
        }
 }
 
+/*MapBlock * Map::getBlockCreate(v3s16 p3d)
+{
+       v2s16 p2d(p3d.X, p3d.Z);
+       MapSector * sector = getSectorCreate(p2d);
+       assert(sector);
+       MapBlock *block = sector->getBlockNoCreate(p3d.Y);
+       if(block)
+               return block;
+       block = sector->createBlankBlock(p3d.Y);
+       return block;
+}*/
+
 f32 Map::getGroundHeight(v2s16 p, bool generate)
 {
        try{
@@ -609,6 +592,8 @@ v3s16 Map::getBrightestNeighbour(enum LightBank bank, v3s16 p)
        Starting point gets sunlight.
 
        Returns the lowest y value of where the sunlight went.
+
+       Mud is turned into grass in where the sunlight stops.
 */
 s16 Map::propagateSunlight(v3s16 start,
                core::map<v3s16, MapBlock*> & modified_blocks)
@@ -638,7 +623,17 @@ s16 Map::propagateSunlight(v3s16 start,
 
                        modified_blocks.insert(blockpos, block);
                }
-               else{
+               else
+               {
+                       // Turn mud into grass
+                       if(n.d == CONTENT_MUD)
+                       {
+                               n.d = CONTENT_GRASS;
+                               block->setNode(relpos, n);
+                               modified_blocks.insert(blockpos, block);
+                       }
+
+                       // Sunlight goes no further
                        break;
                }
        }
@@ -650,11 +645,15 @@ void Map::updateLighting(enum LightBank bank,
                core::map<v3s16, MapBlock*> & modified_blocks)
 {
        /*m_dout<<DTIME<<"Map::updateLighting(): "
-                       <<a_blocks.getSize()<<" blocks... ";*/
+                       <<a_blocks.size()<<" blocks."<<std::endl;*/
+       
+       //TimeTaker timer("updateLighting");
        
        // For debugging
-       bool debug=false;
-       u32 count_was = modified_blocks.size();
+       //bool debug=true;
+       //u32 count_was = modified_blocks.size();
+       
+       core::map<v3s16, MapBlock*> blocks_to_update;
 
        core::map<v3s16, bool> light_sources;
        
@@ -675,6 +674,8 @@ void Map::updateLighting(enum LightBank bank,
                        v3s16 pos = block->getPos();
                        modified_blocks.insert(pos, block);
 
+                       blocks_to_update.insert(pos, block);
+
                        /*
                                Clear all light from block
                        */
@@ -724,10 +725,12 @@ void Map::updateLighting(enum LightBank bank,
                        }
                        else if(bank == LIGHTBANK_NIGHT)
                        {
+                               // For night lighting, sunlight is not propagated
                                break;
                        }
                        else
                        {
+                               // Invalid lighting bank
                                assert(0);
                        }
                                
@@ -735,7 +738,7 @@ void Map::updateLighting(enum LightBank bank,
                                        <<pos.X<<","<<pos.Y<<","<<pos.Z<<") not valid"
                                        <<std::endl;*/
 
-                       // Else get the block below and loop to it
+                       // Bottom sunlight is not valid; get the block and loop to it
 
                        pos.Y--;
                        try{
@@ -748,9 +751,10 @@ void Map::updateLighting(enum LightBank bank,
                        
                }
        }
-       
+
+#if 0
        {
-               //TimeTaker timer("unspreadLight");
+               TimeTaker timer("unspreadLight");
                unspreadLight(bank, unlight_from, light_sources, modified_blocks);
        }
        
@@ -761,15 +765,8 @@ void Map::updateLighting(enum LightBank bank,
                dstream<<"unspreadLight modified "<<diff<<std::endl;
        }
 
-       // TODO: Spread light from propagated sunlight?
-       // Yes, add it to light_sources... somehow.
-       // It has to be added at somewhere above, in the loop.
-       // TODO
-       // NOTE: This actually works fine without doing so
-       //       - Find out why it works
-
        {
-               //TimeTaker timer("spreadLight");
+               TimeTaker timer("spreadLight");
                spreadLight(bank, light_sources, modified_blocks);
        }
        
@@ -779,6 +776,63 @@ void Map::updateLighting(enum LightBank bank,
                count_was = modified_blocks.size();
                dstream<<"spreadLight modified "<<diff<<std::endl;
        }
+#endif
+       
+       {
+               //MapVoxelManipulator vmanip(this);
+               
+               // Make a manual voxel manipulator and load all the blocks
+               // that touch the requested blocks
+               ManualMapVoxelManipulator vmanip(this);
+               core::map<v3s16, MapBlock*>::Iterator i;
+               i = blocks_to_update.getIterator();
+               for(; i.atEnd() == false; i++)
+               {
+                       MapBlock *block = i.getNode()->getValue();
+                       v3s16 p = block->getPos();
+                       
+                       // Add all surrounding blocks
+                       vmanip.initialEmerge(p - v3s16(1,1,1), p + v3s16(1,1,1));
+
+                       /*
+                               Add all surrounding blocks that have up-to-date lighting
+                               NOTE: This doesn't quite do the job (not everything
+                                     appropriate is lighted)
+                       */
+                       /*for(s16 z=-1; z<=1; z++)
+                       for(s16 y=-1; y<=1; y++)
+                       for(s16 x=-1; x<=1; x++)
+                       {
+                               v3s16 p(x,y,z);
+                               MapBlock *block = getBlockNoCreateNoEx(p);
+                               if(block == NULL)
+                                       continue;
+                               if(block->isDummy())
+                                       continue;
+                               if(block->getLightingExpired())
+                                       continue;
+                               vmanip.initialEmerge(p, p);
+                       }*/
+                       
+                       // Lighting of block will be updated completely
+                       block->setLightingExpired(false);
+               }
+
+               {
+                       //TimeTaker timer("unSpreadLight");
+                       vmanip.unspreadLight(bank, unlight_from, light_sources);
+               }
+               {
+                       //TimeTaker timer("spreadLight");
+                       vmanip.spreadLight(bank, light_sources);
+               }
+               {
+                       //TimeTaker timer("blitBack");
+                       vmanip.blitBack(modified_blocks);
+               }
+               /*dstream<<"emerge_time="<<emerge_time<<std::endl;
+               emerge_time = 0;*/
+       }
 
        //m_dout<<"Done ("<<getTimestamp()<<")"<<std::endl;
 }
@@ -954,6 +1008,37 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                MapBlock *block = i.getNode()->getValue();
                block->updateDayNightDiff();
        }
+
+       /*
+               Add neighboring liquid nodes and the node itself if it is
+               liquid (=water node was added) to transform queue.
+       */
+       v3s16 dirs[7] = {
+               v3s16(0,0,0), // self
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
+       for(u16 i=0; i<7; i++)
+       {
+               try
+               {
+
+               v3s16 p2 = p + dirs[i];
+               
+               MapNode n2 = getNode(p2);
+               if(content_liquid(n2.d))
+               {
+                       m_transforming_liquid.push_back(p2);
+               }
+               
+               }catch(InvalidPositionException &e)
+               {
+               }
+       }
 }
 
 /*
@@ -1091,6 +1176,35 @@ void Map::removeNodeAndUpdate(v3s16 p,
                MapBlock *block = i.getNode()->getValue();
                block->updateDayNightDiff();
        }
+
+       /*
+               Add neighboring liquid nodes to transform queue.
+       */
+       v3s16 dirs[6] = {
+               v3s16(0,0,1), // back
+               v3s16(0,1,0), // top
+               v3s16(1,0,0), // right
+               v3s16(0,0,-1), // front
+               v3s16(0,-1,0), // bottom
+               v3s16(-1,0,0), // left
+       };
+       for(u16 i=0; i<6; i++)
+       {
+               try
+               {
+
+               v3s16 p2 = p + dirs[i];
+               
+               MapNode n2 = getNode(p2);
+               if(content_liquid(n2.d))
+               {
+                       m_transforming_liquid.push_back(p2);
+               }
+               
+               }catch(InvalidPositionException &e)
+               {
+               }
+       }
 }
 
 #ifndef SERVER
@@ -1263,7 +1377,7 @@ void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks)
                
                This disables the existence of caches while locked
        */
-       SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches());
+       //SharedPtr<JMutexAutoLock> cachelock(m_blockcachelock.waitCaches());
 
        core::list<v2s16>::Iterator j;
        for(j=list.begin(); j!=list.end(); j++)
@@ -1331,392 +1445,2399 @@ void Map::PrintInfo(std::ostream &out)
        out<<"Map: ";
 }
 
-/*
-       ServerMap
-*/
+#define WATER_DROP_BOOST 4
 
-ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
-       Map(dout_server),
-       m_heightmap(NULL)
+void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
 {
-       m_savedir = savedir;
-       m_map_saving_enabled = false;
-       
-       try
-       {
-               // If directory exists, check contents and load if possible
-               if(fs::PathExists(m_savedir))
-               {
-                       // If directory is empty, it is safe to save into it.
-                       if(fs::GetDirListing(m_savedir).size() == 0)
-                       {
-                               dstream<<DTIME<<"Server: Empty save directory is valid."
-                                               <<std::endl;
-                               m_map_saving_enabled = true;
-                       }
-                       else
-                       {
-                               // Load master heightmap
-                               loadMasterHeightmap();
-                               
-                               // Load sector (0,0) and throw and exception on fail
-                               if(loadSectorFull(v2s16(0,0)) == false)
-                                       throw LoadError("Failed to load sector (0,0)");
+       DSTACK(__FUNCTION_NAME);
+       //TimeTaker timer("transformLiquids()");
 
-                               dstream<<DTIME<<"Server: Successfully loaded master "
-                                               "heightmap and sector (0,0) from "<<savedir<<
-                                               ", assuming valid save directory."
-                                               <<std::endl;
+       u32 loopcount = 0;
+       u32 initial_size = m_transforming_liquid.size();
+       
+       /*if(initial_size != 0)
+               dstream<<"transformLiquids(): initial_size="<<initial_size<<std::endl;*/
 
-                               m_map_saving_enabled = true;
-                               // Map loaded, not creating new one
-                               return;
-                       }
-               }
-               // If directory doesn't exist, it is safe to save to it
-               else{
-                       m_map_saving_enabled = true;
-               }
-       }
-       catch(std::exception &e)
+       while(m_transforming_liquid.size() != 0)
        {
-               dstream<<DTIME<<"Server: Failed to load map from "<<savedir
-                               <<", exception: "<<e.what()<<std::endl;
-               dstream<<DTIME<<"Please remove the map or fix it."<<std::endl;
-               dstream<<DTIME<<"WARNING: Map saving will be disabled."<<std::endl;
-       }
+               /*
+                       Get a queued transforming liquid node
+               */
+               v3s16 p0 = m_transforming_liquid.pop_front();
 
-       dstream<<DTIME<<"Initializing new map."<<std::endl;
-       
-       // Create master heightmap
-       ValueGenerator *maxgen =
-                       ValueGenerator::deSerialize(hmp.randmax);
-       ValueGenerator *factorgen =
-                       ValueGenerator::deSerialize(hmp.randfactor);
-       ValueGenerator *basegen =
-                       ValueGenerator::deSerialize(hmp.base);
-       m_heightmap = new UnlimitedHeightmap
-                       (hmp.blocksize, maxgen, factorgen, basegen);
-       
-       // Set map parameters
-       m_params = mp;
-       
-       // Create zero sector
-       emergeSector(v2s16(0,0));
+               MapNode n0 = getNode(p0);
+               
+               // Don't deal with non-liquids
+               if(content_liquid(n0.d) == false)
+                       continue;
 
-       // Initially write whole map
-       save(false);
-}
+               bool is_source = !content_flowing_liquid(n0.d);
+               
+               u8 liquid_level = 8;
+               if(is_source == false)
+                       liquid_level = n0.param2 & 0x0f;
+               
+               // Turn possible source into non-source
+               u8 nonsource_c = make_liquid_flowing(n0.d);
 
-ServerMap::~ServerMap()
-{
-       try
-       {
-               if(m_map_saving_enabled)
-               {
-                       //save(false);
-                       // Save only changed parts
-                       save(true);
-                       dstream<<DTIME<<"Server: saved map to "<<m_savedir<<std::endl;
-               }
-               else
+               /*
+                       If not source, check that some node flows into this one
+                       and what is the level of liquid in this one
+               */
+               if(is_source == false)
                {
-                       dstream<<DTIME<<"Server: map not saved"<<std::endl;
-               }
-       }
-       catch(std::exception &e)
-       {
-               dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
-                               <<", exception: "<<e.what()<<std::endl;
-       }
-       
-       if(m_heightmap != NULL)
-               delete m_heightmap;
-}
+                       s8 new_liquid_level_max = -1;
 
-MapSector * ServerMap::emergeSector(v2s16 p2d)
-{
-       DSTACK("%s: p2d=(%d,%d)",
-                       __FUNCTION_NAME,
-                       p2d.X, p2d.Y);
-       // Check that it doesn't exist already
-       try{
-               return getSectorNoGenerate(p2d);
-       }
-       catch(InvalidPositionException &e)
-       {
-       }
-       
-       /*
-               Try to load the sector from disk.
-       */
-       if(loadSectorFull(p2d) == true)
-       {
-               return getSectorNoGenerate(p2d);
-       }
+                       v3s16 dirs_from[5] = {
+                               v3s16(0,1,0), // top
+                               v3s16(0,0,1), // back
+                               v3s16(1,0,0), // right
+                               v3s16(0,0,-1), // front
+                               v3s16(-1,0,0), // left
+                       };
+                       for(u16 i=0; i<5; i++)
+                       {
+                               try
+                               {
 
-       /*
-               If there is no master heightmap, throw.
-       */
-       if(m_heightmap == NULL)
-       {
-               throw InvalidPositionException("emergeSector(): no heightmap");
-       }
+                               bool from_top = (i==0);
 
-       /*
-               Do not generate over-limit
-       */
-       if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
-       || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
-       || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
-       || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
-               throw InvalidPositionException("emergeSector(): pos. over limit");
+                               v3s16 p2 = p0 + dirs_from[i];
+                               MapNode n2 = getNode(p2);
 
-       /*
-               Generate sector and heightmaps
-       */
-       
-       // Number of heightmaps in sector in each direction
-       u16 hm_split = SECTOR_HEIGHTMAP_SPLIT;
+                               if(content_liquid(n2.d))
+                               {
+                                       u8 n2_nonsource_c = make_liquid_flowing(n2.d);
+                                       // Check that the liquids are the same type
+                                       if(n2_nonsource_c != nonsource_c)
+                                       {
+                                               dstream<<"WARNING: Not handling: different liquids"
+                                                               " collide"<<std::endl;
+                                               continue;
+                                       }
+                                       bool n2_is_source = !content_flowing_liquid(n2.d);
+                                       s8 n2_liquid_level = 8;
+                                       if(n2_is_source == false)
+                                               n2_liquid_level = n2.param2 & 0x07;
+                                       
+                                       s8 new_liquid_level = -1;
+                                       if(from_top)
+                                       {
+                                               //new_liquid_level = 7;
+                                               if(n2_liquid_level >= 7 - WATER_DROP_BOOST)
+                                                       new_liquid_level = 7;
+                                               else
+                                                       new_liquid_level = n2_liquid_level + WATER_DROP_BOOST;
+                                       }
+                                       else if(n2_liquid_level > 0)
+                                       {
+                                               new_liquid_level = n2_liquid_level - 1;
+                                       }
 
