]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/map.cpp
Passwords - password entry at main menu, stored and checked by server
[dragonfireclient.git] / src / map.cpp
index aabe84067e72df70ede5e6b4158e9026682ddc01..cd2ba9154eadac0202782697b47cf2ff5052ce92 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU General Public License as published by
@@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "porting.h"
 #include "mineral.h"
 #include "noise.h"
+#include "serverobject.h"
 
 /*
        Map
@@ -36,8 +37,8 @@ Map::Map(std::ostream &dout):
        m_dout(dout),
        m_sector_cache(NULL)
 {
-       m_sector_mutex.Init();
-       assert(m_sector_mutex.IsInitialized());
+       /*m_sector_mutex.Init();
+       assert(m_sector_mutex.IsInitialized());*/
 }
 
 Map::~Map()
@@ -103,7 +104,7 @@ MapSector * Map::getSectorNoGenerateNoExNoLock(v2s16 p)
 
 MapSector * Map::getSectorNoGenerateNoEx(v2s16 p)
 {
-       JMutexAutoLock lock(m_sector_mutex);
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
 
        return getSectorNoGenerateNoExNoLock(p);
 }
@@ -183,9 +184,6 @@ bool Map::isNodeUnderground(v3s16 p)
        light_sources to re-light the area without the removed light.
 
        values of from_nodes are lighting values.
-
-       There is a duplicate implementation of this in VoxelManipulator,
-       which is faster for large volumes
 */
 void Map::unspreadLight(enum LightBank bank,
                core::map<v3s16, u8> & from_nodes,
@@ -369,9 +367,6 @@ void Map::unLightNeighbors(enum LightBank bank,
 /*
        Lights neighbors of from_nodes, collects all them and then
        goes on recursively.
-
-       There is a duplicate implementation of this in VoxelManipulator,
-       which is faster for large volumes
 */
 void Map::spreadLight(enum LightBank bank,
                core::map<v3s16, bool> & from_nodes,
@@ -846,8 +841,6 @@ void Map::updateLighting(core::map<v3s16, MapBlock*> & a_blocks,
        This is called after changing a node from transparent to opaque.
        The lighting value of the node should be left as-is after changing
        other values. This sets the lighting value to 0.
-
-       NOTE: This takes almost no time, the slow one is updateMeshes.
 */
 void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                core::map<v3s16, MapBlock*> &modified_blocks)
@@ -948,20 +941,40 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                n.setLight(bank, 0);
        }
 
+       /*
+               If node lets sunlight through and is under sunlight, it has
+               sunlight too.
+       */
+       if(node_under_sunlight && content_features(n.d).sunlight_propagates)
+       {
+               n.setLight(LIGHTBANK_DAY, LIGHT_SUN);
+       }
+       
        /*
                Set the node on the map
        */
        
        setNode(p, n);
+
+       /*
+               Add intial metadata
+       */
+
+       NodeMetadata *meta_proto = content_features(n.d).initial_metadata;
+       if(meta_proto)
+       {
+               NodeMetadata *meta = meta_proto->clone();
+               setNodeMetadata(p, meta);
+       }
        
        /*
-               If node is under sunlight, take all sunlighted nodes under
-               it and clear light from them and from where the light has
-               been spread.
+               If node is under sunlight and doesn't let sunlight through,
+               take all sunlighted nodes under it and clear light from them
+               and from where the light has been spread.
                TODO: This could be optimized by mass-unlighting instead
                      of looping
        */
-       if(node_under_sunlight)
+       if(node_under_sunlight && !content_features(n.d).sunlight_propagates)
        {
                s16 y = p.Y - 1;
                for(;; y--){
@@ -989,7 +1002,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                                break;
                }
        }
-       
+
        for(s32 i=0; i<2; i++)
        {
                enum LightBank bank = banks[i];
@@ -1044,7 +1057,6 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
 }
 
 /*
-       NOTE: This takes almost no time, the slow one is updateMeshes.
 */
 void Map::removeNodeAndUpdate(v3s16 p,
                core::map<v3s16, MapBlock*> &modified_blocks)
@@ -1093,6 +1105,12 @@ void Map::removeNodeAndUpdate(v3s16 p,
                                light_sources, modified_blocks);
        }
 
+       /*
+               Remove node metadata
+       */
+
+       removeNodeMetadata(p);
+
        /*
                Remove the node.
                This also clears the lighting.
@@ -1329,7 +1347,7 @@ bool Map::dayNightDiffed(v3s16 blockpos)
 */
 void Map::timerUpdate(float dtime)
 {
-       JMutexAutoLock lock(m_sector_mutex);
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
 
        core::map<v2s16, MapSector*>::Iterator si;
 
@@ -1379,7 +1397,7 @@ void Map::deleteSectors(core::list<v2s16> &list, bool only_blocks)
 u32 Map::deleteUnusedSectors(float timeout, bool only_blocks,
                core::list<v3s16> *deleted_blocks)
 {
-       JMutexAutoLock lock(m_sector_mutex);
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
 
        core::list<v2s16> sector_deletion_queue;
        core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
@@ -1431,9 +1449,6 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
 
        while(m_transforming_liquid.size() != 0)
        {
-               try
-               {
-
                /*
                        Get a queued transforming liquid node
                */
@@ -1692,14 +1707,83 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
                }
 
                loopcount++;
-               if(loopcount >= initial_size * 1 || loopcount >= 1000)
+               //if(loopcount >= 100000)
+               if(loopcount >= initial_size * 1)
                        break;
-                       
-               }catch(InvalidPositionException &e)
+       }
+       //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
+}
+
+NodeMetadata* Map::getNodeMetadata(v3s16 p)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+       if(block == NULL)
+       {
+               dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+                               <<std::endl;
+               return NULL;
+       }
+       NodeMetadata *meta = block->m_node_metadata.get(p_rel);
+       return meta;
+}
+
+void Map::setNodeMetadata(v3s16 p, NodeMetadata *meta)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+       if(block == NULL)
+       {
+               dstream<<"WARNING: Map::setNodeMetadata(): Block not found"
+                               <<std::endl;
+               return;
+       }
+       block->m_node_metadata.set(p_rel, meta);
+}
+
+void Map::removeNodeMetadata(v3s16 p)
+{
+       v3s16 blockpos = getNodeBlockPos(p);
+       v3s16 p_rel = p - blockpos*MAP_BLOCKSIZE;
+       MapBlock *block = getBlockNoCreateNoEx(blockpos);
+       if(block == NULL)
+       {
+               dstream<<"WARNING: Map::removeNodeMetadata(): Block not found"
+                               <<std::endl;
+               return;
+       }
+       block->m_node_metadata.remove(p_rel);
+}
+
+void Map::nodeMetadataStep(float dtime,
+               core::map<v3s16, MapBlock*> &changed_blocks)
+{
+       /*
+               NOTE:
+               Currently there is no way to ensure that all the necessary
+               blocks are loaded when this is run. (They might get unloaded)
+               NOTE: ^- Actually, that might not be so. In a quick test it
+               reloaded a block with a furnace when I walked back to it from
+               a distance.
+       */
+       core::map<v2s16, MapSector*>::Iterator si;
+       si = m_sectors.getIterator();
+       for(; si.atEnd() == false; si++)
+       {
+               MapSector *sector = si.getNode()->getValue();
+               core::list< MapBlock * > sectorblocks;
+               sector->getBlocks(sectorblocks);
+               core::list< MapBlock * >::Iterator i;
+               for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
                {
+                       MapBlock *block = *i;
+                       bool changed = block->m_node_metadata.step(dtime);
+                       if(changed)
+                               changed_blocks[block->getPos()] = block;
                }
        }
-       //dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
 }
 
 /*
@@ -1708,16 +1792,17 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
 
 ServerMap::ServerMap(std::string savedir):
        Map(dout_server),
-       m_seed(0)
+       m_seed(0),
+       m_map_metadata_changed(true)
 {
+       dstream<<__FUNCTION_NAME<<std::endl;
        
        //m_chunksize = 64;
        //m_chunksize = 16; // Too slow
-       //m_chunksize = 8; // Takes a few seconds
-       m_chunksize = 4; // Too small?
+       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)
@@ -1751,11 +1836,19 @@ ServerMap::ServerMap(std::string savedir):
                        }
                        else
                        {
-                               // Load map metadata (seed, chunksize)
-                               loadMapMeta();
-                               
-                               // Load chunk metadata
-                               loadChunkMeta();
+                               try{
+                                       // Load map metadata (seed, chunksize)
+                                       loadMapMeta();
+
+                                       // Load chunk metadata
+                                       loadChunkMeta();
+                               }
+                               catch(FileNotGoodException &e){
+                                       dstream<<DTIME<<"WARNING: Server: Could not load "
+                                                       <<"metafile(s). Disabling chunk-based "
+                                                       <<"generation."<<std::endl;
+                                       m_chunksize = 0;
+                               }
                        
                                /*// Load sector (0,0) and throw and exception on fail
                                if(loadSectorFull(v2s16(0,0)) == false)
@@ -1800,6 +1893,8 @@ ServerMap::ServerMap(std::string savedir):
 
 ServerMap::~ServerMap()
 {
+       dstream<<__FUNCTION_NAME<<std::endl;
+       
        try
        {
                if(m_map_saving_enabled)
@@ -1884,9 +1979,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
        MapNode treenode(CONTENT_TREE);
        MapNode leavesnode(CONTENT_LEAVES);
 
-       vmanip.emerge(VoxelArea(p0-v3s16(2,0,2),p0+v3s16(2,7+2,2)));
-
-       s16 trunk_h = myrand_range(4, 7);
+       s16 trunk_h = myrand_range(3, 6);
        v3s16 p1 = p0;
        for(s16 ii=0; ii<trunk_h; ii++)
        {
@@ -1961,1150 +2054,713 @@ 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, 0.7);
-       double zeroval = -0.4;
+                       seed+2, 5, 0.66);
+       double zeroval = -0.3;
        if(noise < zeroval)
                return 0;
        else
-               return 0.025 * (noise-zeroval) / (1.0-zeroval);
+               return 0.04 * (noise-zeroval) / (1.0-zeroval);
 }
 