-       // Heightmap side width
-       s16 hm_d = MAP_BLOCKSIZE / hm_split;
+                                       if(new_liquid_level > new_liquid_level_max)
+                                               new_liquid_level_max = new_liquid_level;
+                               }
+
+                               }catch(InvalidPositionException &e)
+                               {
+                               }
+                       } //for
+                       
+                       /*
+                               If liquid level should be something else, update it and
+                               add all the neighboring water nodes to the transform queue.
+                       */
+                       if(new_liquid_level_max != liquid_level)
+                       {
+                               if(new_liquid_level_max == -1)
+                               {
+                                       // Remove water alltoghether
+                                       n0.d = CONTENT_AIR;
+                                       n0.param2 = 0;
+                                       setNode(p0, n0);
+                               }
+                               else
+                               {
+                                       n0.param2 = new_liquid_level_max;
+                                       setNode(p0, n0);
+                               }
+                               
+                               // Block has been modified
+                               {
+                                       v3s16 blockpos = getNodeBlockPos(p0);
+                                       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+                                       if(block != NULL)
+                                               modified_blocks.insert(blockpos, block);
+                               }
+                               
+                               /*
+                                       Add neighboring non-source liquid nodes to transform queue.
+                               */
+                               v3s16 dirs[6] = {
+                                       v3s16(0,0,1), // back
+                                       v3s16(0,1,0), // top
+                                       v3s16(1,0,0), // right
+                                       v3s16(0,0,-1), // front
+                                       v3s16(0,-1,0), // bottom
+                                       v3s16(-1,0,0), // left
+                               };
+                               for(u16 i=0; i<6; i++)
+                               {
+                                       try
+                                       {
+
+                                       v3s16 p2 = p0 + dirs[i];
+                                       
+                                       MapNode n2 = getNode(p2);
+                                       if(content_flowing_liquid(n2.d))
+                                       {
+                                               m_transforming_liquid.push_back(p2);
+                                       }
+                                       
+                                       }catch(InvalidPositionException &e)
+                                       {
+                                       }
+                               }
+                       }
+               }
+               
+               // Get a new one from queue if the node has turned into non-water
+               if(content_liquid(n0.d) == false)
+                       continue;
+
+               /*
+                       Flow water from this node
+               */
+               v3s16 dirs_to[5] = {
+                       v3s16(0,-1,0), // bottom
+                       v3s16(0,0,1), // back
+                       v3s16(1,0,0), // right
+                       v3s16(0,0,-1), // front
+                       v3s16(-1,0,0), // left
+               };
+               for(u16 i=0; i<5; i++)
+               {
+                       try
+                       {
+
+                       bool to_bottom = (i == 0);
+
+                       // If liquid is at lowest possible height, it's not going
+                       // anywhere except down
+                       if(liquid_level == 0 && to_bottom == false)
+                               continue;
+                       
+                       u8 liquid_next_level = 0;
+                       // If going to bottom
+                       if(to_bottom)
+                       {
+                               //liquid_next_level = 7;
+                               if(liquid_level >= 7 - WATER_DROP_BOOST)
+                                       liquid_next_level = 7;
+                               else
+                                       liquid_next_level = liquid_level + WATER_DROP_BOOST;
+                       }
+                       else
+                               liquid_next_level = liquid_level - 1;
+
+                       bool n2_changed = false;
+                       bool flowed = false;
+                       
+                       v3s16 p2 = p0 + dirs_to[i];
+
+                       MapNode n2 = getNode(p2);
+                       //dstream<<"[1] n2.param="<<(int)n2.param<<std::endl;
+
+                       if(content_liquid(n2.d))
+                       {
+                               u8 n2_nonsource_c = make_liquid_flowing(n2.d);
+                               // Check that the liquids are the same type
+                               if(n2_nonsource_c != nonsource_c)
+                               {
+                                       dstream<<"WARNING: Not handling: different liquids"
+                                                       " collide"<<std::endl;
+                                       continue;
+                               }
+                               bool n2_is_source = !content_flowing_liquid(n2.d);
+                               u8 n2_liquid_level = 8;
+                               if(n2_is_source == false)
+                                       n2_liquid_level = n2.param2 & 0x07;
+                               
+                               if(to_bottom)
+                               {
+                                       flowed = true;
+                               }
+
+                               if(n2_is_source)
+                               {
+                                       // Just flow into the source, nothing changes.
+                                       // n2_changed is not set because destination didn't change
+                                       flowed = true;
+                               }
+                               else
+                               {
+                                       if(liquid_next_level > liquid_level)
+                                       {
+                                               n2.param2 = liquid_next_level;
+                                               setNode(p2, n2);
+
+                                               n2_changed = true;
+                                               flowed = true;
+                                       }
+                               }
+                       }
+                       else if(n2.d == CONTENT_AIR)
+                       {
+                               n2.d = nonsource_c;
+                               n2.param2 = liquid_next_level;
+                               setNode(p2, n2);
+                               
+                               n2_changed = true;
+                               flowed = true;
+                       }
+                       
+                       //dstream<<"[2] n2.param="<<(int)n2.param<<std::endl;
+
+                       if(n2_changed)
+                       {
+                               m_transforming_liquid.push_back(p2);
+                               
+                               v3s16 blockpos = getNodeBlockPos(p2);
+                               MapBlock *block = getBlockNoCreateNoEx(blockpos);
+                               if(block != NULL)
+                                       modified_blocks.insert(blockpos, block);
+                       }
+                       
+                       // If n2_changed to bottom, don't flow anywhere else
+                       if(to_bottom && flowed && !is_source)
+                               break;
+                               
+                       }catch(InvalidPositionException &e)
+                       {
+                       }
+               }
+
+               loopcount++;
+               //if(loopcount >= 100000)
+               if(loopcount >= initial_size * 1)
+                       break;
+       }
+       //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
+}
+
+/*
+       ServerMap
+*/
+
+ServerMap::ServerMap(std::string savedir):
+       Map(dout_server),
+       m_seed(0)
+{
+       
+       //m_chunksize = 64;
+       //m_chunksize = 16; // Too slow
+       m_chunksize = 8; // Takes a few seconds
+       //m_chunksize = 4;
+       //m_chunksize = 2;
+       
+       // TODO: Save to and load from a file
+       m_seed = (((u64)(myrand()%0xffff)<<0)
+                       + ((u64)(myrand()%0xffff)<<16)
+                       + ((u64)(myrand()%0xffff)<<32)
+                       + ((u64)(myrand()%0xffff)<<48));
+
+       /*
+               Experimental and debug stuff
+       */
+       
+       {
+       }
+       
+       /*
+               Try to load map; if not found, create a new one.
+       */
+
+       m_savedir = savedir;
+       m_map_saving_enabled = false;
+       
+       try
+       {
+               // If directory exists, check contents and load if possible
+               if(fs::PathExists(m_savedir))
+               {
+                       // If directory is empty, it is safe to save into it.
+                       if(fs::GetDirListing(m_savedir).size() == 0)
+                       {
+                               dstream<<DTIME<<"Server: Empty save directory is valid."
+                                               <<std::endl;
+                               m_map_saving_enabled = true;
+                       }
+                       else
+                       {
+                               // Load map metadata (seed, chunksize)
+                               loadMapMeta();
+                               
+                               // Load chunk metadata
+                               loadChunkMeta();
+                       
+                               /*// Load sector (0,0) and throw and exception on fail
+                               if(loadSectorFull(v2s16(0,0)) == false)
+                                       throw LoadError("Failed to load sector (0,0)");*/
+
+                               /*dstream<<DTIME<<"Server: Successfully loaded chunk "
+                                               "metadata and sector (0,0) from "<<savedir<<
+                                               ", assuming valid save directory."
+                                               <<std::endl;*/
+
+                               dstream<<DTIME<<"INFO: Server: Successfully loaded map "
+                                               <<"and chunk metadata from "<<savedir
+                                               <<", assuming valid save directory."
+                                               <<std::endl;
+
+                               m_map_saving_enabled = true;
+                               // Map loaded, not creating new one
+                               return;
+                       }
+               }
+               // If directory doesn't exist, it is safe to save to it
+               else{
+                       m_map_saving_enabled = true;
+               }
+       }
+       catch(std::exception &e)
+       {
+               dstream<<DTIME<<"WARNING: Server: Failed to load map from "<<savedir
+                               <<", exception: "<<e.what()<<std::endl;
+               dstream<<"Please remove the map or fix it."<<std::endl;
+               dstream<<"WARNING: Map saving will be disabled."<<std::endl;
+       }
+
+       dstream<<DTIME<<"INFO: Initializing new map."<<std::endl;
+       
+       // Create zero sector
+       emergeSector(v2s16(0,0));
+
+       // Initially write whole map
+       save(false);
+}
+
+ServerMap::~ServerMap()
+{
+       try
+       {
+               if(m_map_saving_enabled)
+               {
+                       //save(false);
+                       // Save only changed parts
+                       save(true);
+                       dstream<<DTIME<<"Server: saved map to "<<m_savedir<<std::endl;
+               }
+               else
+               {
+                       dstream<<DTIME<<"Server: map not saved"<<std::endl;
+               }
+       }
+       catch(std::exception &e)
+       {
+               dstream<<DTIME<<"Server: Failed to save map to "<<m_savedir
+                               <<", exception: "<<e.what()<<std::endl;
+       }
+       
+       /*
+               Free all MapChunks
+       */
+       core::map<v2s16, MapChunk*>::Iterator i = m_chunks.getIterator();
+       for(; i.atEnd() == false; i++)
+       {
+               MapChunk *chunk = i.getNode()->getValue();
+               delete chunk;
+       }
+}
+
+/*
+       Some helper functions for the map generator
+*/
+
+s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
+{
+       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;
+       for(y=y_nodes_max; y>=y_nodes_min; y--)
+       {
+               MapNode &n = vmanip.m_data[i];
+               if(content_walkable(n.d))
+                       break;
+                       
+               vmanip.m_area.add_y(em, i, -1);
+       }
+       if(y >= y_nodes_min)
+               return y;
+       else
+               return y_nodes_min;
+}
+
+s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
+{
+       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;
+       for(y=y_nodes_max; y>=y_nodes_min; y--)
+       {
+               MapNode &n = vmanip.m_data[i];
+               if(content_walkable(n.d)
+                               && n.d != CONTENT_TREE
+                               && n.d != CONTENT_LEAVES)
+                       break;
+                       
+               vmanip.m_area.add_y(em, i, -1);
+       }
+       if(y >= y_nodes_min)
+               return y;
+       else
+               return y_nodes_min;
+}
+
+void make_tree(VoxelManipulator &vmanip, v3s16 p0)
+{
+       MapNode treenode(CONTENT_TREE);
+       MapNode leavesnode(CONTENT_LEAVES);
+
+       s16 trunk_h = myrand_range(3, 6);
+       v3s16 p1 = p0;
+       for(s16 ii=0; ii<trunk_h; ii++)
+       {
+               if(vmanip.m_area.contains(p1))
+                       vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
+               p1.Y++;
+       }
+       
+       // p1 is now the last piece of the trunk
+       p1.Y -= 1;
+
+       VoxelArea leaves_a(v3s16(-2,-2,-2), v3s16(2,2,2));
+       //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
+       Buffer<u8> leaves_d(leaves_a.getVolume());
+       for(s32 i=0; i<leaves_a.getVolume(); i++)
+               leaves_d[i] = 0;
+       
+       // Force leaves at near the end of the trunk
+       {
+               s16 d = 1;
+               for(s16 z=-d; z<=d; z++)
+               for(s16 y=-d; y<=d; y++)
+               for(s16 x=-d; x<=d; x++)
+               {
+                       leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
+               }
+       }
+       
+       // Add leaves randomly
+       for(u32 iii=0; iii<7; iii++)
+       {
+               s16 d = 1;
+
+               v3s16 p(
+                       myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
+                       myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
+                       myrand_range(leaves_a.MinEdge.Z, leaves_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++)
+               {
+                       leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
+               }
+       }
+       
+       // Blit leaves to vmanip
+       for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
+       for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
+       for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
+       {
+               v3s16 p(x,y,z);
+               p += p1;
+               if(vmanip.m_area.contains(p) == false)
+                       continue;
+               u32 vi = vmanip.m_area.index(p);
+               if(vmanip.m_data[vi].d != CONTENT_AIR)
+                       continue;
+               u32 i = leaves_a.index(x,y,z);
+               if(leaves_d[i] == 1)
+                       vmanip.m_data[vi] = leavesnode;
+       }
+}
+
+/*
+       Noise functions. Make sure seed is mangled differently in each one.
+*/
+
+// Amount of trees per area in nodes
+double tree_amount_2d(u64 seed, v2s16 p)
+{
+       double noise = noise2d_perlin(
+                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
+                       seed+2, 5, 0.66);
+       double zeroval = -0.3;
+       if(noise < zeroval)
+               return 0;
+       else
+               return 0.04 * (noise-zeroval) / (1.0-zeroval);
+}
+
+/*double base_rock_level_2d(u64 seed, v2s16 p)
+{
+       return WATER_LEVEL - 6.0 + 25. * noise2d_perlin(
+                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+                       seed, 6, 0.6);
+}*/
+
+/*double highlands_level_2d(u64 seed, v2s16 p)
+{
+       double a = noise2d_perlin(
+                       0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
+                       seed-359, 6, 0.65);
+       if(a > 0.0)
+       //if(1)
+       {
+               return WATER_LEVEL + 25;
+               return WATER_LEVEL + 55. * noise2d_perlin(
+                               0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+                               seed+85039, 6, 0.69);
+       }
+       else
+               return -100000;
+}*/
+
+double base_rock_level_2d(u64 seed, v2s16 p)
+{
+       // The base ground level
+       double base = (double)WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
+                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+                       (seed>>32)+654879876, 6, 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);
+       if(base2 > base)
+               base = base2;*/
+#if 1
+       // Higher ground level
+       double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin(
+                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+                       seed+85039, 5, 0.69);
+       //higher = 30; // For debugging
+
+       // Limit higher to at least base
+       if(higher < base)
+               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);
+       b = rangelim(b, 0.0, 1000.0);
+       b = pow(b, 5);
+       b *= 7;
+       b = rangelim(b, 3.0, 1000.0);
+       //dstream<<"b="<<b<<std::endl;
+       //double b = 20;
+
+       // Offset to more low
+       double a_off = -0.2;
+       // 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));*/
+       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));
+       // Limit
+       a = rangelim(a, 0.0, 1.0);
+
+       //dstream<<"a="<<a<<std::endl;
+       
+       double h = base*(1.0-a) + higher*a;
+#else
+       double h = base;
+#endif
+       return h;
+}
+
+#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
+
+/*
+       This is the main map generation method
+*/
+
+MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
+               core::map<v3s16, MapBlock*> &changed_blocks,
+               bool force)
+{
+       DSTACK(__FUNCTION_NAME);
+
+       /*
+               Don't generate if already fully generated
+       */
+       if(force == false)
+       {
+               MapChunk *chunk = getChunk(chunkpos);
+               if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
+               {
+                       dstream<<"generateChunkRaw(): Chunk "
+                                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+                                       <<" already generated"<<std::endl;
+                       return chunk;
+               }
+       }
+
+       dstream<<"generateChunkRaw(): Generating chunk "
+                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
+                       <<std::endl;
+       
+       TimeTaker timer("generateChunkRaw()");
+       
+       // The distance how far into the neighbors the generator is allowed to go.
+       s16 max_spread_amount_sectors = 2;
+       assert(max_spread_amount_sectors <= m_chunksize);
+       s16 max_spread_amount = max_spread_amount_sectors * MAP_BLOCKSIZE;
+
+       // Minimum amount of space left on sides for mud to fall in
+       //s16 min_mud_fall_space = 2;
+       
+       // Maximum diameter of stone obstacles in X and Z
+       /*s16 stone_obstacle_max_size = (max_spread_amount-min_mud_fall_space)*2;
+       assert(stone_obstacle_max_size/2 <= max_spread_amount-min_mud_fall_space);*/
+       
+       s16 y_blocks_min = -4;
+       s16 y_blocks_max = 3;
+       s16 h_blocks = y_blocks_max - y_blocks_min + 1;
+       s16 y_nodes_min = y_blocks_min * MAP_BLOCKSIZE;
+       s16 y_nodes_max = y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
+
+       v2s16 sectorpos_base = chunk_to_sector(chunkpos);
+       s16 sectorpos_base_size = m_chunksize;
+
+       /*v2s16 sectorpos_bigbase = chunk_to_sector(chunkpos - v2s16(1,1));
+       s16 sectorpos_bigbase_size = m_chunksize * 3;*/
+       v2s16 sectorpos_bigbase =
+                       sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
+       s16 sectorpos_bigbase_size =
+                       sectorpos_base_size + 2 * max_spread_amount_sectors;
+
+       v3s16 bigarea_blocks_min(
+               sectorpos_bigbase.X,
+               y_blocks_min,
+               sectorpos_bigbase.Y
+       );
+
+       v3s16 bigarea_blocks_max(
+               sectorpos_bigbase.X + sectorpos_bigbase_size - 1,
+               y_blocks_max,
+               sectorpos_bigbase.Y + sectorpos_bigbase_size - 1
+       );
+       
+       // Relative values to control amount of stuff in one chunk
+       /*u32 relative_area = (u32)sectorpos_base_size*MAP_BLOCKSIZE
+                       *(u32)sectorpos_base_size*MAP_BLOCKSIZE;*/
+       u32 relative_volume = (u32)sectorpos_base_size*MAP_BLOCKSIZE
+                       *(u32)sectorpos_base_size*MAP_BLOCKSIZE
+                       *(u32)h_blocks*MAP_BLOCKSIZE;
+               
+       /*
+               The limiting edges of the lighting update, inclusive.
+       */
+       s16 lighting_min_d = 0-max_spread_amount;
+       s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+
+       /*
+               Create the whole area of this and the neighboring chunks
+       */
+       {
+               TimeTaker timer("generateChunkRaw() create area");
+               
+               for(s16 x=0; x<sectorpos_bigbase_size; x++)
+               for(s16 z=0; z<sectorpos_bigbase_size; z++)
+               {
+                       v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
+                       ServerMapSector *sector = createSector(sectorpos);
+                       assert(sector);
+
+                       for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
+                       {
+                               v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+                               MapBlock *block = createBlock(blockpos);
+
+                               // Lighting won't be calculated
+                               //block->setLightingExpired(true);
+                               // Lighting will be calculated
+                               block->setLightingExpired(false);
+
+                               /*
+                                       Block gets sunlight if this is true.
+
+                                       This should be set to true when the top side of a block
+                                       is completely exposed to the sky.
+
+                                       Actually this doesn't matter now because the
+                                       initial lighting is done here.
+                               */
+                               block->setIsUnderground(y != y_blocks_max);
+                       }
+               }
+       }
+       
+       /*
+               Now we have a big empty area.
+
+               Make a ManualMapVoxelManipulator that contains this and the
+               neighboring chunks
+       */
+
+       ManualMapVoxelManipulator vmanip(this);
+       // Add the area we just generated
+       {
+               TimeTaker timer("generateChunkRaw() initialEmerge");
+               vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+       }
+
+       // Clear all flags
+       vmanip.clearFlag(0xff);
+
+       TimeTaker timer_generate("generateChunkRaw() generate");
+
+       // Maximum height of the stone surface and obstacles.
+       // This is used to disable dungeon generation from going too high.
+       s16 stone_surface_max_y = 0;
+
+       /*
+               Generate general ground level to full area
+       */
+       
+       {
+       // 22ms @cs=8
+       //TimeTaker timer1("ground level");
+
+       for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
+       {
+               // Node position
+               v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               /*
+                       Skip of already generated
+               */
+               {
+                       v3s16 p(p2d.X, y_nodes_min, 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;
+
+               // Use perlin noise for ground height
+               surface_y_f = base_rock_level_2d(m_seed, p2d);
+               
+               /*// Experimental stuff
+               {
+                       float a = highlands_level_2d(m_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;
+
+               /*
+                       Fill ground with stone
+               */
+               {
+                       // Use fast index incrementing
+                       v3s16 em = vmanip.m_area.getExtent();
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+                       for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
+                       {
+                               vmanip.m_data[i].d = CONTENT_STONE;
+
+                               vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+       }
+       
+       }//timer1
+
+       /*
+               Randomize some parameters
+       */
+       
+       s32 stone_obstacle_count = 0;
+       /*s32 stone_obstacle_count =
+                       rangelim((1.0+noise2d(m_seed+897,
+                       sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+       
+       s16 stone_obstacle_max_height = 0;
+       /*s16 stone_obstacle_max_height =
+                       rangelim((1.0+noise2d(m_seed+5902,
+                       sectorpos_base.X, sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+
+       /*
+               Loop this part, it will make stuff look older and newer nicely
+       */
+       //for(u32 i_age=0; i_age<1; i_age++)
+       for(u32 i_age=0; i_age<2; i_age++)
+       { // Aging loop
+
+       {
+       // 8ms @cs=8
+       //TimeTaker timer1("stone obstacles");
+
+       /*
+               Add some random stone obstacles
+       */
+       
+       for(s32 ri=0; ri<stone_obstacle_count; ri++)
+       {
+               // Randomize max height so usually stuff will be quite low
+               s16 maxheight_randomized = myrand_range(0, stone_obstacle_max_height);
+
+               //s16 stone_obstacle_max_size = sectorpos_base_size * MAP_BLOCKSIZE - 10;
+               s16 stone_obstacle_max_size = MAP_BLOCKSIZE*4-4;
+
+               v3s16 ob_size(
+                       myrand_range(5, stone_obstacle_max_size),
+                       myrand_range(0, maxheight_randomized),
+                       myrand_range(5, stone_obstacle_max_size)
+               );
+               
+               // Don't make stupid small rectangle bumps
+               if(ob_size.Y < 5)
+                       continue;
+               
+               v2s16 ob_place(
+                       myrand_range(1+ob_size.X/2+2,
+                                       sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.X/2-2),
+                       myrand_range(1+ob_size.Z/2+2,
+                                       sectorpos_base_size*MAP_BLOCKSIZE-1-1-ob_size.Z/2-2)
+               );
+               
+               // Minimum space left on top of the obstacle
+               s16 min_head_space = 12;
+               
+               for(s16 x=-ob_size.X/2; x<ob_size.X/2; x++)
+               for(s16 z=-ob_size.Z/2; z<ob_size.Z/2; z++)
+               {
+                       // Node position in 2d
+                       v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + ob_place + v2s16(x,z);
+                       
+                       // Find stone ground level
+                       // (ignore everything else than mud in already generated chunks)
+                       // and mud amount over the stone level
+                       s16 surface_y = 0;
+                       s16 mud_amount = 0;
+                       {
+                               v3s16 em = vmanip.m_area.getExtent();
+                               u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+                               s16 y;
+                               // Go to ground level
+                               for(y=y_nodes_max; y>=y_nodes_min; y--)
+                               {
+                                       MapNode *n = &vmanip.m_data[i];
+                                       /*if(content_walkable(n.d)
+                                                       && n.d != CONTENT_MUD
+                                                       && n.d != CONTENT_GRASS)
+                                               break;*/
+                                       if(n->d == CONTENT_STONE)
+                                               break;
+                                       
+                                       if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
+                                       {
+                                               mud_amount++;
+                                               /*
+                                                       Change to mud because otherwise we might
+                                                       be throwing mud on grass at the next
+                                                       step
+                                               */
+                                               n->d = CONTENT_MUD;
+                                       }
+                                               
+                                       vmanip.m_area.add_y(em, i, -1);
+                               }
+                               if(y >= y_nodes_min)
+                                       surface_y = y;
+                               else
+                                       surface_y = y_nodes_min;
+                       }
+
+
+                       /*
+                               Add stone on ground
+                       */
+                       {
+                               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));
+                               s16 y;
+                               // Add stone
+                               s16 count = 0;
+                               for(y=y_start; y<=y_nodes_max - min_head_space; y++)
+                               {
+                                       MapNode &n = vmanip.m_data[i];
+                                       n.d = CONTENT_STONE;
+
+                                       if(y > stone_surface_max_y)
+                                               stone_surface_max_y = y;
+
+                                       count++;
+                                       if(count >= ob_size.Y)
+                                               break;
+                                               
+                                       vmanip.m_area.add_y(em, i, 1);
+                               }
+                               // Add mud
+                               count = 0;
+                               for(; y<=y_nodes_max - min_head_space; y++)
+                               {
+                                       MapNode &n = vmanip.m_data[i];
+                                       n.d = CONTENT_MUD;
+                                       count++;
+                                       if(count >= mud_amount)
+                                               break;
+                                               
+                                       vmanip.m_area.add_y(em, i, 1);
+                               }
+                       }
+
+               }
+       }
+
+       }//timer1
+       {
+       // 24ms @cs=8
+       //TimeTaker timer1("dungeons");
+
+       /*
+               Make dungeons
+       */
+       u32 dungeons_count = relative_volume / 600000;
+       u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
+       if(stone_surface_max_y < WATER_LEVEL)
+               bruises_count = 0;
+       /*u32 dungeons_count = 0;
+       u32 bruises_count = 0;*/
+       for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
+       {
+               s16 min_tunnel_diameter = 2;
+               s16 max_tunnel_diameter = 6;
+               u16 tunnel_routepoints = 25;
+               
+               bool bruise_surface = (jj < bruises_count);
+
+               if(bruise_surface)
+               {
+                       min_tunnel_diameter = 5;
+                       max_tunnel_diameter = myrand_range(10, 20);
+                       /*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(m_seed+42,
+                                       sectorpos_base.X, sectorpos_base.Y)), 0, 15);*/
+
+                       tunnel_routepoints = 5;
+               }
+
+               // Allowed route area size in nodes
+               v3s16 ar(
+                       sectorpos_base_size*MAP_BLOCKSIZE,
+                       h_blocks*MAP_BLOCKSIZE,
+                       sectorpos_base_size*MAP_BLOCKSIZE
+               );
+
+               // Area starting point in nodes
+               v3s16 of(
+                       sectorpos_base.X*MAP_BLOCKSIZE,
+                       y_blocks_min*MAP_BLOCKSIZE,
+                       sectorpos_base.Y*MAP_BLOCKSIZE
+               );
+
+               // 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 dungeons, 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 2nd dungeon from surface
+               bool coming_from_surface = (jj % 2 == 0 && bruise_surface == false);
+
+               if(coming_from_surface)
+               {
+                       route_start_y_min = -of.Y + stone_surface_max_y + 5;
+               }
+               
+               route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
+               route_start_y_max = rangelim(route_start_y_max, 0, 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);
+               
+               /*
+                       Generate some tunnel starting from orp
+               */
+               
+               for(u16 j=0; j<tunnel_routepoints; j++)
+               {
+                       // 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(15, myrand_range(1, 20), 15);
+                       }
+
+                       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
+                               );
+                       }
+
+                       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+1+2; y0<=si2-1; y0++)
+                                               {
+                                                       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_DUNGEON;
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+
+                       orp = rp;
+               }
+       
+       }
+
+       }//timer1
+       {
+       // 46ms @cs=8
+       //TimeTaker timer1("ore veins");
+
+       /*
+               Make ore veins
+       */
+       for(u32 jj=0; jj<relative_volume/1000; jj++)
+       {
+               s16 max_vein_diameter = 3;
+
+               // Allowed route area size in nodes
+               v3s16 ar(
+                       sectorpos_base_size*MAP_BLOCKSIZE,
+                       h_blocks*MAP_BLOCKSIZE,
+                       sectorpos_base_size*MAP_BLOCKSIZE
+               );
+
+               // Area starting point in nodes
+               v3s16 of(
+                       sectorpos_base.X*MAP_BLOCKSIZE,
+                       y_blocks_min*MAP_BLOCKSIZE,
+                       sectorpos_base.Y*MAP_BLOCKSIZE
+               );
+
+               // Allow a bit more
+               //(this should be more than the maximum radius of the tunnel)
+               s16 insure = 3;
+               s16 more = max_spread_amount - max_vein_diameter/2 - insure;
+               ar += v3s16(1,0,1) * more * 2;
+               of -= v3s16(1,0,1) * more;
+               
+               // Randomize starting position
+               v3f orp(
+                       (float)(myrand()%ar.X)+0.5,
+                       (float)(myrand()%ar.Y)+0.5,
+                       (float)(myrand()%ar.Z)+0.5
+               );
+
+               // Randomize mineral
+               u8 mineral;
+               if(myrand()%3 != 0)
+                       mineral = MINERAL_COAL;
+               else
+                       mineral = MINERAL_IRON;
+
+               /*
+                       Generate some vein starting from orp
+               */
+
+               for(u16 j=0; j<2; j++)
+               {
+                       /*v3f rp(
+                               (float)(myrand()%ar.X)+0.5,
+                               (float)(myrand()%ar.Y)+0.5,
+                               (float)(myrand()%ar.Z)+0.5
+                       );
+                       v3f vec = rp - orp;*/
+                       
+                       v3s16 maxlen(5, 5, 5);
+                       v3f vec(
+                               (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+                               (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+                               (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                       );
+                       v3f rp = orp + vec;
+                       if(rp.X < 0)
+                               rp.X = 0;
+                       else if(rp.X >= ar.X)
+                               rp.X = ar.X;
+                       if(rp.Y < 0)
+                               rp.Y = 0;
+                       else if(rp.Y >= ar.Y)
+                               rp.Y = ar.Y;
+                       if(rp.Z < 0)
+                               rp.Z = 0;
+                       else if(rp.Z >= ar.Z)
+                               rp.Z = ar.Z;
+                       vec = rp - orp;
+
+                       // Randomize size
+                       s16 min_d = 0;
+                       s16 max_d = max_vein_diameter;
+                       s16 rs = myrand_range(min_d, max_d);
+                       
+                       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 - abs(z0);
+                                       for(s16 x0=-si; x0<=si-1; x0++)
+                                       {
+                                               s16 si2 = rs - abs(x0);
+                                               for(s16 y0=-si2+1; y0<=si2-1; y0++)
+                                               {
+                                                       // Don't put mineral to every place
+                                                       if(myrand()%5 != 0)
+                                                               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));
+                                                       
+                                                       // Just set it to air, it will be changed to
+                                                       // water afterwards
+                                                       u32 i = vmanip.m_area.index(p);
+                                                       MapNode *n = &vmanip.m_data[i];
+                                                       if(n->d == CONTENT_STONE)
+                                                               n->param = mineral;
+                                               }
+                                       }
+                               }
+                       }
+
+                       orp = rp;
+               }
+       
+       }
+
+       }//timer1
+       {
+       // 15ms @cs=8
+       //TimeTaker timer1("add mud");
+
+       /*
+               Add mud to the central chunk
+       */
+       
+       for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Randomize mud amount
+               s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
+                               0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
+                               m_seed+1, 3, 0.55));
+
+               // Find ground level
+               s16 surface_y = find_ground_level_clever(vmanip, p2d);
+
+               /*
+                       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.
+               */
+               {
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+                       MapNode *n = &vmanip.m_data[i];
+                       if(n->d == CONTENT_GRASS)
+                               n->d = CONTENT_MUD;
+               }
+
+               /*
+                       Add mud on ground
+               */
+               {
+                       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<=y_nodes_max; y++)
+                       {
+                               if(mudcount >= mud_add_amount)
+                                       break;
+                                       
+                               MapNode &n = vmanip.m_data[i];
+                               n.d = CONTENT_MUD;
+                               mudcount++;
+
+                               vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+
+       }
+
+       }//timer1
+       {
+       // 340ms @cs=8
+       TimeTaker timer1("flow mud");
+
+       /*
+               Flow mud away from steep edges
+       */
+
+       // Limit area by 1 because mud is flown into neighbors.
+       s16 mudflow_minpos = 0-max_spread_amount+1;
+       s16 mudflow_maxpos = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-2;
+
+       // Iterate a few times
+       for(s16 k=0; k<3; k++)
+       {
+
+       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);
+               }
+
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               v3s16 em = vmanip.m_area.getExtent();
+               u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+               s16 y=y_nodes_max;
+
+               for(;; y--)
+               {
+                       MapNode *n = NULL;
+                       // Find mud
+                       for(; y>=y_nodes_min; y--)
+                       {
+                               n = &vmanip.m_data[i];
+                               //if(content_walkable(n->d))
+                               //      break;
+                               if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
+                                       break;
+                                       
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+
+                       // Stop if out of area
+                       //if(vmanip.m_area.contains(i) == false)
+                       if(y < y_nodes_min)
+                               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->d != CONTENT_MUD && n2->d != CONTENT_GRASS)
+                                       continue;
+                       }
+
+                       // Make it exactly mud
+                       n->d = CONTENT_MUD;
+                       
+                       /*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
+                                       && content_walkable(vmanip.m_data[i3].d) == true)
+                       {
+                               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(content_walkable(n2->d))
+                                       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(content_walkable(n2->d))
+                                       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
+                               do{
+                                       vmanip.m_area.add_y(em, i2, -1);
+                                       // Fail if out of area
+                                       if(vmanip.m_area.contains(i2) == false)
+                                               continue;
+                                       n2 = &vmanip.m_data[i2];
+                               }while(content_walkable(n2->d) == false);
+                               // Loop one up so that we're in air
+                               vmanip.m_area.add_y(em, i2, 1);
+                               n2 = &vmanip.m_data[i2];
+
+                               // Move mud to new place
+                               *n2 = *n;
+                               // Set old place to be air
+                               *n = MapNode(CONTENT_AIR);
+
+                               // Done
+                               break;
+                       }
+               }
+       }
+       
+       }
+
+       }//timer1
+       {
+       // 50ms @cs=8
+       //TimeTaker timer1("add water");
+
+       /*
+               Add water to the central chunk (and a bit more)
+       */
+       
+       for(s16 x=0-max_spread_amount;
+                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+                       x++)
+       for(s16 z=0-max_spread_amount;
+                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Find ground level
+               //s16 surface_y = find_ground_level(vmanip, p2d);
+
+               /*
+                       If ground level is over water level, skip.
+                       NOTE: This leaves caves near water without water,
+                       which looks especially crappy when the nearby water
+                       won't start flowing either for some reason
+               */
+               /*if(surface_y > WATER_LEVEL)
+                       continue;*/
+
+               /*
+                       Add water on ground
+               */
+               {
+                       v3s16 em = vmanip.m_area.getExtent();
+                       u8 light = LIGHT_MAX;
+                       // Start at global water surface level
+                       s16 y_start = WATER_LEVEL;
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       MapNode *n = &vmanip.m_data[i];
+
+                       /*// Add first one to transforming liquid queue, if water
+                       if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
+                       {
+                               v3s16 p = v3s16(p2d.X, y_start, p2d.Y);
+                               m_transforming_liquid.push_back(p);
+                       }*/
+
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               n = &vmanip.m_data[i];
+                               
+                               // Stop when there is no water and no air
+                               if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE
+                                               && n->d != CONTENT_WATER)
+                               {
+                                       /*// Add bottom one to transforming liquid queue
+                                       vmanip.m_area.add_y(em, i, 1);
+                                       n = &vmanip.m_data[i];
+                                       if(n->d == CONTENT_WATER || n->d == CONTENT_WATERSOURCE)
+                                       {
+                                               v3s16 p = v3s16(p2d.X, y, p2d.Y);
+                                               m_transforming_liquid.push_back(p);
+                                       }*/
+
+                                       break;
+                               }
+                               
+                               // Make water only not in dungeons
+                               if(!(vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
+                               {
+                                       n->d = CONTENT_WATERSOURCE;
+                                       //n->setLight(LIGHTBANK_DAY, light);
+
+                                       // Add to transforming liquid queue (in case it'd
+                                       // start flowing)
+                                       v3s16 p = v3s16(p2d.X, y, p2d.Y);
+                                       m_transforming_liquid.push_back(p);
+                               }
+                               
+                               // Next one
+                               vmanip.m_area.add_y(em, i, -1);
+                               if(light > 0)
+                                       light--;
+                       }
+               }
+
+       }
+
+       }//timer1
+       
+       } // Aging loop
+
+       {
+       //TimeTaker timer1("convert mud to sand");
+
+       /*
+               Convert mud to sand
+       */
+       
+       //s16 mud_add_amount = myrand_range(2, 4);
+       //s16 mud_add_amount = 0;
+       
+       /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+       for(s16 x=0-max_spread_amount+1;
+                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+                       x++)
+       for(s16 z=0-max_spread_amount+1;
+                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Determine whether to have sand here
+               double sandnoise = noise2d_perlin(
+                               0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+                               m_seed+59420, 3, 0.50);
+
+               bool have_sand = (sandnoise > -0.15);
+
+               if(have_sand == false)
+                       continue;
+
+               // Find ground level
+               s16 surface_y = find_ground_level_clever(vmanip, p2d);
+               
+               if(surface_y > WATER_LEVEL + 2)
+                       continue;
+
+               {
+                       v3s16 em = vmanip.m_area.getExtent();
+                       s16 y_start = surface_y;
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       u32 not_sand_counter = 0;
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               MapNode *n = &vmanip.m_data[i];
+                               if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
+                               {
+                                       n->d = CONTENT_SAND;
+                               }
+                               else
+                               {
+                                       not_sand_counter++;
+                                       if(not_sand_counter > 3)
+                                               break;
+                               }
+
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+               }
+
+       }
+
+       }//timer1
+       {
+       // 1ms @cs=8
+       //TimeTaker timer1("generate trees");
+
+       /*
+               Generate some trees
+       */
+       {
+               // Divide area into parts
+               s16 div = 8;
+               s16 sidelen = sectorpos_base_size*MAP_BLOCKSIZE / 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(
+                               sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
+                               sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
+                       );
+                       // Minimum edge of part of division
+                       v2s16 p2d_min(
+                               sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
+                               sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
+                       );
+                       // Maximum edge of part of division
+                       v2s16 p2d_max(
+                               sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
+                               sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
+                       );
+                       // Amount of trees
+                       u32 tree_count = area * tree_amount_2d(m_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));
+                               // Don't make a tree under water level
+                               if(y < WATER_LEVEL)
+                                       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->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+                                               continue;
+                               }
+                               p.Y++;
+                               // Make a tree
+                               make_tree(vmanip, p);
+                       }
+               }
+               /*u32 tree_max = relative_area / 60;
+               //u32 count = myrand_range(0, tree_max);
+               for(u32 i=0; i<count; i++)
+               {
+                       s16 x = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
+                       s16 z = myrand_range(0, sectorpos_base_size*MAP_BLOCKSIZE-1);
+                       x += sectorpos_base.X*MAP_BLOCKSIZE;
+                       z += sectorpos_base.Y*MAP_BLOCKSIZE;
+                       s16 y = find_ground_level(vmanip, v2s16(x,z));
+                       // Don't make a tree under water level
+                       if(y < WATER_LEVEL)
+                               continue;
+                       v3s16 p(x,y+1,z);
+                       // Make a tree
+                       make_tree(vmanip, p);
+               }*/
+       }
+
+       }//timer1
+
+       {
+       // 19ms @cs=8
+       //TimeTaker timer1("grow grass");
+
+       /*
+               Grow grass
+       */
+
+       /*for(s16 x=0-4; x<sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
+       for(s16 z=0-4; z<sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
+       for(s16 x=0-max_spread_amount;
+                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+                       x++)
+       for(s16 z=0-max_spread_amount;
+                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + 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, y_nodes_max, p2d.Y));
+                       s16 y;
+                       // Go to ground level
+                       for(y=y_nodes_max; y>=y_nodes_min; y--)
+                       {
+                               MapNode &n = vmanip.m_data[i];
+                               if(n.d != CONTENT_AIR
+                                               && n.d != CONTENT_LEAVES)
+                                       break;
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+                       if(y >= y_nodes_min)
+                               surface_y = y;
+                       else
+                               surface_y = y_nodes_min;
+               }
+               
+               u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+               MapNode *n = &vmanip.m_data[i];
+               if(n->d == CONTENT_MUD)
+                       n->d = CONTENT_GRASS;
+       }
+
+       }//timer1
+
+       /*
+               Initial lighting (sunlight)
+       */
 