-#define AVERAGE_MUD_AMOUNT 4.0
+#define AVERAGE_MUD_AMOUNT 4
 
-double get_mud_amount(u64 seed, v2f p)
+double base_rock_level_2d(u64 seed, v2s16 p)
 {
-       return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
-                       0.5+p.X/200, 0.5+p.Y/200,
-                       seed+1, 5, 0.65));
-}
+       // The base ground level
+       double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+                       + 20. * noise2d_perlin(
+                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+                       (seed>>32)+654879876, 6, 0.6);
+       
+       /*// 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. + 35. * noise2d_perlin(
+                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+                       seed+85039, 5, 0.69);
+       //higher = 30; // For debugging
 
-bool get_have_sand_coast(u64 seed, v2f p)
-{
-       double sandnoise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+59420, 3, 0.50);
-       return (sandnoise > -0.25);
-}
+       // 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);
 
-bool get_have_sand_ground(u64 seed, v2f p)
-{
-       double sandnoise = noise2d_perlin(
-                       0.5+(float)p.X/500, 0.5+(float)p.Y/500,
-                       seed+54290232, 6, 0.65);
-       return (sandnoise > 1.0);
+       //dstream<<"a="<<a<<std::endl;
+       
+       double h = base*(1.0-a) + higher*a;
+#else
+       double h = base;
+#endif
+       return h;
 }
 
-// -1->0, 0->1, 1->0
-double contour(double v)
+double get_mud_add_amount(u64 seed, v2s16 p)
 {
-       v = fabs(v);
-       if(v >= 1.0)
-               return 0.0;
-       return (1.0-v);
+       return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
+                       0.5+(float)p.X/200, 0.5+(float)p.Y/200,
+                       seed+91013, 3, 0.55));
 }
 
-// -1->0, -r->1, 0->1, r->1, 1->0
-double contour_flat_top(double v, double r)
+/*
+       Adds random objects to block, depending on the content of the block
+*/
+void addRandomObjects(MapBlock *block)
 {
-       v = fabs(v);
-       if(v >= 1.0)
-               return 0.0;
-       double rmax = 0.999;
-       if(r >= rmax)
-               r = rmax;
-       if(v <= r)
-               return 1.0;
-       v -= r;
-       return ((1.0-r)-v) / (1.0-r);
-       //return easeCurve(((1.0-r)-v) / (1.0-r));
+       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+       {
+               bool last_node_walkable = false;
+               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+               {
+                       v3s16 p(x0,y0,z0);
+                       MapNode n = block->getNodeNoEx(p);
+                       if(n.d == CONTENT_IGNORE)
+                               continue;
+                       if(content_features(n.d).liquid_type != LIQUID_NONE)
+                               continue;
+                       if(content_features(n.d).walkable)
+                       {
+                               last_node_walkable = true;
+                               continue;
+                       }
+                       if(last_node_walkable)
+                       {
+                               // If block contains light information
+                               if(content_features(n.d).param_type == CPT_LIGHT)
+                               {
+                                       if(n.getLight(LIGHTBANK_DAY) <= 3)
+                                       {
+                                               if(myrand() % 300 == 0)
+                                               {
+                                                       v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
+                                                       pos_f.Y -= BS*0.4;
+                                                       ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
+                                                       std::string data = obj->getStaticData();
+                                                       StaticObject s_obj(obj->getType(),
+                                                                       obj->getBasePosition(), data);
+                                                       // Add some
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       delete obj;
+                                               }
+                                               if(myrand() % 300 == 0)
+                                               {
+                                                       v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
+                                                       pos_f.Y -= BS*0.4;
+                                                       ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
+                                                       std::string data = obj->getStaticData();
+                                                       StaticObject s_obj(obj->getType(),
+                                                                       obj->getBasePosition(), data);
+                                                       // Add one
+                                                       block->m_static_objects.insert(0, s_obj);
+                                                       delete obj;
+                                               }
+                                       }
+                               }
+                       }
+                       last_node_walkable = false;
+               }
+       }
+       block->setChangedFlag();
 }
 
-double base_rock_level_2d(u64 seed, v2f p)
+#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
+
+/*
+       This is the main map generation method
+*/
+
+void makeChunk(ChunkMakeData *data)
 {
-       // The ground level (return value)
-       double h = WATER_LEVEL-1.5;
-       
-       // Raises from 0 when parameter is -1...1
-       /*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin(
-                       0.0+(float)p.X/1500., 0.0+(float)p.Y/1500.,
-                       (seed>>32)+34758, 5, 0.55), 0.10);*/
-       /*double m2 = 1.0;
-       if(m2 > 0.0001)
-       {
-               // HUGE mountains
-               double m1 = 200.0 + 300.0 * noise2d_perlin(
-                               0.0+(float)p.X/1000., 0.0+(float)p.Y/1000.,
-                               (seed>>32)+98525, 8, 0.5);
-               h += m1 * m2;
-               //h += 30 * m2;
-       }*/
+       if(data->no_op)
+               return;
+       
+       s16 y_nodes_min = data->y_blocks_min * MAP_BLOCKSIZE;
+       s16 y_nodes_max = data->y_blocks_max * MAP_BLOCKSIZE + MAP_BLOCKSIZE - 1;
+       s16 h_blocks = data->y_blocks_max - data->y_blocks_min + 1;
+       u32 relative_volume = (u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+                       *(u32)data->sectorpos_base_size*MAP_BLOCKSIZE
+                       *(u32)h_blocks*MAP_BLOCKSIZE;
+       v3s16 bigarea_blocks_min(
+               data->sectorpos_bigbase.X,
+               data->y_blocks_min,
+               data->sectorpos_bigbase.Y
+       );
+       v3s16 bigarea_blocks_max(
+               data->sectorpos_bigbase.X + data->sectorpos_bigbase_size - 1,
+               data->y_blocks_max,
+               data->sectorpos_bigbase.Y + data->sectorpos_bigbase_size - 1
+       );
+       s16 lighting_min_d = 0-data->max_spread_amount;
+       s16 lighting_max_d = data->sectorpos_base_size*MAP_BLOCKSIZE
+                       + data->max_spread_amount-1;
 
-       /*double tm2 = contour_flat_top(-1.0 + 3.0 * noise2d_perlin(
-                       0.0+(float)p.X/300., 0.0+(float)p.Y/300.,
-                       (seed>>32)+78593, 5, 0.55), 0.15);
-       h += 30 * tm2;*/
+       // Clear all flags
+       data->vmanip.clearFlag(0xff);
 
-#if 0
-       {
-               // Large mountains
-               double m3 = 100.0 - 600.0 * noise2d_perlin_abs(
-                               0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
-                               (seed>>32)+985251, 9, 0.55);
-               if(m3 > h)
-                       h = m3;
-       }
-#endif
+       TimeTaker timer_generate("makeChunk() generate");
 
-#if 0
+       // Maximum height of the stone surface and obstacles.
+       // This is used to disable cave generation from going too high.
+       s16 stone_surface_max_y = 0;
+
+       /*
+               Generate general ground level to full area
+       */
        {
-               // More mountain ranges
-               double d = 100;
-               double a1 = d*2.0 - d*7 * noise2d_perlin_abs(
-                               0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
-                               seed+850342, 7, 0.55);
-               /*if(a1 > d)
-                       a1 = d + sqrt(a1-d);*/
-               a1 = (1.0 - exp(-a1/d))*d;
-               /*if(a1 > h)
-                       h = a1;*/
-               if(a1 > 0)
-                       h += a1;
-       }
-#endif
+       // 22ms @cs=8
+       TimeTaker timer1("Generating ground level");
 
 #if 0
+       NoiseBuffer noisebuf1;
+       //NoiseBuffer noisebuf2;
        {
-               // More mountain ranges
-               double d = 60;
-               double a1 = d*2.0 - d*7 * noise2d_perlin_abs(
-                               0.5+(float)p.X/1000., 0.5+(float)p.Y/1000.,
-                               seed+850342, 7, 0.55);
-               /*if(a1 > d)
-                       a1 = d + sqrt(a1-d);*/
-               a1 = (1.0 - exp(-a1/d))*d;
-               /*if(a1 > h)
-                       h = a1;*/
-               if(a1 > 0)
-                       h += a1;
-       }
-#endif
+               v3f minpos_f(
+                       data->sectorpos_bigbase.X*MAP_BLOCKSIZE,
+                       y_nodes_min,
+                       data->sectorpos_bigbase.Y*MAP_BLOCKSIZE
+               );
+               v3f maxpos_f = minpos_f + v3f(
+                       data->sectorpos_bigbase_size*MAP_BLOCKSIZE,
+                       y_nodes_max-y_nodes_min,
+                       data->sectorpos_bigbase_size*MAP_BLOCKSIZE
+               );
+               v3f samplelength_f = v3f(4.0, 4.0, 4.0);
 
-#if 0
+               TimeTaker timer("noisebuf.create");
+               
+               noisebuf1.create(data->seed+25104, 6, 0.60, 200.0,
+                               minpos_f.X, minpos_f.Y, minpos_f.Z,
+                               maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+                               samplelength_f.X, samplelength_f.Y, samplelength_f.Z);
+               /*noisebuf1.create(data->seed+25104, 3, 0.60, 25.0,
+                               minpos_f.X, minpos_f.Y, minpos_f.Z,
+                               maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+                               samplelength_f.X, samplelength_f.Y, samplelength_f.Z);
+               noisebuf2.create(data->seed+25105, 4, 0.50, 200.0,
+                               minpos_f.X, minpos_f.Y, minpos_f.Z,
+                               maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
+                               samplelength_f.X, samplelength_f.Y, samplelength_f.Z);*/
+       }
+
+       for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
        {
-               // Very steep mountain ranges
-               double d = 120;
-               double a1 = d*2 - d*6.5 * noise2d_perlin_abs(
-                               0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                               seed+850342, 6, 0.6);
-               /*if(a1 > d)
-                       a1 = d + sqrt(a1-d);*/
-               a1 = (1.0 - exp(-a1/d))*d;
-               /*if(a1 > h)
-                       h = a1;*/
-               if(a1 > 0)
-                       h += a1;
-               /*double a = noise2d_perlin_abs(
-                               0.94+(float)p.X/2000., 0.26+(float)p.Y/2000.,
-                               (seed>>32)+65012102, 8, 0.50);
-               double m4 = 100.0 - 400.0 * a;
-               if(m4 > h)
-                       h = m4;*/
+               // Node position
+               v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Ground height at this point
+               float surface_y_f = 0.0;
+
+               // Use perlin noise for ground height
+               surface_y_f = base_rock_level_2d(data->seed, p2d);
+               //surface_y_f = base_rock_level_2d(data->seed, p2d);
+               
+               // 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 = data->vmanip.m_area.getExtent();
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
+                       for(s16 y=y_nodes_min; y<=y_nodes_max; y++)
+                       {
+                               // Skip if already generated.
+                               // This is done here because there might be a cave at
+                               // any point in ground, which could look like it
+                               // wasn't generated.
+                               if(data->vmanip.m_data[i].d != CONTENT_AIR)
+                                       break;
+
+                               /*s16 noiseval = 50.0 * noise3d_perlin(
+                                               0.5+(float)p2d.X/100.0,
+                                               0.5+(float)y/100.0,
+                                               0.5+(float)p2d.Y/100.0,
+                                               data->seed+123, 5, 0.5);*/
+                               double noiseval = 64.0 * noisebuf1.get(p2d.X, y, p2d.Y);
+                               /*double noiseval = 30.0 * noisebuf1.get(p2d.X, y, p2d.Y);
+                               noiseval *= MYMAX(0, -0.2 + noisebuf2.get(p2d.X, y, p2d.Y));*/
+                               
+                               //if(y < surface_y + noiseval)
+                               if(noiseval > 0)
+                               //if(noiseval > y)
+                                       data->vmanip.m_data[i].d = CONTENT_STONE;
+
+                               data->vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
        }
 #endif
        