-       ServerMapSector *sector = new ServerMapSector(this, p2d, hm_split);
+       core::map<v3s16, bool> light_sources;
+
+       {
+       // 750ms @cs=8, can't optimize more
+       TimeTaker timer1("initial lighting");
 
-       /*dstream<<"Generating sector ("<<p2d.X<<","<<p2d.Y<<")"
-                       " heightmaps and objects"<<std::endl;*/
+#if 0
+       /*
+               Go through the edges and add all nodes that have light to light_sources
+       */
        
-       // Loop through sub-heightmaps
-       for(s16 y=0; y<hm_split; y++)
-       for(s16 x=0; x<hm_split; x++)
+       // Four edges
+       for(s16 i=0; i<4; i++)
+       // Edge length
+       for(s16 j=lighting_min_d;
+                       j<=lighting_max_d;
+                       j++)
        {
-               v2s16 p_in_sector = v2s16(x,y);
-               v2s16 mhm_p = p2d * hm_split + p_in_sector;
-               f32 corners[4] = {
-                       m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)),
-                       m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)),
-                       m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)),
-                       m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)),
-               };
+               s16 x;
+               s16 z;
+               // +-X
+               if(i == 0 || i == 1)
+               {
+                       x = (i==0) ? lighting_min_d : lighting_max_d;
+                       if(i == 0)
+                               z = lighting_min_d;
+                       else
+                               z = lighting_max_d;
+               }
+               // +-Z
+               else
+               {
+                       z = (i==0) ? lighting_min_d : lighting_max_d;
+                       if(i == 0)
+                               x = lighting_min_d;
+                       else
+                               x = lighting_max_d;
+               }
+               
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+               {
+                       v3s16 em = vmanip.m_area.getExtent();
+                       s16 y_start = y_nodes_max;
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               MapNode *n = &vmanip.m_data[i];
+                               if(n->getLight(LIGHTBANK_DAY) != 0)
+                               {
+                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+                               }
+                               //NOTE: This is broken, at least the index has to
+                               // be incremented
+                       }
+               }
+       }
+#endif
 
-               /*dstream<<"p_in_sector=("<<p_in_sector.X<<","<<p_in_sector.Y<<")"
-                               <<" mhm_p=("<<mhm_p.X<<","<<mhm_p.Y<<")"
-                               <<std::endl;*/
+#if 1
+       /*
+               Go through the edges and apply sunlight to them, not caring
+               about neighbors
+       */
+       
+       // Four edges
+       for(s16 i=0; i<4; i++)
+       // Edge length
+       for(s16 j=lighting_min_d;
+                       j<=lighting_max_d;
+                       j++)
+       {
+               s16 x;
+               s16 z;
+               // +-X
+               if(i == 0 || i == 1)
+               {
+                       x = (i==0) ? lighting_min_d : lighting_max_d;
+                       if(i == 0)
+                               z = lighting_min_d;
+                       else
+                               z = lighting_max_d;
+               }
+               // +-Z
+               else
+               {
+                       z = (i==0) ? lighting_min_d : lighting_max_d;
+                       if(i == 0)
+                               x = lighting_min_d;
+                       else
+                               x = lighting_max_d;
+               }
+               
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Loop from top to down
+               {
+                       u8 light = LIGHT_SUN;
+                       v3s16 em = vmanip.m_area.getExtent();
+                       s16 y_start = y_nodes_max;
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               MapNode *n = &vmanip.m_data[i];
+                               if(light_propagates_content(n->d) == false)
+                               {
+                                       light = 0;
+                               }
+                               else if(light != LIGHT_SUN
+                                       || sunlight_propagates_content(n->d) == false)
+                               {
+                                       if(light > 0)
+                                               light--;
+                               }
+                               
+                               n->setLight(LIGHTBANK_DAY, light);
+                               n->setLight(LIGHTBANK_NIGHT, 0);
+                               
+                               if(light != 0)
+                               {
+                                       // Insert light source
+                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+                               }
+                               
+                               // Increment index by y
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+               }
+       }
+#endif
 
-               FixedHeightmap *hm = new FixedHeightmap(&m_hwrapper,
-                               mhm_p, hm_d);
-               sector->setHeightmap(p_in_sector, hm);
+       /*for(s16 x=0; x<sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+       /*for(s16 x=0-max_spread_amount+1;
+                       x<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+                       x++)
+       for(s16 z=0-max_spread_amount+1;
+                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+                       z++)*/
+#if 1
+       /*
+               This has to be 1 smaller than the actual area, because
+               neighboring nodes are checked.
+       */
+       for(s16 x=lighting_min_d+1;
+                       x<=lighting_max_d-1;
+                       x++)
+       for(s16 z=lighting_min_d+1;
+                       z<=lighting_max_d-1;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               /*
+                       Apply initial sunlight
+               */
+               {
+                       u8 light = LIGHT_SUN;
+                       bool add_to_sources = false;
+                       v3s16 em = vmanip.m_area.getExtent();
+                       s16 y_start = y_nodes_max;
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               MapNode *n = &vmanip.m_data[i];
 
-               //TODO: Make these values configurable
-               //hm->generateContinued(0.0, 0.0, corners);
-               hm->generateContinued(0.5, 0.2, corners);
-               //hm->generateContinued(1.0, 0.2, corners);
-               //hm->generateContinued(2.0, 0.2, corners);
+                               if(light_propagates_content(n->d) == false)
+                               {
+                                       light = 0;
+                               }
+                               else if(light != LIGHT_SUN
+                                       || sunlight_propagates_content(n->d) == false)
+                               {
+                                       if(light > 0)
+                                               light--;
+                               }
+                               
+                               // This doesn't take much time
+                               if(add_to_sources == false)
+                               {
+                                       /*
+                                               Check sides. If side is not air or water, start
+                                               adding to light_sources.
+                                       */
+                                       v3s16 dirs4[4] = {
+                                               v3s16(0,0,1), // back
+                                               v3s16(1,0,0), // right
+                                               v3s16(0,0,-1), // front
+                                               v3s16(-1,0,0), // left
+                                       };
+                                       for(u32 di=0; di<4; di++)
+                                       {
+                                               v3s16 dirp = dirs4[di];
+                                               u32 i2 = i;
+                                               vmanip.m_area.add_p(em, i2, dirp);
+                                               MapNode *n2 = &vmanip.m_data[i2];
+                                               if(
+                                                       n2->d != CONTENT_AIR
+                                                       && n2->d != CONTENT_WATERSOURCE
+                                                       && n2->d != CONTENT_WATER
+                                               ){
+                                                       add_to_sources = true;
+                                                       break;
+                                               }
+                                       }
+                               }
+                               
+                               n->setLight(LIGHTBANK_DAY, light);
+                               n->setLight(LIGHTBANK_NIGHT, 0);
+                               
+                               // This doesn't take much time
+                               if(light != 0 && add_to_sources)
+                               {
+                                       // Insert light source
+                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+                               }
+                               
+                               // Increment index by y
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+               }
+       }
+#endif
 
-               //hm->print();
+#if 0
+       for(s16 x=lighting_min_d+1;
+                       x<=lighting_max_d-1;
+                       x++)
+       for(s16 z=lighting_min_d+1;
+                       z<=lighting_max_d-1;
+                       z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
+               /*
+                       Apply initial sunlight
+               */
+               {
+                       u8 light = LIGHT_SUN;
+                       v3s16 em = vmanip.m_area.getExtent();
+                       s16 y_start = y_nodes_max;
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               MapNode *n = &vmanip.m_data[i];
+
+                               if(light_propagates_content(n->d) == false)
+                               {
+                                       light = 0;
+                               }
+                               else if(light != LIGHT_SUN
+                                       || sunlight_propagates_content(n->d) == false)
+                               {
+                                       if(light > 0)
+                                               light--;
+                               }
+                               
+                               n->setLight(LIGHTBANK_DAY, light);
+                               n->setLight(LIGHTBANK_NIGHT, 0);
+                               
+                               // This doesn't take much time
+                               if(light != 0)
+                               {
+                                       // Insert light source
+                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+                               }
+                               
+                               // Increment index by y
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+               }
        }
+#endif
 
+       }//timer1
+
+       // Spread light around
+       {
+               TimeTaker timer("generateChunkRaw() spreadLight");
+               vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+       }
+       
        /*
-               Generate objects
+               Generation ended
        */
-       
-       core::map<v3s16, u8> *objects = new core::map<v3s16, u8>;
-       sector->setObjects(objects);
-       
-       v2s16 mhm_p = p2d * hm_split;
-       f32 corners[4] = {
-               m_heightmap->getGroundHeight(mhm_p+v2s16(0,0)*hm_split),
-               m_heightmap->getGroundHeight(mhm_p+v2s16(1,0)*hm_split),
-               m_heightmap->getGroundHeight(mhm_p+v2s16(1,1)*hm_split),
-               m_heightmap->getGroundHeight(mhm_p+v2s16(0,1)*hm_split),
-       };
-       
-       float avgheight = (corners[0]+corners[1]+corners[2]+corners[3])/4.0;
-       float avgslope = 0.0;
-       avgslope += fabs(avgheight - corners[0]);
-       avgslope += fabs(avgheight - corners[1]);
-       avgslope += fabs(avgheight - corners[2]);
-       avgslope += fabs(avgheight - corners[3]);
-       avgslope /= 4.0;
-       avgslope /= MAP_BLOCKSIZE;
-       //dstream<<"avgslope="<<avgslope<<std::endl;
-
-       float pitness = 0.0;
-       v2f32 a;
-       a = m_heightmap->getSlope(p2d+v2s16(0,0));
-       pitness += -a.X;
-       pitness += -a.Y;
-       a = m_heightmap->getSlope(p2d+v2s16(0,1));
-       pitness += -a.X;
-       pitness += a.Y;
-       a = m_heightmap->getSlope(p2d+v2s16(1,1));
-       pitness += a.X;
-       pitness += a.Y;
-       a = m_heightmap->getSlope(p2d+v2s16(1,0));
-       pitness += a.X;
-       pitness += -a.Y;
-       pitness /= 4.0;
-       pitness /= MAP_BLOCKSIZE;
-       //dstream<<"pitness="<<pitness<<std::endl;
-       
-       /*
-               Plant some trees if there is not much slope
-       */
-       {
-               // Avgslope is the derivative of a hill
-               float t = avgslope * avgslope;
-               float a = MAP_BLOCKSIZE * m_params.plants_amount;
-               u32 tree_max;
-               if(t > 0.03)
-                       tree_max = a / (t/0.03);
-               else
-                       tree_max = a;
-               u32 count = (rand()%(tree_max+1));
-               //u32 count = tree_max;
-               for(u32 i=0; i<count; i++)
+
+       timer_generate.stop();
+
+       /*
+               Blit generated stuff to map
+       */
+       {
+               // 70ms @cs=8
+               //TimeTaker timer("generateChunkRaw() blitBackAll");
+               vmanip.blitBackAll(&changed_blocks);
+       }
+
+       /*
+               Update day/night difference cache of the MapBlocks
+       */
+       {
+               for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
+                               i.atEnd() == false; i++)
                {
-                       s16 x = (rand()%(MAP_BLOCKSIZE-2))+1;
-                       s16 z = (rand()%(MAP_BLOCKSIZE-2))+1;
-                       s16 y = sector->getGroundHeight(v2s16(x,z))+1;
-                       if(y < WATER_LEVEL)
-                               continue;
-                       objects->insert(v3s16(x, y, z),
-                                       SECTOR_OBJECT_TREE_1);
+                       MapBlock *block = i.getNode()->getValue();
+                       block->updateDayNightDiff();
                }
        }
+
+       
        /*
-               Plant some bushes if sector is pit-like
+               Create chunk metadata
        */
+
+       for(s16 x=-1; x<=1; x++)
+       for(s16 y=-1; y<=1; y++)
        {
-               // Pitness usually goes at around -0.5...0.5
-               u32 bush_max = 0;
-               u32 a = MAP_BLOCKSIZE * 3.0 * m_params.plants_amount;
-               if(pitness > 0)
-                       bush_max = (pitness*a*4);
-               if(bush_max > a)
-                       bush_max = a;
-               u32 count = (rand()%(bush_max+1));
-               for(u32 i=0; i<count; i++)
+               v2s16 chunkpos0 = chunkpos + v2s16(x,y);
+               // Add chunk meta information
+               MapChunk *chunk = getChunk(chunkpos0);
+               if(chunk == NULL)
                {
-                       s16 x = rand()%(MAP_BLOCKSIZE-0)+0;
-                       s16 z = rand()%(MAP_BLOCKSIZE-0)+0;
-                       s16 y = sector->getGroundHeight(v2s16(x,z))+1;
-                       if(y < WATER_LEVEL)
-                               continue;
-                       objects->insert(v3s16(x, y, z),
-                                       SECTOR_OBJECT_BUSH_1);
+                       chunk = new MapChunk();
+                       m_chunks.insert(chunkpos0, chunk);
                }
+               //chunk->setIsVolatile(true);
+               if(chunk->getGenLevel() > GENERATED_PARTLY)
+                       chunk->setGenLevel(GENERATED_PARTLY);
+       }
+
+       /*
+               Set central chunk non-volatile
+       */
+       MapChunk *chunk = getChunk(chunkpos);
+       assert(chunk);
+       // Set non-volatile
+       //chunk->setIsVolatile(false);
+       chunk->setGenLevel(GENERATED_FULLY);
+       
+       /*
+               Save changed parts of map
+       */
+       save(true);
+
+       /*
+               Return central chunk (which was requested)
+       */
+       return chunk;
+}
+
+MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
+               core::map<v3s16, MapBlock*> &changed_blocks)
+{
+       dstream<<"generateChunk(): Generating chunk "
+                       <<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
+                       <<std::endl;
+       
+       /*for(s16 x=-1; x<=1; x++)
+       for(s16 y=-1; y<=1; y++)*/
+       for(s16 x=-0; x<=0; x++)
+       for(s16 y=-0; y<=0; y++)
+       {
+               v2s16 chunkpos0 = chunkpos1 + v2s16(x,y);
+               MapChunk *chunk = getChunk(chunkpos0);
+               // Skip if already generated
+               if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
+                       continue;
+               generateChunkRaw(chunkpos0, changed_blocks);
        }
+       
+       assert(chunkNonVolatile(chunkpos1));
+
+       MapChunk *chunk = getChunk(chunkpos1);
+       return chunk;
+}
+
+ServerMapSector * ServerMap::createSector(v2s16 p2d)
+{
+       DSTACK("%s: p2d=(%d,%d)",
+                       __FUNCTION_NAME,
+                       p2d.X, p2d.Y);
+       
+       /*
+               Check if it exists already in memory
+       */
+       ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
+       if(sector != NULL)
+               return sector;
+       
        /*
-               Add ravine (randomly)
+               Try to load it from disk (with blocks)
        */
-       if(m_params.ravines_amount != 0)
+       if(loadSectorFull(p2d) == true)
        {
-               if(rand()%(s32)(20.0 / m_params.ravines_amount) == 0)
+               ServerMapSector *sector = (ServerMapSector*)getSectorNoGenerateNoEx(p2d);
+               if(sector == NULL)
                {
-                       s16 s = 6;
-                       s16 x = rand()%(MAP_BLOCKSIZE-s*2-1)+s;
-                       s16 z = rand()%(MAP_BLOCKSIZE-s*2-1)+s;
-                       /*s16 x = 8;
-                       s16 z = 8;*/
-                       s16 y = sector->getGroundHeight(v2s16(x,z))+1;
-                       objects->insert(v3s16(x, y, z),
-                                       SECTOR_OBJECT_RAVINE);
+                       dstream<<"ServerMap::createSector(): loadSectorFull didn't make a sector"<<std::endl;
+                       throw InvalidPositionException("");
                }
+               return sector;
        }
 
+       /*
+               Do not create over-limit
+       */
+       if(p2d.X < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.X > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.Y < -MAP_GENERATION_LIMIT / MAP_BLOCKSIZE
+       || p2d.Y > MAP_GENERATION_LIMIT / MAP_BLOCKSIZE)
+               throw InvalidPositionException("createSector(): pos. over limit");
+
+       /*
+               Generate blank sector
+       */
+       
+       sector = new ServerMapSector(this, p2d);
+       
+       // Sector position on map in nodes
+       v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
+
        /*
                Insert to container
        */
-       JMutexAutoLock lock(m_sector_mutex);
        m_sectors.insert(p2d, sector);
        
        return sector;
 }
 
-MapBlock * ServerMap::emergeBlock(
-               v3s16 p,
-               bool only_from_disk,
-               core::map<v3s16, MapBlock*> &changed_blocks,
-               core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
-)
+MapSector * ServerMap::emergeSector(v2s16 p2d,
+               core::map<v3s16, MapBlock*> &changed_blocks)
 {
-       DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d",
+       DSTACK("%s: p2d=(%d,%d)",
                        __FUNCTION_NAME,
-                       p.X, p.Y, p.Z, only_from_disk);
-                       
-       /*dstream<<"ServerMap::emergeBlock(): "
-                       <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
-                       <<", only_from_disk="<<only_from_disk<<std::endl;*/
-       v2s16 p2d(p.X, p.Z);
-       s16 block_y = p.Y;
+                       p2d.X, p2d.Y);
+       
        /*
-               This will create or load a sector if not found in memory.
-               If block exists on disk, it will be loaded.
-
-               NOTE: On old save formats, this will be slow, as it generates
-                     lighting on blocks for them.
+               Check chunk status
        */
-       ServerMapSector *sector = (ServerMapSector*)emergeSector(p2d);
-       assert(sector->getId() == MAPSECTOR_SERVER);
+       v2s16 chunkpos = sector_to_chunk(p2d);
+       /*bool chunk_nonvolatile = false;
+       MapChunk *chunk = getChunk(chunkpos);
+       if(chunk && chunk->getIsVolatile() == false)
+               chunk_nonvolatile = true;*/
+       bool chunk_nonvolatile = chunkNonVolatile(chunkpos);
 
-       // Try to get a block from the sector
-       MapBlock *block = NULL;
-       bool not_on_disk = false;
-       try{
-               block = sector->getBlockNoCreate(block_y);
-               if(block->isDummy() == true)
-                       not_on_disk = true;
-               else
-                       return block;
-       }
-       catch(InvalidPositionException &e)
+       /*
+               If chunk is not fully generated, generate chunk
+       */
+       if(chunk_nonvolatile == false)
        {
-               not_on_disk = true;
+               // Generate chunk and neighbors
+               generateChunk(chunkpos, changed_blocks);
        }
        
        /*
-               If block was not found on disk and not going to generate a
-               new one, make sure there is a dummy block in place.
+               Return sector if it exists now
+       */
+       MapSector *sector = getSectorNoGenerateNoEx(p2d);
+       if(sector != NULL)
+               return sector;
+       
+       /*
+               Try to load it from disk
        */
-       if(not_on_disk && only_from_disk)
+       if(loadSectorFull(p2d) == true)
        {
-               if(block == NULL)
+               MapSector *sector = getSectorNoGenerateNoEx(p2d);
+               if(sector == NULL)
                {
-                       // Create dummy block
-                       block = new MapBlock(this, p, true);
-
-                       // Add block to sector
-                       sector->insertBlock(block);
+                       dstream<<"ServerMap::emergeSector(): loadSectorFull didn't make a sector"<<std::endl;
+                       throw InvalidPositionException("");
                }
-               // Done.
-               return block;
+               return sector;
        }
 
-       //dstream<<"Not found on disk, generating."<<std::endl;
-       //TimeTaker("emergeBlock()", g_irrlicht);
+       /*
+               generateChunk should have generated the sector
+       */
+       //assert(0);
+       
+       dstream<<"WARNING: ServerMap::emergeSector: Cannot find sector ("
+                       <<p2d.X<<","<<p2d.Y<<" and chunk is already generated. "
+                       <<std::endl;
+
+#if 0
+       dstream<<"WARNING: Creating an empty sector."<<std::endl;
+
+       return createSector(p2d);
+       
+#endif
+       
+#if 1
+       dstream<<"WARNING: Forcing regeneration of chunk."<<std::endl;
+
+       // Generate chunk
+       generateChunkRaw(chunkpos, changed_blocks, true);
+
+       /*
+               Return sector if it exists now
+       */
+       sector = getSectorNoGenerateNoEx(p2d);
+       if(sector != NULL)
+               return sector;
+       
+       dstream<<"ERROR: Could not get sector from anywhere."<<std::endl;
+       
+       assert(0);
+#endif
+       
+       /*
+               Generate directly
+       */
+       //return generateSector();
+}
 
+/*
+       NOTE: This is not used for main map generation, only for blocks
+       that are very high or low
+*/
+MapBlock * ServerMap::generateBlock(
+               v3s16 p,
+               MapBlock *original_dummy,
+               ServerMapSector *sector,
+               core::map<v3s16, MapBlock*> &changed_blocks,
+               core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
+)
+{
+       DSTACK("%s: p=(%d,%d,%d)",
+                       __FUNCTION_NAME,
+                       p.X, p.Y, p.Z);
+       
+       /*dstream<<"generateBlock(): "
+                       <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+                       <<std::endl;*/
+       
+       MapBlock *block = original_dummy;
+                       
+       v2s16 p2d(p.X, p.Z);
+       s16 block_y = p.Y;
+       
        /*
                Do not generate over-limit
        */
        if(blockpos_over_limit(p))
-               throw InvalidPositionException("emergeBlock(): pos. over limit");
-
-       /*
-               OK; Not found.
-
-               Go on generating the block.
+       {
+               dstream<<__FUNCTION_NAME<<": Block position over limit"<<std::endl;
+               throw InvalidPositionException("generateBlock(): pos. over limit");
+       }
 
-               TODO: If a dungeon gets generated so that it's side gets
-                     revealed to the outside air, the lighting should be
-                         recalculated.
-       */
-       
        /*
                If block doesn't exist, create one.
                If it exists, it is a dummy. In that case unDummify() it.
+
+               NOTE: This already sets the map as the parent of the block
        */
        if(block == NULL)
        {
@@ -1726,103 +3847,160 @@ MapBlock * ServerMap::emergeBlock(
        {
                // Remove the block so that nobody can get a half-generated one.
                sector->removeBlock(block);
-               // Allocate the block to be a proper one.
+               // Allocate the block to contain the generated data
                block->unDummify();
        }
        
-#if 0
-       /*
-               Initialize dungeon making by creating a random table
-       */
-       const s32 ued_max = 5;
-       const s32 ued_min = 3;
-       bool underground_emptiness[ued_max*ued_max*ued_max];
-       s32 ued = (rand()%(ued_max-ued_min+1))+1;
-       //s32 ued = ued_max;
-       for(s32 i=0; i<ued*ued*ued; i++)
+       u8 water_material = CONTENT_WATERSOURCE;
+       
+       s32 lowest_ground_y = 32767;
+       s32 highest_ground_y = -32768;
+       
+       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
        {
-               underground_emptiness[i] = ((rand() % 5) == 0);
-       }
+               //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
 
-       /*
-               This is a messy hack to sort the emptiness a bit
-       */
-       // Iterator through a few times
-       for(s32 j=0; j<2; j++)
-       for(s32 y0=0; y0<ued; y0++)
-       for(s32 z0=0; z0<ued; z0++)
-       for(s32 x0=0; x0<ued; x0++)
-       {
-               v3s16 p0(x0,y0,z0);
-               bool &e0 = underground_emptiness[
-                               ued*ued*(z0*ued/MAP_BLOCKSIZE)
-                               +ued*(y0*ued/MAP_BLOCKSIZE)
-                               +(x0*ued/MAP_BLOCKSIZE)];
-                               
-               v3s16 dirs[6] = {
-                       v3s16(0,0,1), // back
-                       v3s16(1,0,0), // right
-                       v3s16(0,0,-1), // front
-                       v3s16(-1,0,0), // left
-                       /*v3s16(0,1,0), // top
-                       v3s16(0,-1,0), // bottom*/
-               };
+               s16 surface_y = 0;
+
+               if(surface_y < lowest_ground_y)
+                       lowest_ground_y = surface_y;
+               if(surface_y > highest_ground_y)
+                       highest_ground_y = surface_y;
 
-               for(s32 i=0; i<4; i++)
+               s32 surface_depth = 2;
+               
+               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
                {
-                       v3s16 p1 = p0 + dirs[i];
-                       if(isInArea(p1, ued) == false)
-                               continue;
-                       bool &e1 = underground_emptiness[
-                                       ued*ued*(p1.Z*ued/MAP_BLOCKSIZE)
-                                       +ued*(p1.Y*ued/MAP_BLOCKSIZE)
-                                       +(p1.X*ued/MAP_BLOCKSIZE)];
-                       if(e0 == e1)
-                               continue;
+                       s16 real_y = block_y * MAP_BLOCKSIZE + y0;
+                       MapNode n;
+                       /*
+                               Calculate lighting
                                
-                       v3s16 dirs[6] = {
-                               v3s16(0,1,0), // top
-                               v3s16(0,-1,0), // bottom
-                               /*v3s16(0,0,1), // back
-                               v3s16(1,0,0), // right
-                               v3s16(0,0,-1), // front
-                               v3s16(-1,0,0), // left*/
-                       };
-                       for(s32 i=0; i<2; i++)
+                               NOTE: If there are some man-made structures above the
+                               newly created block, they won't be taken into account.
+                       */
+                       if(real_y > surface_y)
+                               n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
+
+                       /*
+                               Calculate material
+                       */
+
+                       // If node is over heightmap y, it's air or water
+                       if(real_y > surface_y)
                        {
-                               v3s16 p2 = p1 + dirs[i];
-                               if(p2 == p0)
-                                       continue;
-                               if(isInArea(p2, ued) == false)
-                                       continue;
-                               bool &e2 = underground_emptiness[
-                                               ued*ued*(p2.Z*ued/MAP_BLOCKSIZE)
-                                               +ued*(p2.Y*ued/MAP_BLOCKSIZE)
-                                               +(p2.X*ued/MAP_BLOCKSIZE)];
-                               if(e2 != e0)
-                                       continue;
-                               
-                               bool t = e1;
-                               e1 = e2;
-                               e2 = t;
+                               // If under water level, it's water
+                               if(real_y < WATER_LEVEL)
+                               {
+                                       n.d = water_material;
+                                       n.setLight(LIGHTBANK_DAY,
+                                                       diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
+                                       /*
+                                               Add to transforming liquid queue (in case it'd
+                                               start flowing)
+                                       */
+                                       v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE;
+                                       m_transforming_liquid.push_back(real_pos);
+                               }
+                               // else air
+                               else
+                                       n.d = CONTENT_AIR;
+                       }
+                       // Else it's ground or dungeons (air)
+                       else
+                       {
+                               // If it's surface_depth under ground, it's stone
+                               if(real_y <= surface_y - surface_depth)
+                               {
+                                       n.d = CONTENT_STONE;
+                               }
+                               else
+                               {
+                                       // It is mud if it is under the first ground
+                                       // level or under water
+                                       if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
+                                       {
+                                               n.d = CONTENT_MUD;
+                                       }
+                                       else
+                                       {
+                                               n.d = CONTENT_GRASS;
+                                       }
 
-                               break;
+                                       //n.d = CONTENT_MUD;
+                                       
+                                       /*// If under water level, it's mud
+                                       if(real_y < WATER_LEVEL)
+                                               n.d = CONTENT_MUD;
+                                       // Only the topmost node is grass
+                                       else if(real_y <= surface_y - 1)
+                                               n.d = CONTENT_MUD;
+                                       else
+                                               n.d = CONTENT_GRASS;*/
+                               }
                        }
-                       //break;
+
+                       block->setNode(v3s16(x0,y0,z0), n);
                }
        }
+       
+       /*
+               Calculate some helper variables
+       */
+       
+       // Completely underground if the highest part of block is under lowest
+       // ground height.
+       // This has to be very sure; it's probably one too strict now but
+       // that's just better.
+       bool completely_underground =
+                       block_y * MAP_BLOCKSIZE + MAP_BLOCKSIZE < lowest_ground_y;
+
+       bool some_part_underground = block_y * MAP_BLOCKSIZE <= highest_ground_y;
+
+       bool mostly_underwater_surface = false;
+       if(highest_ground_y < WATER_LEVEL
+                       && some_part_underground && !completely_underground)
+               mostly_underwater_surface = true;
+
+       /*
+               Get local attributes
+       */
+
+       //dstream<<"generateBlock(): Getting local attributes"<<std::endl;
+
+       float caves_amount = 0.5;
+
+#if 0
+       {
+               /*
+                       NOTE: BEWARE: Too big amount of attribute points slows verything
+                       down by a lot.
+                       1 interpolation from 5000 points takes 2-3ms.
+               */
+               //TimeTaker timer("generateBlock() local attribute retrieval");
+               v2s16 nodepos2d = p2d * MAP_BLOCKSIZE;
+               PointAttributeList *list_caves_amount = m_padb.getList("caves_amount");
+               caves_amount = list_caves_amount->getInterpolatedFloat(nodepos2d);
+       }
 #endif
 
+       //dstream<<"generateBlock(): Done"<<std::endl;
+
        /*
-               Create dungeon making table
+               Generate dungeons
        */
+
+       // Initialize temporary table
        const s32 ued = MAP_BLOCKSIZE;
        bool underground_emptiness[ued*ued*ued];
        for(s32 i=0; i<ued*ued*ued; i++)
        {
                underground_emptiness[i] = 0;
        }
-       // Generate dungeons
+       
+       // Fill table
+#if 1
        {
                /*
                        Initialize orp and ors. Try to find if some neighboring
@@ -1830,10 +4008,12 @@ MapBlock * ServerMap::emergeBlock(
                */
 
                v3f orp(
-                       (float)(rand()%ued)+0.5,
-                       (float)(rand()%ued)+0.5,
-                       (float)(rand()%ued)+0.5
+                       (float)(myrand()%ued)+0.5,
+                       (float)(myrand()%ued)+0.5,
+                       (float)(myrand()%ued)+0.5
                );
+               
+               bool found_existing = false;
 
                // Check z-
                try
@@ -1846,6 +4026,7 @@ MapBlock * ServerMap::emergeBlock(
                                if(getNode(ap).d == CONTENT_AIR)
                                {
                                        orp = v3f(x+1,y+1,0);
+                                       found_existing = true;
                                        goto continue_generating;
                                }
                        }
@@ -1863,6 +4044,7 @@ MapBlock * ServerMap::emergeBlock(
                                if(getNode(ap).d == CONTENT_AIR)
                                {
                                        orp = v3f(x+1,y+1,ued-1);
+                                       found_existing = true;
                                        goto continue_generating;
                                }
                        }
@@ -1880,6 +4062,7 @@ MapBlock * ServerMap::emergeBlock(
                                if(getNode(ap).d == CONTENT_AIR)
                                {
                                        orp = v3f(0,y+1,z+1);
+                                       found_existing = true;
                                        goto continue_generating;
                                }
                        }
@@ -1897,6 +4080,43 @@ MapBlock * ServerMap::emergeBlock(
                                if(getNode(ap).d == CONTENT_AIR)
                                {
                                        orp = v3f(ued-1,y+1,z+1);
+                                       found_existing = true;
+                                       goto continue_generating;
+                               }
+                       }
+               }
+               catch(InvalidPositionException &e){}
+
+               // Check y-
+               try
+               {
+                       s16 y = -1;
+                       for(s16 x=0; x<ued; x++)
+                       for(s16 z=0; z<ued; z++)
+                       {
+                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+                               if(getNode(ap).d == CONTENT_AIR)
+                               {
+                                       orp = v3f(x+1,0,z+1);
+                                       found_existing = true;
+                                       goto continue_generating;
+                               }
+                       }
+               }
+               catch(InvalidPositionException &e){}
+               
+               // Check y+
+               try
+               {
+                       s16 y = ued;
+                       for(s16 x=0; x<ued; x++)
+                       for(s16 z=0; z<ued; z++)
+                       {
+                               v3s16 ap = v3s16(x,y,z) + block->getPosRelative();
+                               if(getNode(ap).d == CONTENT_AIR)
+                               {
+                                       orp = v3f(x+1,ued-1,z+1);
+                                       found_existing = true;
                                        goto continue_generating;
                                }
                        }
@@ -1906,185 +4126,138 @@ MapBlock * ServerMap::emergeBlock(
 continue_generating:
                
                /*
-                       Generate some tunnel starting from orp and ors
+                       Choose whether to actually generate dungeon
                */
-               for(u16 i=0; i<3; i++)
+               bool do_generate_dungeons = true;
+               // Don't generate if no part is underground
+               if(!some_part_underground)
                {
-                       v3f rp(
-                               (float)(rand()%ued)+0.5,
-                               (float)(rand()%ued)+0.5,
-                               (float)(rand()%ued)+0.5
-                       );
-                       s16 min_d = 0;
-                       s16 max_d = 4;
-                       s16 rs = (rand()%(max_d-min_d+1))+min_d;
-                       
-                       v3f vec = rp - orp;
+                       do_generate_dungeons = false;
+               }
+               // Don't generate if mostly underwater surface
+               /*else if(mostly_underwater_surface)
+               {
+                       do_generate_dungeons = false;
+               }*/
+               // Partly underground = cave
+               else if(!completely_underground)
+               {
+                       do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
+               }
+               // Found existing dungeon underground
+               else if(found_existing && completely_underground)
+               {
+                       do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
+               }
+               // Underground and no dungeons found
+               else
+               {
+                       do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
+               }
 
-                       for(float f=0; f<1.0; f+=0.04)
+               if(do_generate_dungeons)
+               {
+                       /*
+                               Generate some tunnel starting from orp and ors
+                       */
+                       for(u16 i=0; i<3; i++)
                        {
-                               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++)
+                               v3f rp(
+                                       (float)(myrand()%ued)+0.5,
+                                       (float)(myrand()%ued)+0.5,
+                                       (float)(myrand()%ued)+0.5
+                               );
+                               s16 min_d = 0;
+                               s16 max_d = 4;
+                               s16 rs = (myrand()%(max_d-min_d+1))+min_d;
+                               
+                               v3f vec = rp - orp;
+
+                               for(float f=0; f<1.0; f+=0.04)
                                {
-                                       s16 si = rs - abs(z0);
-                                       for(s16 x0=-si; x0<=si-1; x0++)
+                                       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 si2 = rs - abs(x0);
-                                               for(s16 y0=-si2+1; y0<=si2-1; y0++)
+                                               s16 si = rs - abs(z0);
+                                               for(s16 x0=-si; x0<=si-1; x0++)
                                                {
-                                                       s16 z = cp.Z + z0;
-                                                       s16 y = cp.Y + y0;
-                                                       s16 x = cp.X + x0;
-                                                       v3s16 p(x,y,z);
-                                                       if(isInArea(p, ued) == false)
-                                                               continue;
-                                                       underground_emptiness[ued*ued*z + ued*y + x] = 1;
+                                                       s16 si2 = rs - abs(x0);
+                                                       for(s16 y0=-si2+1; y0<=si2-1; y0++)
+                                                       {
+                                                               s16 z = cp.Z + z0;
+                                                               s16 y = cp.Y + y0;
+                                                               s16 x = cp.X + x0;
+                                                               v3s16 p(x,y,z);
+                                                               if(isInArea(p, ued) == false)
+                                                                       continue;
+                                                               underground_emptiness[ued*ued*z + ued*y + x] = 1;
+                                                       }
                                                }
                                        }
                                }
-                       }
 
-                       orp = rp;
+                               orp = rp;
+                       }
                }
        }
-       
-       // This is the basic material of what the visible flat ground
-       // will consist of
-       u8 material = CONTENT_GRASS;
+#endif
 