-       /*
-               The stuff before this comment is usually not used.
-               The stuff after this comment is usually used.
-       */
-
 #if 1
+       for(s16 x=0; x<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
        {
-               // Mountains
-               double m4 = 1.0 - 3.0 * noise2d_perlin_abs(
-                               0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
-                               (seed>>32)+65012102, 9, 0.57);
-               m4 *= 120;
-               if(m4 > h)
-                       h = m4;
-       }
-#endif
+               // Node position
+               v2s16 p2d = data->sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               /*
+                       Skip of already generated
+               */
+               /*{
+                       v3s16 p(p2d.X, y_nodes_min, p2d.Y);
+                       if(data->vmanip.m_data[data->vmanip.m_area.index(p)].d != CONTENT_AIR)
+                               continue;
+               }*/
 
-#if 1
-       // Some kind of hill chains or something
-       {
-               double a1 = 1.0 - 2.5 * noise2d_perlin_abs(
-                               0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                               seed+850342, 5, 0.6);
-               a1 *= 30;
-               double d = 15;
-               if(a1 > d)
-                       a1 = d + sqrt(a1-d);
-               /*if(a1 > h)
-                       h = a1;*/
-               if(a1 > 0)
-                       h += a1;
-       }
-#endif
+               // Ground height at this point
+               float surface_y_f = 0.0;
 
-#if 1
-       double base = -2. + 25. * noise2d_perlin(
-                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                       (seed>>32)+653876, 7, 0.65);
-#else
-       double base = 0;
+               // Use perlin noise for ground height
+               surface_y_f = base_rock_level_2d(data->seed, p2d);
+               
+               /*// Experimental stuff
+               {
+                       float a = highlands_level_2d(data->seed, p2d);
+                       if(a > surface_y_f)
+                               surface_y_f = a;
+               }*/
+
+               // Convert to integer
+               s16 surface_y = (s16)surface_y_f;
+               
+               // Log it
+               if(surface_y > stone_surface_max_y)
+                       stone_surface_max_y = surface_y;
+
+               /*
+                       Fill ground with stone
+               */
+               {
+                       // Use fast index incrementing
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       u32 i = data->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++)
+                       {
+                               // Skip if already generated.
+                               // This is done here because there might be a cave at
+                               // any point in ground, which could look like it
+                               // wasn't generated.
+                               if(data->vmanip.m_data[i].d != CONTENT_AIR)
+                                       break;
+
+                               data->vmanip.m_data[i].d = CONTENT_STONE;
+
+                               data->vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+       }
 #endif
        
-#if 1
-       /*
-               Combined with turbulence, this thing here is able to make very
-               awesome terrain, albeit rarely.
+       }//timer1
 
-               This is also responsible for small islands.
+       /*
+               Randomize some parameters
        */
+       
+       //s32 stone_obstacle_count = 0;
+       /*s32 stone_obstacle_count =
+                       rangelim((1.0+noise2d(data->seed+897,
+                       data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
+       
+       //s16 stone_obstacle_max_height = 0;
+       /*s16 stone_obstacle_max_height =
+                       rangelim((1.0+noise2d(data->seed+5902,
+                       data->sectorpos_base.X, data->sectorpos_base.Y))/2.0 * 30, 0, 100000);*/
 
-       double higher = 40. * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+39292, 6, 0.50);
-       /*double higher = 50. * noise2d_perlin_abs(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+85039, 5, 0.63);*/
-       //higher = 25;
+       /*
+               Loop this part, it will make stuff look older and newer nicely
+       */
+       const u32 age_loops = 2;
+       for(u32 i_age=0; i_age<age_loops; i_age++)
+       { // Aging loop
+       /******************************
+               BEGINNING OF AGING LOOP
+       ******************************/
 
-       if(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, 6, 0.7);
-               b = rangelim(b, 0.0, 1000.0);
 #if 1
-               b = pow(b, 5);
-               b *= 16;
-               b = rangelim(b, 3.0, 1000.0);
-               //dstream<<"b="<<b<<std::endl;
-               //double b = 20;
-               // Offset to more low
-               //double a_off = -0.30;
-               double a_off = -0.20;
-               // High/low selector
-               double a = (double)0.5 + b * (a_off + noise2d_perlin(
-                               0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                               seed-359, 7, 0.70));
-#endif
-#if 0
-               /*b = pow(b, 5);
-               b *= 2;
-               b = rangelim(b, 3.0, 20.0);*/
-               //b = 10.0;
-               double a = -1.5 + 5.0 * (noise2d_perlin_abs(
-                               0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                               seed-359, 6, 0.6));
-               a *= 3.0;
-               /*double a = 5.0 * (noise2d_perlin(
-                               0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                               seed-359, 5, 0.6));*/
-               //a = contour_flat_top(a, 0.2);
-#endif
-               // Limit
-               a = rangelim(a, 0.0, 1.0);
-               a = easeCurve(a);
-
-               //dstream<<"a="<<a<<std::endl;
+       {
+       // 24ms @cs=8
+       //TimeTaker timer1("caves");
 
-               /*double h2 = higher * a;
-               if(h2 > h)
-                       h = h2;*/
-               
-               h += base*(1.0-a) + higher*a;
-       }
-       else
+       /*
+               Make caves
+       */
+       u32 caves_count = relative_volume / 400000;
+       u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
+       if(stone_surface_max_y < WATER_LEVEL)
+               bruises_count = 0;
+       /*u32 caves_count = 0;
+       u32 bruises_count = 0;*/
+       for(u32 jj=0; jj<caves_count+bruises_count; jj++)
        {
-               h += base;
-       }
-#else
-       h += base;
-#endif
+               s16 min_tunnel_diameter = 3;
+               s16 max_tunnel_diameter = 5;
+               u16 tunnel_routepoints = 20;
+               
+               v3f main_direction(0,0,0);
 
-       return h;
-}
+               bool bruise_surface = (jj > caves_count);
 
-double base_rock_level_2d(u64 seed, v2s16 p)
-{
-       return base_rock_level_2d(seed, v2f((float)p.X, (float)p.Y));
-}
+               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(data->seed+42,
+                                       data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
 
-double get_turbulence_factor_2d(u64 seed, v2f p)
-{
-       double vv = -0.50 + 2.0 * noise2d_perlin(
-                       0.5+p.X/100,
-                       0.5+p.Y/100,
-                       seed+85498783983, 4, 0.5);
-       vv = rangelim(vv, 0.0, 1.0);
-       return vv;
-}
+                       tunnel_routepoints = 5;
+               }
+               else
+               {
+               }
 
-#define TURBULENCE_BOTTOM_CUTOFF_Y (WATER_LEVEL-7)
+               // Allowed route area size in nodes
+               v3s16 ar(
+                       data->sectorpos_base_size*MAP_BLOCKSIZE,
+                       h_blocks*MAP_BLOCKSIZE,
+                       data->sectorpos_base_size*MAP_BLOCKSIZE
+               );
 
-double get_turbulence_factor_y(u64 seed, f32 y)
-{
-       double d = 14;
-       double min = TURBULENCE_BOTTOM_CUTOFF_Y;
-       if(y < min)
-               return 0.0;
-       else if(y < min + d)
-               return ((y-min)/d);
-       return 1.0;
-}
+               // Area starting point in nodes
+               v3s16 of(
+                       data->sectorpos_base.X*MAP_BLOCKSIZE,
+                       data->y_blocks_min*MAP_BLOCKSIZE,
+                       data->sectorpos_base.Y*MAP_BLOCKSIZE
+               );
 
-v2f get_raw_turbulence(u64 seed, v3f p)
-{
-       double f = 8;
+               // 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 = data->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;
 
-       double v1 = f * noise3d_perlin(
-                       0.5+p.X/100,
-                       0.5+p.Y/100,
-                       0.5+p.Z/100,
-                       seed+4045, 5, 0.65);
+               /*// If caves, don't go through surface too often
+               if(bruise_surface == false)
+                       route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
 
-       double v2 = f * noise3d_perlin(
-                       0.5+p.X/100,
-                       0.5+p.Y/100,
-                       0.5+p.Z/100,
-                       seed+9495, 5, 0.65);
-       
-       return v2f(v1, v2);
-}
+               // Limit maximum to area
+               route_y_max = rangelim(route_y_max, 0, ar.Y-1);
 
-// Shouldn't be used, provided for compatibility.
-v2f base_ground_turbulence(u64 seed, v3f p)
-{
-       double tfxz = get_turbulence_factor_2d(seed, v2f(p.X,p.Z));
-       double tfy = get_turbulence_factor_y(seed, p.Y);
-       v2f t = get_raw_turbulence(seed, p);
-       return t*tfxz*tfy;
-}
+               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);
+               }
 
-#if 0
-v2f base_ground_turbulence(u64 seed, v3f p)
-{
-#if 1
-       double f = 8;
+               /*dstream<<"route_y_min = "<<route_y_min
+                               <<", route_y_max = "<<route_y_max<<std::endl;*/
 