-       u8 water_material = CONTENT_WATER;
-       if(g_settings.getBool("endless_water"))
-               water_material = CONTENT_OCEAN;
-       
-       s32 lowest_ground_y = 32767;
-       s32 highest_ground_y = -32768;
-       
-       // DEBUG
-       //sector->printHeightmaps();
+       // Set to true if has caves.
+       // Set when some non-air is changed to air when making caves.
+       bool has_dungeons = false;
+
+       /*
+               Apply temporary cave data to block
+       */
 
        for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
        for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
        {
-               //dstream<<"emergeBlock: x0="<<x0<<", z0="<<z0<<std::endl;
-
-               float surface_y_f = sector->getGroundHeight(v2s16(x0,z0));
-               //assert(surface_y_f > GROUNDHEIGHT_VALID_MINVALUE);
-               if(surface_y_f < GROUNDHEIGHT_VALID_MINVALUE)
-               {
-                       dstream<<"WARNING: Surface height not found in sector "
-                                       "for block that is being emerged"<<std::endl;
-                       surface_y_f = 0.0;
-               }
-
-               s16 surface_y = surface_y_f;
-               //avg_ground_y += surface_y;
-               if(surface_y < lowest_ground_y)
-                       lowest_ground_y = surface_y;
-               if(surface_y > highest_ground_y)
-                       highest_ground_y = surface_y;
-
-               s32 surface_depth = 0;
-               
-               float slope = sector->getSlope(v2s16(x0,z0)).getLength();
-               
-               //float min_slope = 0.45;
-               //float max_slope = 0.85;
-               float min_slope = 0.60;
-               float max_slope = 1.20;
-               float min_slope_depth = 5.0;
-               float max_slope_depth = 0;
-               if(slope < min_slope)
-                       surface_depth = min_slope_depth;
-               else if(slope > max_slope)
-                       surface_depth = max_slope_depth;
-               else
-                       surface_depth = (1.-(slope-min_slope)/max_slope) * min_slope_depth;
-
                for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
                {
-                       s16 real_y = block_y * MAP_BLOCKSIZE + y0;
-                       MapNode n;
-                       /*
-                               Calculate lighting
-                               
-                               NOTE: If there are some man-made structures above the
-                               newly created block, they won't be taken into account.
-                       */
-                       if(real_y > surface_y)
-                               n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
-
-                       /*
-                               Calculate material
-                       */
+                       MapNode n = block->getNode(v3s16(x0,y0,z0));
 
-                       if(real_y <= surface_y - surface_depth)
+                       // Create dungeons
+                       if(underground_emptiness[
+                                       ued*ued*(z0*ued/MAP_BLOCKSIZE)
+                                       +ued*(y0*ued/MAP_BLOCKSIZE)
+                                       +(x0*ued/MAP_BLOCKSIZE)])
                        {
-                               // Create dungeons
-                               if(underground_emptiness[
-                                               ued*ued*(z0*ued/MAP_BLOCKSIZE)
-                                               +ued*(y0*ued/MAP_BLOCKSIZE)
-                                               +(x0*ued/MAP_BLOCKSIZE)])
+                               if(content_features(n.d).walkable/*is_ground_content(n.d)*/)
                                {
+                                       // Has now caves
+                                       has_dungeons = true;
+                                       // Set air to node
                                        n.d = CONTENT_AIR;
                                }
-                               else
-                               {
-                                       n.d = CONTENT_STONE;
-                               }
-                       }
-                       // If node is at or under heightmap y
-                       else if(real_y <= surface_y)
-                       {
-                               // If under water level, it's mud
-                               if(real_y < WATER_LEVEL)
-                                       n.d = CONTENT_MUD;
-                               // Only the topmost node is grass
-                               else if(real_y <= surface_y - 1)
-                                       n.d = CONTENT_MUD;
-                               // Else it's the main material
-                               else
-                                       n.d = material;
-                       }
-                       // If node is over heightmap y
-                       else{
-                               // If under water level, it's water
-                               if(real_y < WATER_LEVEL)
-                               {
-                                       n.d = water_material;
-                                       n.setLight(LIGHTBANK_DAY,
-                                                       diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
-                               }
-                               // else air
-                               else
-                                       n.d = CONTENT_AIR;
                        }
+
                        block->setNode(v3s16(x0,y0,z0), n);
                }
        }
-
+       
        /*
-               Calculate is_underground
+               This is used for guessing whether or not the block should
+               receive sunlight from the top if the block above doesn't exist
        */
-       // Probably underground if the highest part of block is under lowest
-       // ground height
-       bool is_underground = (block_y+1) * MAP_BLOCKSIZE <= lowest_ground_y;
-       block->setIsUnderground(is_underground);
+       block->setIsUnderground(completely_underground);
 
        /*
-               Force lighting update if some part of block is underground
-               This is needed because of caves.
+               Force lighting update if some part of block is partly
+               underground and has caves.
        */
-       
-       bool some_part_underground = (block_y+0) * MAP_BLOCKSIZE < highest_ground_y;
-       if(some_part_underground)
-       //if(is_underground)
+       /*if(some_part_underground && !completely_underground && has_dungeons)
        {
+               //dstream<<"Half-ground caves"<<std::endl;
                lighting_invalidated_blocks[block->getPos()] = block;
-       }
+       }*/
        
+       // DEBUG: Always update lighting
+       //lighting_invalidated_blocks[block->getPos()] = block;
+
        /*
                Add some minerals
        */
@@ -2096,69 +4269,89 @@ MapBlock * ServerMap::emergeBlock(
                /*
                        Add meseblocks
                */
-               for(s16 i=0; i<underground_level*1; i++)
+               for(s16 i=0; i<underground_level/4 + 1; i++)
+               {
+                       if(myrand()%50 == 0)
+                       {
+                               v3s16 cp(
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1
+                               );
+
+                               MapNode n;
+                               n.d = CONTENT_MESE;
+                               
+                               for(u16 i=0; i<27; i++)
+                               {
+                                       if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
+                                               if(myrand()%8 == 0)
+                                                       block->setNode(cp+g_27dirs[i], n);
+                               }
+                       }
+               }
+
+               /*
+                       Add coal
+               */
+               u16 coal_amount = 30;
+               u16 coal_rareness = 60 / coal_amount;
+               if(coal_rareness == 0)
+                       coal_rareness = 1;
+               if(myrand()%coal_rareness == 0)
                {
-                       if(rand()%2 == 0)
+                       u16 a = myrand() % 16;
+                       u16 amount = coal_amount * a*a*a / 1000;
+                       for(s16 i=0; i<amount; i++)
                        {
                                v3s16 cp(
-                                       (rand()%(MAP_BLOCKSIZE-2))+1,
-                                       (rand()%(MAP_BLOCKSIZE-2))+1,
-                                       (rand()%(MAP_BLOCKSIZE-2))+1
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1
                                );
 
                                MapNode n;
-                               n.d = CONTENT_MESE;
-                               
-                               //if(is_ground_content(block->getNode(cp).d))
-                               if(block->getNode(cp).d == CONTENT_STONE)
-                                       if(rand()%8 == 0)
-                                               block->setNode(cp, n);
+                               n.d = CONTENT_STONE;
+                               n.param = MINERAL_COAL;
 
-                               for(u16 i=0; i<26; i++)
+                               for(u16 i=0; i<27; i++)
                                {
-                                       //if(is_ground_content(block->getNode(cp+g_26dirs[i]).d))
-                                       if(block->getNode(cp+g_26dirs[i]).d == CONTENT_STONE)
-                                               if(rand()%8 == 0)
-                                                       block->setNode(cp+g_26dirs[i], n);
+                                       if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
+                                               if(myrand()%8 == 0)
+                                                       block->setNode(cp+g_27dirs[i], n);
                                }
                        }
                }
 
                /*
-                       Add coal
+                       Add iron
                */
-               u16 coal_amount = 30.0 * g_settings.getFloat("coal_amount");
-               u16 coal_rareness = 60 / coal_amount;
-               if(coal_rareness == 0)
-                       coal_rareness = 1;
-               if(rand()%coal_rareness == 0)
+               //TODO: change to iron_amount or whatever
+               u16 iron_amount = 15;
+               u16 iron_rareness = 60 / iron_amount;
+               if(iron_rareness == 0)
+                       iron_rareness = 1;
+               if(myrand()%iron_rareness == 0)
                {
-                       u16 a = rand() % 16;
-                       u16 amount = coal_amount * a*a*a / 1000;
+                       u16 a = myrand() % 16;
+                       u16 amount = iron_amount * a*a*a / 1000;
                        for(s16 i=0; i<amount; i++)
                        {
                                v3s16 cp(
-                                       (rand()%(MAP_BLOCKSIZE-2))+1,
-                                       (rand()%(MAP_BLOCKSIZE-2))+1,
-                                       (rand()%(MAP_BLOCKSIZE-2))+1
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1,
+                                       (myrand()%(MAP_BLOCKSIZE-2))+1
                                );
 
                                MapNode n;
-                               n.d = CONTENT_COALSTONE;
-
-                               //dstream<<"Adding coalstone"<<std::endl;
-                               
-                               //if(is_ground_content(block->getNode(cp).d))
-                               if(block->getNode(cp).d == CONTENT_STONE)
-                                       if(rand()%8 == 0)
-                                               block->setNode(cp, n);
+                               n.d = CONTENT_STONE;
+                               n.param = MINERAL_IRON;
 
-                               for(u16 i=0; i<26; i++)
+                               for(u16 i=0; i<27; i++)
                                {
-                                       //if(is_ground_content(block->getNode(cp+g_26dirs[i]).d))
-                                       if(block->getNode(cp+g_26dirs[i]).d == CONTENT_STONE)
-                                               if(rand()%8 == 0)
-                                                       block->setNode(cp+g_26dirs[i], n);
+                                       if(block->getNode(cp+g_27dirs[i]).d == CONTENT_STONE)
+                                               if(myrand()%8 == 0)
+                                                       block->setNode(cp+g_27dirs[i], n);
                                }
                        }
                }
@@ -2167,14 +4360,14 @@ MapBlock * ServerMap::emergeBlock(
        /*
                Create a few rats in empty blocks underground
        */
-       if(is_underground)
+       if(completely_underground)
        {
                //for(u16 i=0; i<2; i++)
                {
                        v3s16 cp(
-                               (rand()%(MAP_BLOCKSIZE-2))+1,
-                               (rand()%(MAP_BLOCKSIZE-2))+1,
-                               (rand()%(MAP_BLOCKSIZE-2))+1
+                               (myrand()%(MAP_BLOCKSIZE-2))+1,
+                               (myrand()%(MAP_BLOCKSIZE-2))+1,
+                               (myrand()%(MAP_BLOCKSIZE-2))+1
                        );
 
                        // Check that the place is empty
@@ -2192,196 +4385,195 @@ MapBlock * ServerMap::emergeBlock(
        */
        sector->insertBlock(block);
        
+       // Lighting is invalid after generation.
+       block->setLightingExpired(true);
+       
+#if 0
        /*
-               Sector object stuff
+               Debug information
        */
-               
-       // An y-wise container of changed blocks
-       core::map<s16, MapBlock*> changed_blocks_sector;
+       dstream
+       <<"lighting_invalidated_blocks.size()"
+       <<", has_dungeons"
+       <<", completely_ug"
+       <<", some_part_ug"
+       <<"  "<<lighting_invalidated_blocks.size()
+       <<", "<<has_dungeons
+       <<", "<<completely_underground
+       <<", "<<some_part_underground
+       <<std::endl;
+#endif
+
+       return block;
+}
 
+MapBlock * ServerMap::createBlock(v3s16 p)
+{
+       DSTACK("%s: p=(%d,%d,%d)",
+                       __FUNCTION_NAME, p.X, p.Y, p.Z);
+       
+       v2s16 p2d(p.X, p.Z);
+       s16 block_y = p.Y;
        /*
-               Check if any sector's objects can be placed now.
-               If so, place them.
+               This will create or load a sector if not found in memory.
+               If block exists on disk, it will be loaded.
+
+               NOTE: On old save formats, this will be slow, as it generates
+                     lighting on blocks for them.
        */
-       core::map<v3s16, u8> *objects = sector->getObjects();
-       core::list<v3s16> objects_to_remove;
-       for(core::map<v3s16, u8>::Iterator i = objects->getIterator();
-                       i.atEnd() == false; i++)
+       ServerMapSector *sector;
+       try{
+               sector = (ServerMapSector*)createSector(p2d);
+               assert(sector->getId() == MAPSECTOR_SERVER);
+       }
+       /*catch(InvalidPositionException &e)
        {
-               v3s16 p = i.getNode()->getKey();
-               v2s16 p2d(p.X,p.Z);
-               u8 d = i.getNode()->getValue();
+               dstream<<"createBlock: createSector() failed"<<std::endl;
+               throw e;
+       }*/
+       catch(std::exception &e)
+       {
+               dstream<<"createBlock: createSector() failed: "
+                               <<e.what()<<std::endl;
+               throw e;
+       }
 
-               //v3s16 p = p_sector - v3s16(0, block_y*MAP_BLOCKSIZE, 0);
-               
-               try
-               {
+       /*
+               Try to get a block from the sector
+       */
 
-               if(d == SECTOR_OBJECT_TEST)
-               {
-                       if(sector->isValidArea(p + v3s16(0,0,0),
-                                       p + v3s16(0,0,0), &changed_blocks_sector))
-                       {
-                               MapNode n;
-                               n.d = CONTENT_TORCH;
-                               sector->setNode(p, n);
-                               objects_to_remove.push_back(p);
-                       }
-               }
-               else if(d == SECTOR_OBJECT_TREE_1)
-               {
-                       v3s16 p_min = p + v3s16(-1,0,-1);
-                       v3s16 p_max = p + v3s16(1,4,1);
-                       if(sector->isValidArea(p_min, p_max,
-                                       &changed_blocks_sector))
-                       {
-                               MapNode n;
-                               n.d = CONTENT_TREE;
-                               sector->setNode(p+v3s16(0,0,0), n);
-                               sector->setNode(p+v3s16(0,1,0), n);
-                               sector->setNode(p+v3s16(0,2,0), n);
-                               sector->setNode(p+v3s16(0,3,0), n);
+       MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
+       if(block)
+               return block;
+       // Create blank
+       block = sector->createBlankBlock(block_y);
+       return block;
+}
 
-                               n.d = CONTENT_LEAVES;
+MapBlock * ServerMap::emergeBlock(
+               v3s16 p,
+               bool only_from_disk,
+               core::map<v3s16, MapBlock*> &changed_blocks,
+               core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
+)
+{
+       DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d",
+                       __FUNCTION_NAME,
+                       p.X, p.Y, p.Z, only_from_disk);
+       
+       v2s16 p2d(p.X, p.Z);
+       s16 block_y = p.Y;
+       /*
+               This will create or load a sector if not found in memory.
+               If block exists on disk, it will be loaded.
+       */
+       ServerMapSector *sector;
+       try{
+               sector = (ServerMapSector*)emergeSector(p2d, changed_blocks);
+               assert(sector->getId() == MAPSECTOR_SERVER);
+       }
+       catch(std::exception &e)
+       {
+               dstream<<"emergeBlock: emergeSector() failed: "
+                               <<e.what()<<std::endl;
+               dstream<<"Path to failed sector: "<<getSectorDir(p2d)
+                               <<std::endl
+                               <<"You could try to delete it."<<std::endl;
+               throw e;
+       }
 
-                               sector->setNode(p+v3s16(0,4,0), n);
-                               
-                               sector->setNode(p+v3s16(-1,4,0), n);
-                               sector->setNode(p+v3s16(1,4,0), n);
-                               sector->setNode(p+v3s16(0,4,-1), n);
-                               sector->setNode(p+v3s16(0,4,1), n);
-                               sector->setNode(p+v3s16(1,4,1), n);
-                               sector->setNode(p+v3s16(-1,4,1), n);
-                               sector->setNode(p+v3s16(-1,4,-1), n);
-                               sector->setNode(p+v3s16(1,4,-1), n);
-
-                               sector->setNode(p+v3s16(-1,3,0), n);
-                               sector->setNode(p+v3s16(1,3,0), n);
-                               sector->setNode(p+v3s16(0,3,-1), n);
-                               sector->setNode(p+v3s16(0,3,1), n);
-                               sector->setNode(p+v3s16(1,3,1), n);
-                               sector->setNode(p+v3s16(-1,3,1), n);
-                               sector->setNode(p+v3s16(-1,3,-1), n);
-                               sector->setNode(p+v3s16(1,3,-1), n);
-                               
-                               objects_to_remove.push_back(p);
-                               
-                               // Lighting has to be recalculated for this one.
-                               sector->getBlocksInArea(p_min, p_max, 
-                                               lighting_invalidated_blocks);
-                       }
-               }
-               else if(d == SECTOR_OBJECT_BUSH_1)
-               {
-                       if(sector->isValidArea(p + v3s16(0,0,0),
-                                       p + v3s16(0,0,0), &changed_blocks_sector))
-                       {
-                               MapNode n;
-                               n.d = CONTENT_LEAVES;
-                               sector->setNode(p+v3s16(0,0,0), n);
-                               
-                               objects_to_remove.push_back(p);
-                       }
-               }
-               else if(d == SECTOR_OBJECT_RAVINE)
-               {
-                       s16 maxdepth = -20;
-                       v3s16 p_min = p + v3s16(-6,maxdepth,-6);
-                       v3s16 p_max = p + v3s16(6,6,6);
-                       if(sector->isValidArea(p_min, p_max,
-                                       &changed_blocks_sector))
-                       {
-                               MapNode n;
-                               n.d = CONTENT_STONE;
-                               MapNode n2;
-                               n2.d = CONTENT_AIR;
-                               s16 depth = maxdepth + (rand()%10);
-                               s16 z = 0;
-                               s16 minz = -6 - (-2);
-                               s16 maxz = 6 -1;
-                               for(s16 x=-6; x<=6; x++)
-                               {
-                                       z += -1 + (rand()%3);
-                                       if(z < minz)
-                                               z = minz;
-                                       if(z > maxz)
-                                               z = maxz;
-                                       for(s16 y=depth+(rand()%2); y<=6; y++)
-                                       {
-                                               /*std::cout<<"("<<p2.X<<","<<p2.Y<<","<<p2.Z<<")"
-                                                               <<std::endl;*/
-                                               {
-                                                       v3s16 p2 = p + v3s16(x,y,z-2);
-                                                       if(is_ground_content(sector->getNode(p2).d)
-                                                                       && !is_mineral(sector->getNode(p2).d))
-                                                               sector->setNode(p2, n);
-                                               }
-                                               {
-                                                       v3s16 p2 = p + v3s16(x,y,z-1);
-                                                       if(is_ground_content(sector->getNode(p2).d)
-                                                                       && !is_mineral(sector->getNode(p2).d))
-                                                               sector->setNode(p2, n2);
-                                               }
-                                               {
-                                                       v3s16 p2 = p + v3s16(x,y,z+0);
-                                                       if(is_ground_content(sector->getNode(p2).d)
-                                                                       && !is_mineral(sector->getNode(p2).d))
-                                                               sector->setNode(p2, n2);
-                                               }
-                                               {
-                                                       v3s16 p2 = p + v3s16(x,y,z+1);
-                                                       if(is_ground_content(sector->getNode(p2).d)
-                                                                       && !is_mineral(sector->getNode(p2).d))
-                                                               sector->setNode(p2, n);
-                                               }
+       /*
+               Try to get a block from the sector
+       */
 
-                                               //if(sector->getNode(p+v3s16(x,y,z+1)).solidness()==2)
-                                               //if(p.Y+y <= sector->getGroundHeight(p2d+v2s16(x,z-2))+0.5)
-                                       }
-                               }
-                               
-                               objects_to_remove.push_back(p);
-                               
-                               // Lighting has to be recalculated for this one.
-                               sector->getBlocksInArea(p_min, p_max, 
-                                               lighting_invalidated_blocks);
-                       }
-               }
-               else
-               {
-                       dstream<<"ServerMap::emergeBlock(): "
-                                       "Invalid heightmap object"
-                                       <<std::endl;
-               }
+       bool does_not_exist = false;
+       bool lighting_expired = false;
+       MapBlock *block = sector->getBlockNoCreateNoEx(block_y);
 
-               }//try
-               catch(InvalidPositionException &e)
+       if(block == NULL)
+       {
+               does_not_exist = true;
+       }
+       else if(block->isDummy() == true)
+       {
+               does_not_exist = true;
+       }
+       else if(block->getLightingExpired())
+       {
+               lighting_expired = true;
+       }
+       else
+       {
+               // Valid block
+               //dstream<<"emergeBlock(): Returning already valid block"<<std::endl;
+               return block;
+       }
+       
+       /*
+               If block was not found on disk and not going to generate a
+               new one, make sure there is a dummy block in place.
+       */
+       if(only_from_disk && (does_not_exist || lighting_expired))
+       {
+               //dstream<<"emergeBlock(): Was not on disk but not generating"<<std::endl;
+
+               if(block == NULL)
                {
-                       dstream<<"WARNING: "<<__FUNCTION_NAME
-                                       <<": while inserting object "<<(int)d
-                                       <<" to ("<<p.X<<","<<p.Y<<","<<p.Z<<"):"
-                                       <<" InvalidPositionException.what()="
-                                       <<e.what()<<std::endl;
-                       // This is not too fatal and seems to happen sometimes.
-                       assert(0);
+                       // Create dummy block
+                       block = new MapBlock(this, p, true);
+
+                       // Add block to sector
+                       sector->insertBlock(block);
                }
+               // Done.
+               return block;
+       }
+
+       //dstream<<"Not found on disk, generating."<<std::endl;
+       // 0ms
+       //TimeTaker("emergeBlock() generate");
+
+       //dstream<<"emergeBlock(): Didn't find valid block -> making one"<<std::endl;
+
+       /*
+               If the block doesn't exist, generate the block.
+       */
+       if(does_not_exist)
+       {
+               block = generateBlock(p, block, sector, changed_blocks,
+                               lighting_invalidated_blocks); 
        }
 
-       for(core::list<v3s16>::Iterator i = objects_to_remove.begin();
-                       i != objects_to_remove.end(); i++)
+       if(lighting_expired)
        {
-               objects->remove(*i);
+               lighting_invalidated_blocks.insert(p, block);
        }
 
-       for(core::map<s16, MapBlock*>::Iterator
-                       i = changed_blocks_sector.getIterator();
-                       i.atEnd() == false; i++)
+       /*
+               Initially update sunlight
+       */
+       
        {
-               MapBlock *block = i.getNode()->getValue();
+               core::map<v3s16, bool> light_sources;
+               bool black_air_left = false;
+               bool bottom_invalid =
+                               block->propagateSunlight(light_sources, true,
+                               &black_air_left, true);
+
+               // If sunlight didn't reach everywhere and part of block is
+               // above ground, lighting has to be properly updated
+               //if(black_air_left && some_part_underground)
+               if(black_air_left)
+               {
+                       lighting_invalidated_blocks[block->getPos()] = block;
+               }
 
-               changed_blocks.insert(block->getPos(), block);
+               if(bottom_invalid)
+               {
+                       lighting_invalidated_blocks[block->getPos()] = block;
+               }
        }
-
+       
        return block;
 }
 
@@ -2436,12 +4628,6 @@ v3s16 ServerMap::getBlockPos(std::string sectordir, std::string blockfile)
        return v3s16(p2d.X, y, p2d.Y);
 }
 
-// Debug helpers
-#define ENABLE_SECTOR_SAVING 1
-#define ENABLE_SECTOR_LOADING 1
-#define ENABLE_BLOCK_SAVING 1
-#define ENABLE_BLOCK_LOADING 1
-
 void ServerMap::save(bool only_changed)
 {
        DSTACK(__FUNCTION_NAME);
@@ -2455,7 +4641,8 @@ void ServerMap::save(bool only_changed)
                dstream<<DTIME<<"ServerMap: Saving whole map, this can take time."
                                <<std::endl;
        
-       saveMasterHeightmap();
+       saveMapMeta();
+       saveChunkMeta();
        
        u32 sector_meta_count = 0;
        u32 block_count = 0;
@@ -2468,28 +4655,28 @@ void ServerMap::save(bool only_changed)
        {
                ServerMapSector *sector = (ServerMapSector*)i.getNode()->getValue();
                assert(sector->getId() == MAPSECTOR_SERVER);
-               
-               if(ENABLE_SECTOR_SAVING)
+       
+               if(sector->differs_from_disk || only_changed == false)
                {
-                       if(sector->differs_from_disk || only_changed == false)
-                       {
-                               saveSectorMeta(sector);
-                               sector_meta_count++;
-                       }
+                       saveSectorMeta(sector);
+                       sector_meta_count++;
                }
-               if(ENABLE_BLOCK_SAVING)
+               core::list<MapBlock*> blocks;
+               sector->getBlocks(blocks);
+               core::list<MapBlock*>::Iterator j;
+               for(j=blocks.begin(); j!=blocks.end(); j++)
                {
-                       core::list<MapBlock*> blocks;
-                       sector->getBlocks(blocks);
-                       core::list<MapBlock*>::Iterator j;
-                       for(j=blocks.begin(); j!=blocks.end(); j++)
+                       MapBlock *block = *j;
+                       if(block->getChangedFlag() || only_changed == false)
                        {
-                               MapBlock *block = *j;
-                               if(block->getChangedFlag() || only_changed == false)
-                               {
-                                       saveBlock(block);
-                                       block_count++;
-                               }
+                               saveBlock(block);
+                               block_count++;
+
+                               /*dstream<<"ServerMap: Written block ("
+                                               <<block->getPos().X<<","
+                                               <<block->getPos().Y<<","
+                                               <<block->getPos().Z<<")"
+                                               <<std::endl;*/
                        }
                }
        }
@@ -2513,8 +4700,9 @@ void ServerMap::loadAll()
 {
        DSTACK(__FUNCTION_NAME);
        dstream<<DTIME<<"ServerMap: Loading map..."<<std::endl;
-
-       loadMasterHeightmap();
+       
+       loadMapMeta();
+       loadChunkMeta();
 
        std::vector<fs::DirListNode> list = fs::GetDirListing(m_savedir+"/sectors/");
 
@@ -2522,99 +4710,238 @@ void ServerMap::loadAll()
        
        JMutexAutoLock lock(m_sector_mutex);
        
-       s32 counter = 0;
-       s32 printed_counter = -100000;
-       s32 count = list.size();
+       s32 counter = 0;
+       s32 printed_counter = -100000;
+       s32 count = list.size();
+
+       std::vector<fs::DirListNode>::iterator i;
+       for(i=list.begin(); i!=list.end(); i++)
+       {
+               if(counter > printed_counter + 10)
+               {
+                       dstream<<DTIME<<counter<<"/"<<count<<std::endl;
+                       printed_counter = counter;
+               }
+               counter++;
+
+               MapSector *sector = NULL;
+
+               // We want directories
+               if(i->dir == false)
+                       continue;
+               try{
+                       sector = loadSectorMeta(i->name);
+               }
+               catch(InvalidFilenameException &e)
+               {
+                       // This catches unknown crap in directory
+               }
+               
+               std::vector<fs::DirListNode> list2 = fs::GetDirListing
+                               (m_savedir+"/sectors/"+i->name);
+               std::vector<fs::DirListNode>::iterator i2;
+               for(i2=list2.begin(); i2!=list2.end(); i2++)
+               {
+                       // We want files
+                       if(i2->dir)
+                               continue;
+                       try{
+                               loadBlock(i->name, i2->name, sector);
+                       }
+                       catch(InvalidFilenameException &e)
+                       {
+                               // This catches unknown crap in directory
+                       }
+               }
+       }
+       dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
+}
+
+#if 0
+void ServerMap::saveMasterHeightmap()
+{
+       DSTACK(__FUNCTION_NAME);
+       
+       dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
+
+       createDir(m_savedir);
+       
+       /*std::string fullpath = m_savedir + "/master_heightmap";
+       std::ofstream o(fullpath.c_str(), std::ios_base::binary);
+       if(o.good() == false)
+               throw FileNotGoodException("Cannot open master heightmap");*/
+       
+       // Format used for writing
+       //u8 version = SER_FMT_VER_HIGHEST;
+}
+
+void ServerMap::loadMasterHeightmap()
+{
+       DSTACK(__FUNCTION_NAME);
+       
+       dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
+
+       /*std::string fullpath = m_savedir + "/master_heightmap";
+       std::ifstream is(fullpath.c_str(), std::ios_base::binary);
+       if(is.good() == false)
+               throw FileNotGoodException("Cannot open master heightmap");*/
+}
+#endif
+
+void ServerMap::saveMapMeta()
+{
+       DSTACK(__FUNCTION_NAME);
+       
+       dstream<<"INFO: ServerMap::saveMapMeta(): "
+                       <<"seed="<<m_seed<<", chunksize="<<m_chunksize
+                       <<std::endl;
+
+       createDir(m_savedir);
+       
+       std::string fullpath = m_savedir + "/map_meta.txt";
+       std::ofstream os(fullpath.c_str(), std::ios_base::binary);
+       if(os.good() == false)
+       {
+               dstream<<"ERROR: ServerMap::saveMapMeta(): "
+                               <<"could not open"<<fullpath<<std::endl;
+               throw FileNotGoodException("Cannot open chunk metadata");
+       }
+       
+       Settings params;
+       params.setU64("seed", m_seed);
+       params.setS32("chunksize", m_chunksize);
+
+       params.writeLines(os);
+
+       os<<"[end_of_params]\n";
+       
+}
+
+void ServerMap::loadMapMeta()
+{
+       DSTACK(__FUNCTION_NAME);
+       
+       dstream<<"INFO: ServerMap::loadMapMeta(): Loading chunk metadata"
+                       <<std::endl;
 
-       std::vector<fs::DirListNode>::iterator i;
-       for(i=list.begin(); i!=list.end(); i++)
+       std::string fullpath = m_savedir + "/map_meta.txt";
+       std::ifstream is(fullpath.c_str(), std::ios_base::binary);
+       if(is.good() == false)
        {
-               if(counter > printed_counter + 10)
-               {
-                       dstream<<DTIME<<counter<<"/"<<count<<std::endl;
-                       printed_counter = counter;
-               }
-               counter++;
+               dstream<<"ERROR: ServerMap::loadMapMeta(): "
+                               <<"could not open"<<fullpath<<std::endl;
+               throw FileNotGoodException("Cannot open chunk metadata");
+       }
 
-               MapSector *sector = NULL;
+       Settings params;
 
-               // We want directories
-               if(i->dir == false)
-                       continue;
-               try{
-                       sector = loadSectorMeta(i->name);
-               }
-               catch(InvalidFilenameException &e)
-               {
-                       // This catches unknown crap in directory
-               }
-               
-               if(ENABLE_BLOCK_LOADING)
-               {
-                       std::vector<fs::DirListNode> list2 = fs::GetDirListing
-                                       (m_savedir+"/sectors/"+i->name);
-                       std::vector<fs::DirListNode>::iterator i2;
-                       for(i2=list2.begin(); i2!=list2.end(); i2++)
-                       {
-                               // We want files
-                               if(i2->dir)
-                                       continue;
-                               try{
-                                       loadBlock(i->name, i2->name, sector);
-                               }
-                               catch(InvalidFilenameException &e)
-                               {
-                                       // This catches unknown crap in directory
-                               }
-                       }
-               }
+       for(;;)
+       {
+               if(is.eof())
+                       throw SerializationError
+                                       ("ServerMap::loadMapMeta(): [end_of_params] not found");
+               std::string line;
+               std::getline(is, line);
+               std::string trimmedline = trim(line);
+               if(trimmedline == "[end_of_params]")
+                       break;
+               params.parseConfigLine(line);
        }
-       dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
+
+       m_seed = params.getU64("seed");
+       m_chunksize = params.getS32("chunksize");
+
+       dstream<<"INFO: ServerMap::loadMapMeta(): "
+                       <<"seed="<<m_seed<<", chunksize="<<m_chunksize
+                       <<std::endl;
 }
 
-void ServerMap::saveMasterHeightmap()
+void ServerMap::saveChunkMeta()
 {
        DSTACK(__FUNCTION_NAME);
-       createDir(m_savedir);
-       
-       std::string fullpath = m_savedir + "/master_heightmap";
-       std::ofstream o(fullpath.c_str(), std::ios_base::binary);
-       if(o.good() == false)
-               throw FileNotGoodException("Cannot open master heightmap");
        
-       // Format used for writing
-       u8 version = SER_FMT_VER_HIGHEST;
+       u32 count = m_chunks.size();
 
-#if 0
-       SharedBuffer<u8> hmdata = m_heightmap->serialize(version);
-       /*
-               [0] u8 serialization version
-               [1] X master heightmap
-       */
-       u32 fullsize = 1 + hmdata.getSize();
-       SharedBuffer<u8> data(fullsize);
+       dstream<<"INFO: ServerMap::saveChunkMeta(): Saving metadata of "
+                       <<count<<" chunks"<<std::endl;
 
-       data[0] = version;
-       memcpy(&data[1], *hmdata, hmdata.getSize());
+       createDir(m_savedir);
+       
+       std::string fullpath = m_savedir + "/chunk_meta";
+       std::ofstream os(fullpath.c_str(), std::ios_base::binary);
+       if(os.good() == false)
+       {
+               dstream<<"ERROR: ServerMap::saveChunkMeta(): "
+                               <<"could not open"<<fullpath<<std::endl;
+               throw FileNotGoodException("Cannot open chunk metadata");
+       }
+       
+       u8 version = 0;
+       
+       // Write version
+       os.write((char*)&version, 1);
 
-       o.write((const char*)*data, fullsize);
-#endif
+       u8 buf[4];
        
-       m_heightmap->serialize(o, version);
+       // Write count
+       writeU32(buf, count);
+       os.write((char*)buf, 4);
+       
+       for(core::map<v2s16, MapChunk*>::Iterator
+                       i = m_chunks.getIterator();
+                       i.atEnd()==false; i++)
+       {
+               v2s16 p = i.getNode()->getKey();
+               MapChunk *chunk = i.getNode()->getValue();
+               // Write position
+               writeV2S16(buf, p);
+               os.write((char*)buf, 4);
+               // Write chunk data
+               chunk->serialize(os, version);
+       }
 }
 
-void ServerMap::loadMasterHeightmap()
+void ServerMap::loadChunkMeta()
 {
        DSTACK(__FUNCTION_NAME);
-       std::string fullpath = m_savedir + "/master_heightmap";
+       
+       dstream<<"INFO: ServerMap::loadChunkMeta(): Loading chunk metadata"
+                       <<std::endl;
+
+       std::string fullpath = m_savedir + "/chunk_meta";
        std::ifstream is(fullpath.c_str(), std::ios_base::binary);
        if(is.good() == false)
-               throw FileNotGoodException("Cannot open master heightmap");
+       {
+               dstream<<"ERROR: ServerMap::loadChunkMeta(): "
+                               <<"could not open"<<fullpath<<std::endl;
+               throw FileNotGoodException("Cannot open chunk metadata");
+       }
+
+       u8 version = 0;
        
-       if(m_heightmap != NULL)
-               delete m_heightmap;
-               
-       m_heightmap = UnlimitedHeightmap::deSerialize(is);
+       // Read version
+       is.read((char*)&version, 1);
+
+       u8 buf[4];
+       
+       // Read count
+       is.read((char*)buf, 4);
+       u32 count = readU32(buf);
+
+       dstream<<"INFO: ServerMap::loadChunkMeta(): Loading metadata of "
+                       <<count<<" chunks"<<std::endl;
+       
+       for(u32 i=0; i<count; i++)
+       {
+               v2s16 p;
+               MapChunk *chunk = new MapChunk();
+               // Read position
+               is.read((char*)buf, 4);
+               p = readV2S16(buf);
+               // Read chunk data
+               chunk->deSerialize(is, version);
+               m_chunks.insert(p, chunk);
+       }
 }
 
 void ServerMap::saveSectorMeta(ServerMapSector *sector)
@@ -2629,10 +4956,10 @@ void ServerMap::saveSectorMeta(ServerMapSector *sector)
        std::string dir = getSectorDir(pos);
        createDir(dir);
        
-       std::string fullpath = dir + "/heightmap";
+       std::string fullpath = dir + "/meta";
        std::ofstream o(fullpath.c_str(), std::ios_base::binary);
        if(o.good() == false)
-               throw FileNotGoodException("Cannot open master heightmap");
+               throw FileNotGoodException("Cannot open sector metafile");
 
        sector->serialize(o, version);
        
@@ -2646,13 +4973,13 @@ MapSector* ServerMap::loadSectorMeta(std::string dirname)
        v2s16 p2d = getSectorPos(dirname);
        std::string dir = m_savedir + "/sectors/" + dirname;
        
-       std::string fullpath = dir + "/heightmap";
+       std::string fullpath = dir + "/meta";
        std::ifstream is(fullpath.c_str(), std::ios_base::binary);
        if(is.good() == false)
-               throw FileNotGoodException("Cannot open sector heightmap");
+               throw FileNotGoodException("Cannot open sector metafile");
 
        ServerMapSector *sector = ServerMapSector::deSerialize
-                       (is, this, p2d, &m_hwrapper, m_sectors);
+                       (is, this, p2d, m_sectors);
        
        sector->differs_from_disk = false;
 