-#if 1
-       // Cut off at a minimum height
-       {
-               double d = 15;
-               double min = WATER_LEVEL-5;
-               if(p.Y < min)
-                       return v2f(0,0);
-               else if(p.Y < min + d)
-                       f *= ((p.Y-min)/d);
-       }
-#endif
+               s16 route_start_y_min = route_y_min;
+               s16 route_start_y_max = route_y_max;
 
-#if 1
-       double vv = 0.50 + 1.0 * noise3d_perlin(
-                       0.5+p.X/250,
-                       0.5+p.Y/250,
-                       0.5+p.Z/250,
-                       seed+1324381, 4, 0.5);
-       double vve = rangelim(vv, 0.0, 1.0);
-       /*double vv = 1.0 - 2.0 * noise3d_perlin_abs(
-                       0.5+p.X/250,
-                       0.5+p.Y/250,
-                       0.5+p.Z/250,
-                       seed+1324031, 4, 0.5);
-       double vve = 1.0 - exp(-MYMAX(0, vv*2.0));*/
-       //double vve = rangelim(vv, 0, 1.0);
-       //dstream<<"vve="<<vve<<std::endl;
-       
-       /*// Limit turbulence near water level
-       double a = contour((p.Y-WATER_LEVEL)/10.0);
-       vve = (1.-a) * vve;*/
-
-       // Increase turbulence in elevated heights
-       double ah = WATER_LEVEL + 30;
-       if(p.Y > ah)
-       {
-               vve *= p.Y/ah;
-       }
-#else
-       double vve = 1;
-#endif
+               // Start every 2nd cave from surface
+               bool coming_from_surface = (jj % 2 == 0 && bruise_surface == false);
 
-       double v1 = f * noise3d_perlin(
-                       0.5+p.X/100,
-                       0.5+p.Y/100,
-                       0.5+p.Z/100,
-                       seed+4045, 5, 0.65);
+               if(coming_from_surface)
+               {
+                       route_start_y_min = -of.Y + stone_surface_max_y + 10;
+               }
+               
+               route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
+               route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
 
-       double v2 = f * noise3d_perlin(
-                       0.5+p.X/100,
-                       0.5+p.Y/100,
-                       0.5+p.Z/100,
-                       seed+9495, 5, 0.65);
-       
-       return v2f(v1*vve, v2*vve);
-#else
-       return v2f(0,0);
-#endif
-}
-#endif
+               // 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
+               );
 
-bool is_carved(u64 seed, v3f p)
-{
-#if 1
-       double v1 = noise3d_perlin_abs(
-                       0.5+p.X/200,
-                       0.5+p.Y/200,
-                       0.5+p.Z/200,
-                       seed+657890854, 5, 0.7);
-       
-       if(v1 > 1.45)
-               return true;
-#endif
+               MapNode airnode(CONTENT_AIR);
+               
+               /*
+                       Generate some tunnel starting from orp
+               */
+               
+               for(u16 j=0; j<tunnel_routepoints; j++)
+               {
+                       if(j%7==0 && bruise_surface == false)
+                       {
+                               main_direction = v3f(
+                                       ((float)(myrand()%20)-(float)10)/10,
+                                       ((float)(myrand()%20)-(float)10)/30,
+                                       ((float)(myrand()%20)-(float)10)/10
+                               );
+                               main_direction *= (float)myrand_range(1, 3);
+                       }
 
-       double f = 10.0;
-       double y_div = 1.5;
-
-       double v4 = contour(f*noise3d_perlin(
-                       0.5+p.X/200,
-                       0.5+p.Y/200*y_div,
-                       0.5+p.Z/200,
-                       seed+87592, 5, 0.7));
-       // Tilted 90 degrees
-       double v5 = contour(f*noise3d_perlin(
-                       0.5+p.X/200,
-                       0.5+p.Z/200,
-                       0.5+p.Y/200*y_div,
-                       seed+98594, 5, 0.7));
-       
-       double v45 = v4*v5;
-       if(v45 > 2.5/f)
-               return true;
-       
-       return false;
-}
+                       // Randomize size
+                       s16 min_d = min_tunnel_diameter;
+                       s16 max_d = max_tunnel_diameter;
+                       s16 rs = myrand_range(min_d, max_d);
+                       
+                       v3s16 maxlen;
+                       if(bruise_surface)
+                       {
+                               maxlen = v3s16(rs*7,rs*7,rs*7);
+                       }
+                       else
+                       {
+                               maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
+                       }
 
-bool is_underground_mud(u64 seed, v3f p)
-{
-       double v1 = noise3d_perlin_abs(
-                       0.5+p.X/50,
-                       0.5+p.Y/50,
-                       0.5+p.Z/50,
-                       seed+83401, 5, 0.75);
-       return (v1 > 1.3);
-}
-       
-/*
-       if depth_guess!=NULL, it is set to a guessed value of how deep
-       underground the position is.
-*/
-bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
-{
-#if 0
-       // This is used for testing the output of the cave function
-       {
-               if(depth_guess)
-                       *depth_guess = 10;
-               if(p.Y > 50)
-                       return false;
-               return is_carved(seed, p);
-       }
-#endif
-#if 0
-       // This is used for testing the output of the underground mud function
-       {
-               if(depth_guess)
-                       *depth_guess = 10;
-               if(p.Y > 50)
-                       return false;
-               return is_underground_mud(seed, p);
-       }
-#endif
+                       v3f vec;
+                       
+                       if(coming_from_surface && j < 3)
+                       {
+                               vec = v3f(
+                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+                                       (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
+                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                               );
+                       }
+                       else
+                       {
+                               vec = v3f(
+                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
+                                       (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
+                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                               );
+                       }
+                       
+                       vec += main_direction;
 
-       bool is_ground = true;
+                       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;
 
-#if 1
-       if(is_carved(seed, p))
-               is_ground = false;
-#endif
-       
-       if(depth_guess || is_ground == true)
-       {
-               v2f t = base_ground_turbulence(seed, p);
+                       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);
 
-               double surface_y_f = base_rock_level_2d(seed, v2f(p.X+t.X, p.Z+t.Y));
+                               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(data->vmanip.m_area.contains(p));
+                                                       if(data->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 = data->vmanip.m_area.index(p);
+                                                       data->vmanip.m_data[i] = airnode;
 
-#if 0
-               if(depth_guess)
-               {
-                       // Find highest surface near current
-                       v3f dirs[4] = {
-                               v3f(1,0,0),
-                               v3f(-1,0,0),
-                               v3f(0,0,1),
-                               v3f(0,0,-1)
-                       };
-                       double s2 = surface_y_f;
-                       for(u32 i=0; i<4; i++)
-                       {
-                               v3f dir = dirs[i];
-                               // Get turbulence at around there
-                               v2f t2 = base_ground_turbulence(seed, p+dir);
-                               // Get ground height
-                               v2f l = v2f(p.X+t2.X+dir.X, p.Z+t2.Y+dir.Z);
-                               double s = base_rock_level_2d(seed, l);
-                               if(s > s2)
-                                       s2 = s;
+                                                       if(bruise_surface == false)
+                                                       {
+                                                               // Set tunnel flag
+                                                               data->vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON;
+                                                       }
+                                               }
+                                       }
+                               }
                        }
-                       *depth_guess = s2 - p.Y;
-               }
-#endif
-#if 1
-               if(depth_guess)
-               {
-                       // Check a bit lower also, take highest surface
-                       v2f t2 = base_ground_turbulence(seed, p + v3f(0,-2,0));
-                       double s2 = base_rock_level_2d(seed, v2f(p.X+t2.X, p.Z+t2.Y));
-                       if(s2 > surface_y_f)
-                               *depth_guess = s2 - p.Y;
-                       else
-                               *depth_guess = surface_y_f - p.Y;
-               }
-#endif
-#if 0
-               if(depth_guess)
-                       *depth_guess = surface_y_f - p.Y;
-#endif
 
-               if(p.Y > surface_y_f)
-                       is_ground = false;
-       }
+                       orp = rp;
+               }
        
-       /*if(depth_guess)
-       {
-               // Guess surface point
-               v3f p2(p.X, surface_y_f, p.Z);
-               v2f t2 = base_ground_turbulence
-               double u1 = 
-               double s1 = base_rock_level_2d(seed, v2f(p.X+v1,p.Z+v2));
-       }*/
+       }
 
-       return is_ground;
-}
+       }//timer1
+#endif
 
-#define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
+#if 1
+       {
+       // 46ms @cs=8
+       //TimeTaker timer1("ore veins");
 
-/*
-       This is the main map generation method
-*/
-
-#if 0
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
-               core::map<v3s16, MapBlock*> &changed_blocks,
-               bool force)
-{
-       DSTACK(__FUNCTION_NAME);
-
-       // Shall be not used now
-       //assert(0);
-
-#if 0
-
-       /*
-               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
+               Make ore veins
        */
-
-       ManualMapVoxelManipulator vmanip(this);
-       // Add the area we just generated
+       for(u32 jj=0; jj<relative_volume/1000; jj++)
        {
-               TimeTaker timer("generateChunkRaw() initialEmerge");
-               vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
-       }
-
-       // Clear all flags
-       vmanip.clearFlag(0xff);
-
-       TimeTaker timer_generate("generateChunkRaw() generate");
+               s16 max_vein_diameter = 3;
 
-       // 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;
+               // Allowed route area size in nodes
+               v3s16 ar(
+                       data->sectorpos_base_size*MAP_BLOCKSIZE,
+                       h_blocks*MAP_BLOCKSIZE,
+                       data->sectorpos_base_size*MAP_BLOCKSIZE
+               );
 
-       /*
-               Generate general ground level to full area
-       */
-       
-       {
-       // 22ms @cs=8
-       TimeTaker timer1("ground level");
-       dstream<<"Generating base ground..."<<std::endl;
+               // Area starting point in nodes
+               v3s16 of(
+                       data->sectorpos_base.X*MAP_BLOCKSIZE,
+                       data->y_blocks_min*MAP_BLOCKSIZE,
+                       data->sectorpos_base.Y*MAP_BLOCKSIZE
+               );
 
-       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);
+               // Allow a bit more
+               //(this should be more than the maximum radius of the tunnel)
+               s16 insure = 3;
+               s16 more = data->max_spread_amount - max_vein_diameter/2 - insure;
+               ar += v3s16(1,0,1) * more * 2;
+               of -= v3s16(1,0,1) * more;
                