@@ -2683,24 +5010,24 @@ bool ServerMap::loadSectorFull(v2s16 p2d)
        {
                return false;
        }
-
-       if(ENABLE_BLOCK_LOADING)
+       
+       /*
+               Load blocks
+       */
+       std::vector<fs::DirListNode> list2 = fs::GetDirListing
+                       (m_savedir+"/sectors/"+sectorsubdir);
+       std::vector<fs::DirListNode>::iterator i2;
+       for(i2=list2.begin(); i2!=list2.end(); i2++)
        {
-               std::vector<fs::DirListNode> list2 = fs::GetDirListing
-                               (m_savedir+"/sectors/"+sectorsubdir);
-               std::vector<fs::DirListNode>::iterator i2;
-               for(i2=list2.begin(); i2!=list2.end(); i2++)
+               // We want files
+               if(i2->dir)
+                       continue;
+               try{
+                       loadBlock(sectorsubdir, i2->name, sector);
+               }
+               catch(InvalidFilenameException &e)
                {
-                       // We want files
-                       if(i2->dir)
-                               continue;
-                       try{
-                               loadBlock(sectorsubdir, i2->name, sector);
-                       }
-                       catch(InvalidFilenameException &e)
-                       {
-                               // This catches unknown crap in directory
-                       }
+                       // This catches unknown crap in directory
                }
        }
        return true;
@@ -2858,7 +5185,8 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
 // Gets from master heightmap
 void ServerMap::getSectorCorners(v2s16 p2d, s16 *corners)
 {
-       assert(m_heightmap != NULL);
+       dstream<<"DEPRECATED: "<<__FUNCTION_NAME<<std::endl;
+       //assert(m_heightmap != NULL);
        /*
                Corner definition:
                v2s16(0,0),
@@ -2866,14 +5194,14 @@ void ServerMap::getSectorCorners(v2s16 p2d, s16 *corners)
                v2s16(1,1),
                v2s16(0,1),
        */
-       corners[0] = m_heightmap->getGroundHeight
+       /*corners[0] = m_heightmap->getGroundHeight
                        ((p2d+v2s16(0,0))*SECTOR_HEIGHTMAP_SPLIT);
        corners[1] = m_heightmap->getGroundHeight
                        ((p2d+v2s16(1,0))*SECTOR_HEIGHTMAP_SPLIT);
        corners[2] = m_heightmap->getGroundHeight
                        ((p2d+v2s16(1,1))*SECTOR_HEIGHTMAP_SPLIT);
        corners[3] = m_heightmap->getGroundHeight
-                       ((p2d+v2s16(0,1))*SECTOR_HEIGHTMAP_SPLIT);
+                       ((p2d+v2s16(0,1))*SECTOR_HEIGHTMAP_SPLIT);*/
 }
 
 void ServerMap::PrintInfo(std::ostream &out)
@@ -2889,9 +5217,7 @@ void ServerMap::PrintInfo(std::ostream &out)
 
 ClientMap::ClientMap(
                Client *client,
-               JMutex &range_mutex,
-               float &viewing_range_nodes,
-               bool &viewing_range_all,
+               MapDrawControl &control,
                scene::ISceneNode* parent,
                scene::ISceneManager* mgr,
                s32 id
@@ -2899,12 +5225,9 @@ ClientMap::ClientMap(
        Map(dout_client),
        scene::ISceneNode(parent, mgr, id),
        m_client(client),
-       mesh(NULL),
-       m_range_mutex(range_mutex),
-       m_viewing_range_nodes(viewing_range_nodes),
-       m_viewing_range_all(viewing_range_all)
+       m_control(control)
 {
-       mesh_mutex.Init();
+       //mesh_mutex.Init();
 
        /*m_box = core::aabbox3d<f32>(0,0,0,
                        map->getW()*BS, map->getH()*BS, map->getD()*BS);*/
@@ -2920,13 +5243,13 @@ ClientMap::ClientMap(
 
 ClientMap::~ClientMap()
 {
-       JMutexAutoLock lock(mesh_mutex);
+       /*JMutexAutoLock lock(mesh_mutex);
        
        if(mesh != NULL)
        {
                mesh->drop();
                mesh = NULL;
-       }
+       }*/
 }
 
 MapSector * ClientMap::emergeSector(v2s16 p2d)
@@ -3003,24 +5326,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        */
        int time1 = time(0);
 
-       //s32 daynight_i = m_client->getDayNightIndex();
        u32 daynight_ratio = m_client->getDayNightRatio();
 
-       /*
-               Collect all blocks that are in the view range
-
-               Should not optimize more here as we want to auto-update
-               all changed nodes in viewing range at the next step.
-       */
-
-       float viewing_range_nodes;
-       bool viewing_range_all;
-       {
-               JMutexAutoLock lock(m_range_mutex);
-               viewing_range_nodes = m_viewing_range_nodes;
-               viewing_range_all = m_viewing_range_all;
-       }
-
        m_camera_mutex.Lock();
        v3f camera_position = m_camera_position;
        v3f camera_direction = m_camera_direction;
@@ -3035,7 +5342,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        camera_position.Y / BS,
                        camera_position.Z / BS);
 
-       v3s16 box_nodes_d = viewing_range_nodes * v3s16(1,1,1);
+       v3s16 box_nodes_d = m_control.wanted_range * v3s16(1,1,1);
 
        v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
        v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
@@ -3054,12 +5361,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        
        // For limiting number of mesh updates per frame
        u32 mesh_update_count = 0;
+       
+       u32 blocks_would_have_drawn = 0;
+       u32 blocks_drawn = 0;
 
        //NOTE: The sectors map should be locked but we're not doing it
        // because it'd cause too much delays
 
        int timecheck_counter = 0;
-
        core::map<v2s16, MapSector*>::Iterator si;
        si = m_sectors.getIterator();
        for(; si.atEnd() == false; si++)
@@ -3068,6 +5377,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        timecheck_counter++;
                        if(timecheck_counter > 50)
                        {
+                               timecheck_counter = 0;
                                int time2 = time(0);
                                if(time2 > time1 + 4)
                                {
@@ -3082,7 +5392,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                MapSector *sector = si.getNode()->getValue();
                v2s16 sp = sector->getPos();
                
-               if(viewing_range_all == false)
+               if(m_control.range_all == false)
                {
                        if(sp.X < p_blocks_min.X
                        || sp.X > p_blocks_max.X
@@ -3108,59 +5418,27 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                if not seen on display
                        */
                        
-                       v3s16 blockpos_nodes = block->getPosRelative();
-                       
-                       // Block center position
-                       v3f blockpos(
-                                       ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
-                                       ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
-                                       ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
-                       );
-
-                       // Block position relative to camera
-                       v3f blockpos_relative = blockpos - camera_position;
-
-                       // Distance in camera direction (+=front, -=back)
-                       f32 dforward = blockpos_relative.dotProduct(camera_direction);
-
-                       // Total distance
-                       f32 d = blockpos_relative.getLength();
-                       
-                       if(viewing_range_all == false)
-                       {
-                               // If block is far away, don't draw it
-                               if(d > viewing_range_nodes * BS)
-                               // This is nicer when fog is used
-                               //if((dforward+d)/2 > viewing_range_nodes * BS)
-                                       continue;
-                       }
-                       
-                       // Maximum radius of a block
-                       f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS;
+                       float range = 100000 * BS;
+                       if(m_control.range_all == false)
+                               range = m_control.wanted_range * BS;
                        
-                       // If block is (nearly) touching the camera, don't
-                       // bother validating further (that is, render it anyway)
-                       if(d > block_max_radius * 1.5)
+                       float d = 0.0;
+                       if(isBlockInSight(block->getPos(), camera_position,
+                                       camera_direction, range, &d) == false)
                        {
-                               // Cosine of the angle between the camera direction
-                               // and the block direction (camera_direction is an unit vector)
-                               f32 cosangle = dforward / d;
-                               
-                               // Compensate for the size of the block
-                               // (as the block has to be shown even if it's a bit off FOV)
-                               // This is an estimate.
-                               cosangle += block_max_radius / dforward;
-
-                               // If block is not in the field of view, skip it
-                               //if(cosangle < cos(FOV_ANGLE/2))
-                               if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
-                                       continue;
+                               continue;
                        }
                        
+                       // This is ugly
+                       /*if(m_control.range_all == false &&
+                                       d - 0.5*BS*MAP_BLOCKSIZE > range)
+                               continue;*/
+
+#if 1
                        /*
-                               Draw the faces of the block
+                               Update expired mesh (used for day/night change)
                        */
-#if 1
+
                        bool mesh_expired = false;
                        
                        {
@@ -3175,14 +5453,22 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        }
 
                        f32 faraway = BS*50;
-                       //f32 faraway = viewing_range_nodes * BS;
+                       //f32 faraway = m_control.wanted_range * BS;
                        
                        /*
                                This has to be done with the mesh_mutex unlocked
                        */
-                       if(mesh_expired && mesh_update_count < 6
-                                       && (d < faraway || mesh_update_count < 3))
-                       //if(mesh_expired && mesh_update_count < 4)
+                       // Pretty random but this should work somewhat nicely
+                       if(mesh_expired && (
+                                       (mesh_update_count < 3
+                                               && (d < faraway || mesh_update_count < 2)
+                                       )
+                                       || 
+                                       (m_control.range_all && mesh_update_count < 20)
+                               )
+                       )
+                       /*if(mesh_expired && mesh_update_count < 6
+                                       && (d < faraway || mesh_update_count < 3))*/
                        {
                                mesh_update_count++;
 
@@ -3210,6 +5496,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                continue;
                        }*/
 #endif
+                       /*
+                               Draw the faces of the block
+                       */
                        {
                                JMutexAutoLock lock(block->mesh_mutex);
 
@@ -3217,6 +5506,13 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 
                                if(mesh == NULL)
                                        continue;
+                               
+                               blocks_would_have_drawn++;
+                               if(blocks_drawn >= m_control.wanted_max_blocks
+                                               && m_control.range_all == false
+                                               && d > m_control.wanted_min_range * BS)
+                                       continue;
+                               blocks_drawn++;
 
                                u32 c = mesh->getMeshBufferCount();
 
@@ -3230,6 +5526,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                        // Render transparent on transparent pass and likewise.
                                        if(transparent == is_transparent_pass)
                                        {
+                                               /*
+                                                       This *shouldn't* hurt too much because Irrlicht
+                                                       doesn't change opengl textures if the old
+                                                       material is set again.
+                                               */
                                                driver->setMaterial(buf->getMaterial());
                                                driver->drawMeshBuffer(buf);
                                                vertex_count += buf->getVertexCount();
@@ -3238,13 +5539,18 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                        }
                } // foreach sectorblocks
        }
+       
+       m_control.blocks_drawn = blocks_drawn;
+       m_control.blocks_would_have_drawn = blocks_would_have_drawn;
 
        /*dstream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
                        <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
 }
 
-v3s16 ClientMap::setTempMod(v3s16 p, NodeMod mod)
+bool ClientMap::setTempMod(v3s16 p, NodeMod mod,
+               core::map<v3s16, MapBlock*> *affected_blocks)
 {
+       bool changed = false;
        /*
                Add it to all blocks touching it
        */
@@ -3267,12 +5573,31 @@ v3s16 ClientMap::setTempMod(v3s16 p, NodeMod mod)
                        continue;
                // Relative position of requested node
                v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
-               blockref->setTempMod(relpos, mod);
+               if(blockref->setTempMod(relpos, mod))
+               {
+                       changed = true;
+               }
+       }
+       if(changed && affected_blocks!=NULL)
+       {
+               for(u16 i=0; i<7; i++)
+               {
+                       v3s16 p2 = p + dirs[i];
+                       // Block position of neighbor (or requested) node
+                       v3s16 blockpos = getNodeBlockPos(p2);
+                       MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
+                       if(blockref == NULL)
+                               continue;
+                       affected_blocks->insert(blockpos, blockref);
+               }
        }
-       return getNodeBlockPos(p);
+       return changed;
 }
-v3s16 ClientMap::clearTempMod(v3s16 p)
+
+bool ClientMap::clearTempMod(v3s16 p,
+               core::map<v3s16, MapBlock*> *affected_blocks)
 {
+       bool changed = false;
        v3s16 dirs[7] = {
                v3s16(0,0,0), // this
                v3s16(0,0,1), // back
@@ -3292,9 +5617,25 @@ v3s16 ClientMap::clearTempMod(v3s16 p)
                        continue;
                // Relative position of requested node
                v3s16 relpos = p - blockpos*MAP_BLOCKSIZE;
-               blockref->clearTempMod(relpos);
+               if(blockref->clearTempMod(relpos))
+               {
+                       changed = true;
+               }
+       }
+       if(changed && affected_blocks!=NULL)
+       {
+               for(u16 i=0; i<7; i++)
+               {
+                       v3s16 p2 = p + dirs[i];
+                       // Block position of neighbor (or requested) node
+                       v3s16 blockpos = getNodeBlockPos(p2);
+                       MapBlock * blockref = getBlockNoCreateNoEx(blockpos);
+                       if(blockref == NULL)
+                               continue;
+                       affected_blocks->insert(blockpos, blockref);
+               }
        }
-       return getNodeBlockPos(p);
+       return changed;
 }
 
 void ClientMap::PrintInfo(std::ostream &out)
@@ -3319,7 +5660,6 @@ MapVoxelManipulator::~MapVoxelManipulator()
                        <<std::endl;*/
 }
 
-#if 1
 void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
 {
        TimeTaker timer1("emerge", &emerge_time);
@@ -3377,51 +5717,14 @@ void MapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
                        }
                }
 
-               m_loaded_blocks.insert(p, true);
+               m_loaded_blocks.insert(p, !block_data_inexistent);
        }
 
        //dstream<<"emerge done"<<std::endl;
 }
-#endif
-
-#if 0
-void MapVoxelManipulator::emerge(VoxelArea a)
-{
-       TimeTaker timer1("emerge", &emerge_time);
-       
-       v3s16 size = a.getExtent();
-       
-       VoxelArea padded = a;
-       padded.pad(m_area.getExtent() / 4);
-       addArea(padded);
-
-       for(s16 z=0; z<size.Z; z++)
-       for(s16 y=0; y<size.Y; y++)
-       for(s16 x=0; x<size.X; x++)
-       {
-               v3s16 p(x,y,z);
-               s32 i = m_area.index(a.MinEdge + p);
-               // Don't touch nodes that have already been loaded
-               if(!(m_flags[i] & VOXELFLAG_NOT_LOADED))
-                       continue;
-               try
-               {
-                       TimeTaker timer1("emerge load", &emerge_load_time);
-                       MapNode n = m_map->getNode(a.MinEdge + p);
-                       m_data[i] = n;
-                       m_flags[i] = 0;
-               }
-               catch(InvalidPositionException &e)
-               {
-                       m_flags[i] = VOXELFLAG_INEXISTENT;
-               }
-       }
-}
-#endif
-
 
 /*
-       TODO: Add an option to only update eg. water and air nodes.
+       SUGG: Add an option to only update eg. water and air nodes.
              This will make it interfere less with important stuff if
                  run on background.
 */
@@ -3432,6 +5735,9 @@ void MapVoxelManipulator::blitBack
                return;
        
        //TimeTaker timer1("blitBack");
+
+       /*dstream<<"blitBack(): m_loaded_blocks.size()="
+                       <<m_loaded_blocks.size()<<std::endl;*/
        
        /*
                Initialize block cache
@@ -3488,4 +5794,121 @@ void MapVoxelManipulator::blitBack
        }
 }
 
+ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
+               MapVoxelManipulator(map)
+{
+}
+
+ManualMapVoxelManipulator::~ManualMapVoxelManipulator()
+{
+}
+
+void ManualMapVoxelManipulator::emerge(VoxelArea a, s32 caller_id)
+{
+       // Just create the area so that it can be pointed to
+       VoxelManipulator::emerge(a, caller_id);
+}
+
+void ManualMapVoxelManipulator::initialEmerge(
+               v3s16 blockpos_min, v3s16 blockpos_max)
+{
+       TimeTaker timer1("initialEmerge", &emerge_time);
+
+       // Units of these are MapBlocks
+       v3s16 p_min = blockpos_min;
+       v3s16 p_max = blockpos_max;
+
+       VoxelArea block_area_nodes
+                       (p_min*MAP_BLOCKSIZE, (p_max+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
+       
+       u32 size_MB = block_area_nodes.getVolume()*4/1000000;
+       if(size_MB >= 1)
+       {
+               dstream<<"initialEmerge: area: ";
+               block_area_nodes.print(dstream);
+               dstream<<" ("<<size_MB<<"MB)";
+               dstream<<std::endl;
+       }
+
+       addArea(block_area_nodes);
+
+       for(s32 z=p_min.Z; z<=p_max.Z; z++)
+       for(s32 y=p_min.Y; y<=p_max.Y; y++)
+       for(s32 x=p_min.X; x<=p_max.X; x++)
+       {
+               v3s16 p(x,y,z);
+               core::map<v3s16, bool>::Node *n;
+               n = m_loaded_blocks.find(p);
+               if(n != NULL)
+                       continue;
+               
+               bool block_data_inexistent = false;
+               try
+               {
+                       TimeTaker timer1("emerge load", &emerge_load_time);
+
+                       MapBlock *block = m_map->getBlockNoCreate(p);
+                       if(block->isDummy())
+                               block_data_inexistent = true;
+                       else
+                               block->copyTo(*this);
+               }
+               catch(InvalidPositionException &e)
+               {
+                       block_data_inexistent = true;
+               }
+
+               if(block_data_inexistent)
+               {
+                       /*
+                               Mark area inexistent
+                       */
+                       VoxelArea a(p*MAP_BLOCKSIZE, (p+1)*MAP_BLOCKSIZE-v3s16(1,1,1));
+                       // Fill with VOXELFLAG_INEXISTENT
+                       for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
+                       for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
+                       {
+                               s32 i = m_area.index(a.MinEdge.X,y,z);
+                               memset(&m_flags[i], VOXELFLAG_INEXISTENT, MAP_BLOCKSIZE);
+                       }
+               }
+
+               m_loaded_blocks.insert(p, !block_data_inexistent);
+       }
+}
+
+void ManualMapVoxelManipulator::blitBackAll(
+               core::map<v3s16, MapBlock*> * modified_blocks)
+{
+       if(m_area.getExtent() == v3s16(0,0,0))
+               return;
+       
+       /*
+               Copy data of all blocks
+       */
+       for(core::map<v3s16, bool>::Iterator
+                       i = m_loaded_blocks.getIterator();
+                       i.atEnd() == false; i++)
+       {
+               bool existed = i.getNode()->getValue();
+               if(existed == false)
+                       continue;
+               v3s16 p = i.getNode()->getKey();
+               MapBlock *block = m_map->getBlockNoCreateNoEx(p);
+               if(block == NULL)
+               {
+                       dstream<<"WARNING: "<<__FUNCTION_NAME
+                                       <<": got NULL block "
+                                       <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
+                                       <<std::endl;
+                       continue;
+               }
+
+               block->copyFrom(*this);
+
+               if(modified_blocks)
+                       modified_blocks->insert(p, block);
+       }
+}
+
 //END