-               /*
-                       Skip if already generated
-               */
-               {
-                       v3s16 p(p2d.X, y_nodes_min, p2d.Y);
-                       if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
-                               continue;
-               }
-
-               v2f p2df(p2d.X, p2d.Y);
-
-               {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       s16 min = y_nodes_min;
-                       s16 max = y_nodes_max;
-                       /*s16 min = -10;
-                       s16 max = 20;*/
-                       //float surface_y_f = base_rock_level_2d(m_seed, p2df);
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, min, p2d.Y));
-                       for(s16 y=min; y<=max; y++)
-                       {
-#if 1
-                               bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y));
-                               if(is)
-                                       vmanip.m_data[i].d = CONTENT_STONE;
-                               else
-                                       vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#if 0
-                               double v = noise3d_perlin(
-                                               0.5+(float)p2d.X/200,
-                                               0.5+(float)y/200,
-                                               0.5+(float)p2d.Y/200,
-                                               m_seed+293, 6, 0.55);
-                               if(v > 0.0)
-                                       vmanip.m_data[i].d = CONTENT_STONE;
-                               else
-                                       vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#if 0
-                               /*double v1 = 5 * noise3d_perlin(
-                                               0.5+(float)p2df.X/200,
-                                               0.5+(float)y/200,
-                                               0.5+(float)p2df.Y/200,
-                                               m_seed+293, 6, 0.55);
-
-                               double v2 = 5 * noise3d_perlin(
-                                               0.5+(float)p2df.X/200,
-                                               0.5+(float)y/200,
-                                               0.5+(float)p2df.Y/200,
-                                               m_seed+293, 6, 0.55);*/
-
-                               double v1 = 0;
-                               double v2 = 0;
-
-                               float surface_y_f = base_rock_level_2d(m_seed, p2df+v2f(v1,v2));
-
-                               if(y <= surface_y_f)
-                                       vmanip.m_data[i].d = CONTENT_STONE;
-                               else
-                                       vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-
-                               vmanip.m_area.add_y(em, i, 1);
-                       }
-               }
+               // Randomize starting position
+               v3f orp(
+                       (float)(myrand()%ar.X)+0.5,
+                       (float)(myrand()%ar.Y)+0.5,
+                       (float)(myrand()%ar.Z)+0.5
+               );
 
-#if 0
-               // Node position
-               v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
+               // Randomize mineral
+               u8 mineral;
+               if(myrand()%3 != 0)
+                       mineral = MINERAL_COAL;
+               else
+                       mineral = MINERAL_IRON;
 
                /*
-                       Skip if already generated
+                       Generate some vein starting from orp
                */
-               {
-                       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
+               for(u16 j=0; j<2; j++)
                {
-                       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;
+                       /*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;
 
-               /*
-                       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);
-                       }
-               }
-#endif
-       }
-       
-       }//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
-       */
-       u32 age_count = 2;
-       for(u32 i_age=0; i_age<age_count; 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())
+                       // 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 - MYMAX(0, abs(z0)-rs/4);
-                                       s16 si = rs - MYMAX(0, abs(z0)-rs/7);
+                                       s16 si = rs - abs(z0);
                                        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 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;
@@ -3116,1239 +2772,266 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                                                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;
-                                                       }
+                                                       assert(data->vmanip.m_area.contains(p));
                                                        
                                                        // 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 = get_mud_amount(m_seed, v2f(p2d.X,p2d.Y))/age_count;
-
-               // 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
-               bool have_sand = get_have_sand_coast(p2d);
-
-               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)
-       */
-
-       core::map<v3s16, bool> light_sources;
-
-       {
-       // 750ms @cs=8, can't optimize more
-       TimeTaker timer1("initial lighting");
-
-#if 0
-       /*
-               Go through the edges and add all nodes that have light to light_sources
-       */
-       
-       // 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);
-
-               {
-                       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
-
-#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
-
-       /*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];
-
-                               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;
+                                                       u32 i = data->vmanip.m_area.index(p);
+                                                       MapNode *n = &data->vmanip.m_data[i];
+                                                       if(n->d == CONTENT_STONE)
+                                                               n->param = mineral;
                                                }
                                        }
                                }
-                               
-                               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);
                        }
+
+                       orp = rp;
                }
+       
        }
-#endif
 
        }//timer1
+#endif
 
-       // Spread light around
+#if 1
        {
-               TimeTaker timer("generateChunkRaw() spreadLight");
-               vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
-       }
-       
-       /*
-               Generation ended
-       */
-
-       timer_generate.stop();
+       // 15ms @cs=8
+       TimeTaker timer1("add mud");
 
        /*
-               Blit generated stuff to map
+               Add mud to the central chunk
        */
+       
+       for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)
        {
-               // 70ms @cs=8
-               //TimeTaker timer("generateChunkRaw() blitBackAll");
-               vmanip.blitBackAll(&changed_blocks);
-       }
+               // Node position in 2d
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Randomize mud amount
+               s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
 
-       /*
-               Update day/night difference cache of the MapBlocks
-       */
-       {
-               for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
-                               i.atEnd() == false; i++)
+               // Find ground level
+               s16 surface_y = find_ground_level_clever(data->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.
+               */
                {
-                       MapBlock *block = i.getNode()->getValue();
-                       block->updateDayNightDiff();
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+                       MapNode *n = &data->vmanip.m_data[i];
+                       if(n->d == CONTENT_GRASS)
+                               *n = MapNode(CONTENT_MUD);
+                               //n->d = CONTENT_MUD;
+               }
+
+               /*
+                       Add mud on ground
+               */
+               {
+                       s16 mudcount = 0;
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       s16 y_start = surface_y+1;
+                       u32 i = data->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 = data->vmanip.m_data[i];
+                               n = MapNode(CONTENT_MUD);
+                               //n.d = CONTENT_MUD;
+                               mudcount++;
+
+                               data->vmanip.m_area.add_y(em, i, 1);
+                       }
                }
+
        }
 
+       }//timer1
 #endif
-       
-       /*
-               Create chunk metadata
-       */
 
-       for(s16 x=-1; x<=1; x++)
-       for(s16 y=-1; y<=1; y++)
+#if 1
        {
-               v2s16 chunkpos0 = chunkpos + v2s16(x,y);
-               // Add chunk meta information
-               MapChunk *chunk = getChunk(chunkpos0);
-               if(chunk == NULL)
-               {
-                       chunk = new MapChunk();
-                       m_chunks.insert(chunkpos0, chunk);
-               }
-               //chunk->setIsVolatile(true);
-               if(chunk->getGenLevel() > GENERATED_PARTLY)
-                       chunk->setGenLevel(GENERATED_PARTLY);
-       }
+       // 340ms @cs=8
+       TimeTaker timer1("flow mud");
 
        /*
-               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
+               Flow mud away from steep edges
        */
-       save(true);
 
-       /*
-               Return central chunk (which was requested)
-       */
-       return chunk;
-}
-#endif
+       // Limit area by 1 because mud is flown into neighbors.
+       s16 mudflow_minpos = 0-data->max_spread_amount+1;
+       s16 mudflow_maxpos = data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-2;
 
-MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
-               core::map<v3s16, MapBlock*> &changed_blocks,
-               bool force)
-{
-       DSTACK(__FUNCTION_NAME);
+       // Iterate a few times
+       for(s16 k=0; k<3; k++)
+       {
 
-       /*
-               Don't generate if already fully generated
-       */
-       if(force == false)
+       for(s16 x=mudflow_minpos;
+                       x<=mudflow_maxpos;
+                       x++)
+       for(s16 z=mudflow_minpos;
+                       z<=mudflow_maxpos;
+                       z++)
        {
-               MapChunk *chunk = getChunk(chunkpos);
-               if(chunk != NULL && chunk->getGenLevel() == GENERATED_FULLY)
+               // Invert coordinates every 2nd iteration
+               if(k%2 == 0)
                {
-                       dstream<<"generateChunkRaw(): Chunk "
-                                       <<"("<<chunkpos.X<<","<<chunkpos.Y<<")"
-                                       <<" already generated"<<std::endl;
-                       return chunk;
+                       x = mudflow_maxpos - (x-mudflow_minpos);
+                       z = mudflow_maxpos - (z-mudflow_minpos);
                }
-       }
-
-#if 0
-       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 = 1;
-       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 = -2;
-       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;*/
+               // Node position in 2d
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
-       /*
-               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;
+               v3s16 em = data->vmanip.m_area.getExtent();
+               u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+               s16 y=y_nodes_max;
 
-       /*
-               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++)
+               for(;; y--)
                {
-                       v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
-                       ServerMapSector *sector = createSector(sectorpos);
-                       assert(sector);
-
-                       for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
+                       MapNode *n = NULL;
+                       // Find mud
+                       for(; y>=y_nodes_min; 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);
+                               n = &data->vmanip.m_data[i];
+                               //if(content_walkable(n->d))
+                               //      break;
+                               if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
+                                       break;
+                                       
+                               data->vmanip.m_area.add_y(em, i, -1);
                        }
-               }
-       }
-       
-       /*
-               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");
 
-       /*
-               Generate general ground level to full area
-       */
-       
-       {
-       // 22ms @cs=8
-       TimeTaker timer1("ground level");
-       dstream<<"Generating base ground..."<<std::endl;
+                       // Stop if out of area
+                       //if(data->vmanip.m_area.contains(i) == false)
+                       if(y < y_nodes_min)
+                               break;
 
-       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 if already generated
-               */
-               {
-                       v3s16 p(p2d.X, y_nodes_min, p2d.Y);
-                       if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
-                               continue;
-               }
+                       /*// If not mud, do nothing to it
+                       MapNode *n = &data->vmanip.m_data[i];
+                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+                               continue;*/
 
-               v2f p2df(p2d.X, p2d.Y);
+                       /*
+                               Don't flow it if the stuff under it is not mud
+                       */
+                       {
+                               u32 i2 = i;
+                               data->vmanip.m_area.add_y(em, i2, -1);
+                               // Cancel if out of area
+                               if(data->vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               MapNode *n2 = &data->vmanip.m_data[i2];
+                               if(n2->d != CONTENT_MUD && n2->d != CONTENT_GRASS)
+                                       continue;
+                       }
 
-               s16 mud_amount = get_mud_amount(m_seed, p2df);
-               
-               double tfxz = get_turbulence_factor_2d(m_seed, p2df);
-               bool turbulence_is_used = (tfxz > 0.001);
+                       // Make it exactly mud
+                       n->d = CONTENT_MUD;
+                       
+                       /*s16 recurse_count = 0;
+       mudflow_recurse:*/
 
-               s16 surface_y = 0;
-               
-               float noturb_surface_y_f = base_rock_level_2d(m_seed, p2df);
-               s16 noturb_surface_y = noturb_surface_y_f;
+                       v3s16 dirs4[4] = {
+                               v3s16(0,0,1), // back
+                               v3s16(1,0,0), // right
+                               v3s16(0,0,-1), // front
+                               v3s16(-1,0,0), // left
+                       };
 
-               {
-                       s16 depth_counter = 0;
-                       s16 min = y_nodes_min;
-                       s16 max = y_nodes_max;
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, max, p2d.Y));
-                       for(s16 y=max; y>=min; y--)
+                       // Theck that upper is air or doesn't exist.
+                       // Cancel dropping if upper keeps it in place
+                       u32 i3 = i;
+                       data->vmanip.m_area.add_y(em, i3, 1);
+                       if(data->vmanip.m_area.contains(i3) == true
+                                       && content_walkable(data->vmanip.m_data[i3].d) == true)
                        {
-                               v3f p3df(p2df.X, y, p2df.Y);
-
-                               bool is_ground = false;
+                               continue;
+                       }
 
-                               bool turb_for_node = (turbulence_is_used
-                                               && y >= TURBULENCE_BOTTOM_CUTOFF_Y);
-                               
-                               if(is_carved(m_seed, p3df))
-                               {
-                                       is_ground = false;
-                               }
-                               else
-                               {
-                                       if(turb_for_node)
-                                       {
-                                               double depth_guess;
-                                               is_ground = is_base_ground(m_seed,
-                                                               p3df, &depth_guess);
-                                               
-                                               // Estimate the surface height
-                                               surface_y = y + depth_guess;
-                                       }
-                                       else
-                                       {
-                                               surface_y = noturb_surface_y;
-                                       }
-                                       
-                                       is_ground = (y <= surface_y);
-                               }
-                               
-                               if(is_ground)
-                               {
-                                       //vmanip.m_data[i].d = CONTENT_STONE;
-                                       /*if(y > surface_y - mud_amount)
-                                               vmanip.m_data[i].d = CONTENT_MUD;
-                                       else
-                                               vmanip.m_data[i].d = CONTENT_STONE;*/
-                                       if(depth_counter < mud_amount)
-                                               vmanip.m_data[i].d = CONTENT_MUD;
-                                       else
-                                               vmanip.m_data[i].d = CONTENT_STONE;
-                               }
-                               else
-                                       vmanip.m_data[i].d = CONTENT_AIR;
-                               
-                               if(is_ground || depth_counter != 0)
-                                       depth_counter++;
+                       // Drop mud on side
+                       
+                       for(u32 di=0; di<4; di++)
+                       {
+                               v3s16 dirp = dirs4[di];
+                               u32 i2 = i;
+                               // Move to side
+                               data->vmanip.m_area.add_p(em, i2, dirp);
+                               // Fail if out of area
+                               if(data->vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               // Check that side is air
+                               MapNode *n2 = &data->vmanip.m_data[i2];
+                               if(content_walkable(n2->d))
+                                       continue;
+                               // Check that under side is air
+                               data->vmanip.m_area.add_y(em, i2, -1);
+                               if(data->vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               n2 = &data->vmanip.m_data[i2];
+                               if(content_walkable(n2->d))
+                                       continue;
+                               /*// Check that under that is air (need a drop of 2)
+                               data->vmanip.m_area.add_y(em, i2, -1);
+                               if(data->vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               n2 = &data->vmanip.m_data[i2];
+                               if(content_walkable(n2->d))
+                                       continue;*/
+                               // Loop further down until not air
+                               do{
+                                       data->vmanip.m_area.add_y(em, i2, -1);
+                                       // Fail if out of area
+                                       if(data->vmanip.m_area.contains(i2) == false)
+                                               continue;
+                                       n2 = &data->vmanip.m_data[i2];
+                               }while(content_walkable(n2->d) == false);
+                               // Loop one up so that we're in air
+                               data->vmanip.m_area.add_y(em, i2, 1);
+                               n2 = &data->vmanip.m_data[i2];
 
-#if 0
-#if 1
-                               bool is = is_base_ground(m_seed, v3f(p2df.X,y,p2df.Y));
-                               if(is)
-                                       vmanip.m_data[i].d = CONTENT_STONE;
-                               else
-                                       vmanip.m_data[i].d = CONTENT_AIR;
-#endif
-#endif
+                               // Move mud to new place
+                               *n2 = *n;
+                               // Set old place to be air
+                               *n = MapNode(CONTENT_AIR);
 
-                               vmanip.m_area.add_y(em, i, -1);
+                               // Done
+                               break;
                        }
                }
        }
        
+       }
+
        }//timer1
+#endif
 
+#if 1
        {
        // 50ms @cs=8
-       //TimeTaker timer1("add water");
+       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;
+       for(s16 x=0-data->max_spread_amount;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
                        x++)
-       for(s16 z=0-max_spread_amount;
-                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+       for(s16 z=0-data->max_spread_amount;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
                        z++)
        {
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                // Find ground level
-               //s16 surface_y = find_ground_level(vmanip, p2d);
+               //s16 surface_y = find_ground_level(data->vmanip, p2d);
 
                /*
                        If ground level is over water level, skip.
@@ -4363,42 +3046,27 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        Add water on ground
                */
                {
-                       v3s16 em = vmanip.m_area.getExtent();
+                       v3s16 em = data->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);
-                       }*/
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       MapNode *n = &data->vmanip.m_data[i];
 
                        for(s16 y=y_start; y>=y_nodes_min; y--)
                        {
-                               n = &vmanip.m_data[i];
+                               n = &data->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))
+                               // Make water only not in caves
+                               if(!(data->vmanip.m_flags[i]&VMANIP_FLAG_DUNGEON))
                                {
                                        n->d = CONTENT_WATERSOURCE;
                                        //n->setLight(LIGHTBANK_DAY, light);
@@ -4406,11 +3074,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                        // 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);
+                                       data->transforming_liquid.push_back(p);
                                }
                                
                                // Next one
-                               vmanip.m_area.add_y(em, i, -1);
+                               data->vmanip.m_area.add_y(em, i, -1);
                                if(light > 0)
                                        light--;
                        }
@@ -4419,7 +3087,14 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        }
 
        }//timer1
+#endif
+       
+       } // Aging loop
+       /***********************
+               END OF AGING LOOP
+       ************************/
 
+#if 1
        {
        //TimeTaker timer1("convert mud to sand");
 
@@ -4430,38 +3105,42 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        //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;
+       /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+       for(s16 x=0-data->max_spread_amount+1;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
                        x++)
-       for(s16 z=0-max_spread_amount+1;
-                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
+       for(s16 z=0-data->max_spread_amount+1;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
                        z++)
        {
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                // Determine whether to have sand here
-               bool have_sand = get_have_sand_coast(m_seed, v2f(p2d.X,p2d.Y));
+               double sandnoise = noise2d_perlin(
+                               0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+                               data->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);
+               s16 surface_y = find_ground_level_clever(data->vmanip, p2d);
                
                if(surface_y > WATER_LEVEL + 2)
                        continue;
 
                {
-                       v3s16 em = vmanip.m_area.getExtent();
+                       v3s16 em = data->vmanip.m_area.getExtent();
                        s16 y_start = surface_y;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       u32 i = data->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];
+                               MapNode *n = &data->vmanip.m_data[i];
                                if(n->d == CONTENT_MUD || n->d == CONTENT_GRASS)
                                {
                                        n->d = CONTENT_SAND;
@@ -4473,14 +3152,97 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                                break;
                                }
 
-                               vmanip.m_area.add_y(em, i, -1);
+                               data->vmanip.m_area.add_y(em, i, -1);
                        }
                }
 
        }
 
        }//timer1
+#endif
+
+#if 1
+       {
+       // 1ms @cs=8
+       //TimeTaker timer1("generate trees");
+
+       /*
+               Generate some trees
+       */
+       {
+               // Divide area into parts
+               s16 div = 8;
+               s16 sidelen = data->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(
+                               data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen/2 + sidelen*x0,
+                               data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen/2 + sidelen*z0
+                       );
+                       // Minimum edge of part of division
+                       v2s16 p2d_min(
+                               data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen*x0,
+                               data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen*z0
+                       );
+                       // Maximum edge of part of division
+                       v2s16 p2d_max(
+                               data->sectorpos_base.X*MAP_BLOCKSIZE + sidelen + sidelen*x0 - 1,
+                               data->sectorpos_base.Y*MAP_BLOCKSIZE + sidelen + sidelen*z0 - 1
+                       );
+                       // Amount of trees
+                       u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
+                       // Put trees in random places on part of division
+                       for(u32 i=0; i<tree_count; i++)
+                       {
+                               s16 x = myrand_range(p2d_min.X, p2d_max.X);
+                               s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
+                               s16 y = find_ground_level(data->vmanip, v2s16(x,z));
+                               // Don't make a tree under water level
+                               if(y < WATER_LEVEL)
+                                       continue;
+                               // Don't make a tree so high that it doesn't fit
+                               if(y > y_nodes_max - 6)
+                                       continue;
+                               v3s16 p(x,y,z);
+                               /*
+                                       Trees grow only on mud and grass
+                               */
+                               {
+                                       u32 i = data->vmanip.m_area.index(v3s16(p));
+                                       MapNode *n = &data->vmanip.m_data[i];
+                                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+                                               continue;
+                               }
+                               p.Y++;
+                               // Make a tree
+                               make_tree(data->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, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+                       s16 z = myrand_range(0, data->sectorpos_base_size*MAP_BLOCKSIZE-1);
+                       x += data->sectorpos_base.X*MAP_BLOCKSIZE;
+                       z += data->sectorpos_base.Y*MAP_BLOCKSIZE;
+                       s16 y = find_ground_level(data->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(data->vmanip, p);
+               }*/
+       }
+
+       }//timer1
+#endif
 
+#if 1
        {
        // 19ms @cs=8
        //TimeTaker timer1("grow grass");
@@ -4489,17 +3251,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                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;
+       /*for(s16 x=0-4; x<data->sectorpos_base_size*MAP_BLOCKSIZE+4; x++)
+       for(s16 z=0-4; z<data->sectorpos_base_size*MAP_BLOCKSIZE+4; z++)*/
+       for(s16 x=0-data->max_spread_amount;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
                        x++)
-       for(s16 z=0-max_spread_amount;
-                       z<sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount;
+       for(s16 z=0-data->max_spread_amount;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount;
                        z++)
        {
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                /*
                        Find the lowest surface to which enough light ends up
@@ -4509,17 +3271,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                */
                s16 surface_y = 0;
                {
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       u32 i = data->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];
+                               MapNode &n = data->vmanip.m_data[i];
                                if(n.d != CONTENT_AIR
                                                && n.d != CONTENT_LEAVES)
                                        break;
-                               vmanip.m_area.add_y(em, i, -1);
+                               data->vmanip.m_area.add_y(em, i, -1);
                        }
                        if(y >= y_nodes_min)
                                surface_y = y;
@@ -4527,101 +3289,161 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                surface_y = y_nodes_min;
                }
                
-               u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
-               MapNode *n = &vmanip.m_data[i];
+               u32 i = data->vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+               MapNode *n = &data->vmanip.m_data[i];
                if(n->d == CONTENT_MUD)
                        n->d = CONTENT_GRASS;
        }
 
        }//timer1
+#endif
+
+       /*
+               Initial lighting (sunlight)
+       */
+
+       core::map<v3s16, bool> light_sources;
 
        {
-       // 1ms @cs=8
-       //TimeTaker timer1("generate trees");
+       // 750ms @cs=8, can't optimize more
+       TimeTaker timer1("initial lighting");
 
+       // NOTE: This is no used... umm... for some reason!
+#if 0
        /*
-               Generate some trees
+               Go through the edges and add all nodes that have light to light_sources
        */
+       
+       // Four edges
+       for(s16 i=0; i<4; i++)
+       // Edge length
+       for(s16 j=lighting_min_d;
+                       j<=lighting_max_d;
+                       j++)
        {
-               // 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++)
+               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 = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+
+               {
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       s16 y_start = y_nodes_max;
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
+                       {
+                               MapNode *n = &data->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
+
+#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 = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               
+               // Loop from top to down
                {
-                       // 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++)
+                       u8 light = LIGHT_SUN;
+                       v3s16 em = data->vmanip.m_area.getExtent();
+                       s16 y_start = y_nodes_max;
+                       u32 i = data->vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y>=y_nodes_min; y--)
                        {
-                               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
-                               */
+                               MapNode *n = &data->vmanip.m_data[i];
+                               if(light_propagates_content(n->d) == false)
                                {
-                                       u32 i = vmanip.m_area.index(v3s16(p));
-                                       MapNode *n = &vmanip.m_data[i];
-                                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
-                                               continue;
+                                       light = 0;
                                }
-                               p.Y++;
-                               // Make a tree
-                               make_tree(vmanip, p);
+                               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
+                               data->vmanip.m_area.add_y(em, i, -1);
                        }
                }
-               /*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);
-               }*/
        }
+#endif
 
-       }//timer1
-
-
-       /*
-               Initial lighting (sunlight)
-       */
-
-       core::map<v3s16, bool> light_sources;
-
-       {
-       // 750ms @cs=8, can't optimize more
-       TimeTaker timer1("initial lighting");
-
+       /*for(s16 x=0; x<data->sectorpos_base_size*MAP_BLOCKSIZE; x++)
+       for(s16 z=0; z<data->sectorpos_base_size*MAP_BLOCKSIZE; z++)*/
+       /*for(s16 x=0-data->max_spread_amount+1;
+                       x<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
+                       x++)
+       for(s16 z=0-data->max_spread_amount+1;
+                       z<data->sectorpos_base_size*MAP_BLOCKSIZE+data->max_spread_amount-1;
+                       z++)*/
 #if 1
        /*
                This has to be 1 smaller than the actual area, because
@@ -4635,7 +3457,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        z++)
        {
                // Node position in 2d
-               v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
+               v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                /*
                        Apply initial sunlight
@@ -4643,12 +3465,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                {
                        u8 light = LIGHT_SUN;
                        bool add_to_sources = false;
-                       v3s16 em = vmanip.m_area.getExtent();
+                       v3s16 em = data->vmanip.m_area.getExtent();
                        s16 y_start = y_nodes_max;
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       u32 i = data->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];
+                               MapNode *n = &data->vmanip.m_data[i];
 
                                if(light_propagates_content(n->d) == false)
                                {
@@ -4678,8 +3500,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                        {
                                                v3s16 dirp = dirs4[di];
                                                u32 i2 = i;
-                                               vmanip.m_area.add_p(em, i2, dirp);
-                                               MapNode *n2 = &vmanip.m_data[i2];
+                                               data->vmanip.m_area.add_p(em, i2, dirp);
+                                               MapNode *n2 = &data->vmanip.m_data[i2];
                                                if(
                                                        n2->d != CONTENT_AIR
                                                        && n2->d != CONTENT_WATERSOURCE
@@ -4702,7 +3524,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                }
                                
                                // Increment index by y
-                               vmanip.m_area.add_y(em, i, -1);
+                               data->vmanip.m_area.add_y(em, i, -1);
                        }
                }
        }
@@ -4712,8 +3534,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
 
        // Spread light around
        {
-               TimeTaker timer("generateChunkRaw() spreadLight");
-               vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
+               TimeTaker timer("makeChunk() spreadLight");
+               data->vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
        }
        
        /*
@@ -4721,14 +3543,137 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        */
 
        timer_generate.stop();
+}
+
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+//###################################################################
+
+void ServerMap::initChunkMake(ChunkMakeData &data, v2s16 chunkpos)
+{
+       if(m_chunksize == 0)
+       {
+               data.no_op = true;
+               return;
+       }
+
+       data.no_op = false;
+
+       // 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;
+
+       s16 y_blocks_min = -4;
+       s16 y_blocks_max = 3;
+
+       v2s16 sectorpos_base = chunk_to_sector(chunkpos);
+       s16 sectorpos_base_size = m_chunksize;
+
+       v2s16 sectorpos_bigbase =
+                       sectorpos_base - v2s16(1,1) * max_spread_amount_sectors;
+       s16 sectorpos_bigbase_size =
+                       sectorpos_base_size + 2 * max_spread_amount_sectors;
+                       
+       data.seed = m_seed;
+       data.chunkpos = chunkpos;
+       data.y_blocks_min = y_blocks_min;
+       data.y_blocks_max = y_blocks_max;
+       data.sectorpos_base = sectorpos_base;
+       data.sectorpos_base_size = sectorpos_base_size;
+       data.sectorpos_bigbase = sectorpos_bigbase;
+       data.sectorpos_bigbase_size = sectorpos_bigbase_size;
+       data.max_spread_amount = max_spread_amount;
+
+       /*
+               Create the whole area of this and the neighboring chunks
+       */
+       {
+               TimeTaker timer("initChunkMake() 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
+       */
+       
+       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
+       );
+       
+       data.vmanip.setMap(this);
+       // Add the area
+       {
+               TimeTaker timer("initChunkMake() initialEmerge");
+               data.vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
+       }
+       
+}
+
+MapChunk* ServerMap::finishChunkMake(ChunkMakeData &data,
+               core::map<v3s16, MapBlock*> &changed_blocks)
+{
+       if(data.no_op)
+               return NULL;
+       
        /*
                Blit generated stuff to map
        */
        {
                // 70ms @cs=8
                //TimeTaker timer("generateChunkRaw() blitBackAll");
-               vmanip.blitBackAll(&changed_blocks);
+               data.vmanip.blitBackAll(&changed_blocks);
        }
 
        /*
@@ -4742,8 +3687,36 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        block->updateDayNightDiff();
                }
        }
-#endif
-       
+
+       /*
+               Copy transforming liquid information
+       */
+       while(data.transforming_liquid.size() > 0)
+       {
+               v3s16 p = data.transforming_liquid.pop_front();
+               m_transforming_liquid.push_back(p);
+       }
+
+       /*
+               Add random objects to blocks
+       */
+       {
+               for(s16 x=0; x<data.sectorpos_base_size; x++)
+               for(s16 z=0; z<data.sectorpos_base_size; z++)
+               {
+                       v2s16 sectorpos = data.sectorpos_base + v2s16(x,z);
+                       ServerMapSector *sector = createSector(sectorpos);
+                       assert(sector);
+
+                       for(s16 y=data.y_blocks_min; y<=data.y_blocks_max; y++)
+                       {
+                               v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
+                               MapBlock *block = createBlock(blockpos);
+                               addRandomObjects(block);
+                       }
+               }
+       }
+
        /*
                Create chunk metadata
        */
@@ -4751,7 +3724,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        for(s16 x=-1; x<=1; x++)
        for(s16 y=-1; y<=1; y++)
        {
-               v2s16 chunkpos0 = chunkpos + v2s16(x,y);
+               v2s16 chunkpos0 = data.chunkpos + v2s16(x,y);
                // Add chunk meta information
                MapChunk *chunk = getChunk(chunkpos0);
                if(chunk == NULL)
@@ -4767,7 +3740,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        /*
                Set central chunk non-volatile
        */
-       MapChunk *chunk = getChunk(chunkpos);
+       MapChunk *chunk = getChunk(data.chunkpos);
        assert(chunk);
        // Set non-volatile
        //chunk->setIsVolatile(false);
@@ -4777,6 +3750,49 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                Save changed parts of map
        */
        save(true);
+       
+       return chunk;
+}
+
+#if 0
+// NOTE: Deprecated
+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()");
+
+       ChunkMakeData data;
+       
+       // Initialize generation
+       initChunkMake(data, chunkpos);
+       
+       // Generate stuff
+       makeChunk(&data);
+
+       // Finalize generation
+       MapChunk *chunk = finishChunkMake(data, changed_blocks);
 
        /*
                Return central chunk (which was requested)
@@ -4784,7 +3800,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        return chunk;
 }
 
-
+// NOTE: Deprecated
 MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
                core::map<v3s16, MapBlock*> &changed_blocks)
 {
@@ -4792,9 +3808,6 @@ MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
                        <<"("<<chunkpos1.X<<","<<chunkpos1.Y<<")"
                        <<std::endl;
        
-       // Shall be not used now
-       //assert(0);
-       
        /*for(s16 x=-1; x<=1; x++)
        for(s16 y=-1; y<=1; y++)*/
        for(s16 x=-0; x<=0; x++)
@@ -4813,10 +3826,11 @@ MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
        MapChunk *chunk = getChunk(chunkpos1);
        return chunk;
 }
+#endif
 
 ServerMapSector * ServerMap::createSector(v2s16 p2d)
 {
-       DSTACK("%s: p2d=(%d,%d)",
+       DSTACKF("%s: p2d=(%d,%d)",
                        __FUNCTION_NAME,
                        p2d.X, p2d.Y);
        
@@ -4867,6 +3881,7 @@ ServerMapSector * ServerMap::createSector(v2s16 p2d)
        return sector;
 }
 
+#if 0
 MapSector * ServerMap::emergeSector(v2s16 p2d,
                core::map<v3s16, MapBlock*> &changed_blocks)
 {
@@ -4923,6 +3938,13 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
                        <<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;
 
@@ -4938,14 +3960,7 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
        
        dstream<<"ERROR: Could not get sector from anywhere."<<std::endl;
        
-       //assert(0);
-#endif
-       
-#if 1
-       dstream<<"WARNING: Creating an empty sector."<<std::endl;
-
-       return createSector(p2d);
-       
+       assert(0);
 #endif
        
        /*
@@ -4953,11 +3968,11 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
        */
        //return generateSector();
 }
+#endif
 
 /*
        NOTE: This is not used for main map generation, only for blocks
-       that are very high or low.
-       NOTE: Now it is used mainly. Might change in the future.
+       that are very high or low
 */
 MapBlock * ServerMap::generateBlock(
                v3s16 p,
@@ -4967,9 +3982,17 @@ MapBlock * ServerMap::generateBlock(
                core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
 )
 {
-       DSTACK("%s: p=(%d,%d,%d)",
+       DSTACKF("%s: p=(%d,%d,%d)",
                        __FUNCTION_NAME,
                        p.X, p.Y, p.Z);
+
+       // If chunks are disabled
+       /*if(m_chunksize == 0)
+       {
+               dstream<<"ServerMap::generateBlock(): Chunks disabled -> "
+                               <<"not generating."<<std::endl;
+               return NULL;
+       }*/
        
        /*dstream<<"generateBlock(): "
                        <<"("<<p.X<<","<<p.Y<<","<<p.Z<<")"
@@ -4980,7 +4003,6 @@ MapBlock * ServerMap::generateBlock(
        v2s16 p2d(p.X, p.Z);
        s16 block_y = p.Y;
        v2s16 p2d_nodes = p2d * MAP_BLOCKSIZE;
-       v3s16 p_nodes = p * MAP_BLOCKSIZE;
        
        /*
                Do not generate over-limit
@@ -5009,378 +4031,127 @@ MapBlock * ServerMap::generateBlock(
                block->unDummify();
        }
        
+#if 0
+       /*
+               Generate a completely empty block
+       */
+       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+       {
+               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
+               {
+                       MapNode n;
+                       n.d = CONTENT_AIR;
+                       block->setNode(v3s16(x0,y0,z0), n);
+               }
+       }
+#else
+       /*
+               Generate a proper block
+       */
+       
        u8 water_material = CONTENT_WATERSOURCE;
        
        s32 lowest_ground_y = 32767;
        s32 highest_ground_y = -32768;
-
-       enum{
-               BT_GROUND,
-               BT_SURFACE,
-               BT_SKY
-       } block_type = BT_SURFACE;
-
-       {// ground_timer (0ms or ~100ms)
-       TimeTaker ground_timer("Ground generation");
-
-       /*
-               Approximate whether this block is a surface block, an air
-               block or a ground block.
-
-               This shall never mark a surface block as non-surface.
-       */
-
+       
+       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
+       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
        {
-               /*
-                       Estimate surface at different positions of the block, to
-                       try to accomodate the effect of turbulence.
-               */
-               v3f checklist[] = {
-                       v3f(0,0,0),
-                       v3f(0,1,0),
-                       v3f(0,1,1),
-                       v3f(0,0,1),
-                       v3f(1,0,0),
-                       v3f(1,1,0),
-                       v3f(1,1,1),
-                       v3f(1,0,1),
-                       v3f(0.5,0.5,0.5),
-               };
-               v3f p_nodes_f = intToFloat(p_nodes, 1);
-               float surface_y_max = -1000000;
-               float surface_y_min = 1000000;
-               for(u32 i=0; i<sizeof(checklist)/sizeof(checklist[0]); i++)
-               {
-                       v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE;
-
-                       double depth_guess;
-                       /*bool is_ground =*/ is_base_ground(m_seed, p_map_f, &depth_guess);
-                       
-                       // Estimate the surface height
-                       float surface_y_f = p_map_f.Y + depth_guess;
+               //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
 
-                       if(surface_y_f > surface_y_max)
-                               surface_y_max = surface_y_f;
-                       if(surface_y_f < surface_y_min)
-                               surface_y_min = surface_y_f;
-               }
+               //s16 surface_y = 0;
 
-               float block_low_y_f = p_nodes_f.Y;
-               float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE;
+               s16 mud_add_amount = get_mud_add_amount(m_seed, p2d_nodes+v2s16(x0,z0));
 
-               /*dstream<<"surface_y_max="<<surface_y_max
-                               <<", surface_y_min="<<surface_y_min
-                               <<", block_low_y_f="<<block_low_y_f
-                               <<", block_high_y_f="<<block_high_y_f
-                               <<std::endl;*/
-               
-               // A fuzzyness value
-               // Must accomodate mud and turbulence holes
-               float d_down = 16;
-               // Must accomodate a bit less
-               float d_up = 5;
+               s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
+                               + mud_add_amount;
+               // If chunks are disabled
+               if(m_chunksize == 0)
+                       surface_y = WATER_LEVEL + 1;
 
-               if(block_high_y_f < surface_y_min - d_down)
-               {
-                       //dstream<<"BT_GROUND"<<std::endl;
-                       // A ground block
-                       block_type = BT_GROUND;
-               }
-               else if(block_low_y_f >= surface_y_max + d_up
-                               && block_low_y_f > WATER_LEVEL + d_up)
-               {
-                       //dstream<<"BT_SKY"<<std::endl;
-                       // A sky block
-                       block_type = BT_SKY;
-               }
-               else
-               {
-                       //dstream<<"BT_SURFACE"<<std::endl;
-                       // A surface block
-                       block_type = BT_SURFACE;
-               }
+               if(surface_y < lowest_ground_y)
+                       lowest_ground_y = surface_y;
+               if(surface_y > highest_ground_y)
+                       highest_ground_y = surface_y;
 
-               if(/*block_type == BT_GROUND ||*/ block_type == BT_SKY)
-               {
-                       lowest_ground_y = surface_y_min;
-                       highest_ground_y = surface_y_max;
-               }
-       }
-       
-       if(block_type == BT_SURFACE || block_type == BT_GROUND)
-       {
-               /*
-                       Generate ground precisely
-               */
+               s32 surface_depth = AVERAGE_MUD_AMOUNT;
                
-               for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
-               for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
+               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
                {
-                       //dstream<<"generateBlock: x0="<<x0<<", z0="<<z0<<std::endl;
-
-                       //s16 surface_y = 0;
-
-                       /*s16 surface_y = base_rock_level_2d(m_seed, p2d_nodes+v2s16(x0,z0))
-                                       + AVERAGE_MUD_AMOUNT;
-
-                       if(surface_y < lowest_ground_y)
-                               lowest_ground_y = surface_y;
-                       if(surface_y > highest_ground_y)
-                               highest_ground_y = surface_y;*/
-
-                       v2s16 real_p2d = v2s16(x0,z0) + p2d*MAP_BLOCKSIZE;
-
-                       v2f real_p2d_f(real_p2d.X,real_p2d.Y);
-
-                       s16 surface_depth = get_mud_amount(m_seed, real_p2d_f);
-
-                       double tfxz = get_turbulence_factor_2d(m_seed, real_p2d_f);
-                       bool turbulence_is_used = (tfxz > 0.001);
-
-                       float surface_y_f = 0;
-                       s16 surface_y = 0;
-                       
-                       float noturb_surface_y_f = base_rock_level_2d(m_seed, real_p2d_f);
-                       s16 noturb_surface_y = noturb_surface_y_f;
+                       s16 real_y = block_y * MAP_BLOCKSIZE + y0;
+                       MapNode n;
+                       /*
+                               Calculate lighting
                                
-                       // Get some statistics of surface height
-                       if(noturb_surface_y < lowest_ground_y)
-                               lowest_ground_y = noturb_surface_y;
-                       if(noturb_surface_y > highest_ground_y)
-                               highest_ground_y = noturb_surface_y;
-
-                       for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
-                       {
-       #if 1
-                               s16 real_y = block_y * MAP_BLOCKSIZE + y0;
-                               v3s16 real_pos = v3s16(x0,y0,z0) + p_nodes;
-                               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);*/
+                               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
-                               */
-                               
-                               bool is_ground = false;
-                               v3f real_pos_f = intToFloat(real_pos, 1);
-                               
-                               bool turb_for_node = (turbulence_is_used
-                                               && real_y >= TURBULENCE_BOTTOM_CUTOFF_Y);
+                       /*
+                               Calculate material
+                       */
 
-                               bool is_cavern = false;
-                               
-                               if(is_carved(m_seed, real_pos_f))
+                       // If node is over heightmap y, it's air or water
+                       if(real_y > surface_y)
+                       {
+                               // If under water level, it's water
+                               if(real_y < WATER_LEVEL)
                                {
-                                       is_ground = false;
-                                       if(real_y < noturb_surface_y)
-                                               is_cavern = true;
+                                       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 caves (air)
+                       else
+                       {
+                               // If it's surface_depth under ground, it's stone
+                               if(real_y <= surface_y - surface_depth)
                                {
-                                       if(turb_for_node)
-                                       {
-                                               double depth_guess;
-                                               is_ground = is_base_ground(m_seed,
-                                                               real_pos_f, &depth_guess);
-                                               
-                                               // Estimate the surface height
-                                               surface_y_f = (float)real_y + depth_guess;
-                                               surface_y = real_y + depth_guess;
-                                               
-                                               // Get some statistics of surface height
-                                               if(surface_y < lowest_ground_y)
-                                                       lowest_ground_y = surface_y;
-                                               if(surface_y > highest_ground_y)
-                                                       highest_ground_y = surface_y;
-                                       }
-                                       else
-                                       {
-                                               surface_y = noturb_surface_y;
-                                       }
-                                       
-                                       is_ground = (real_y <= surface_y);
-                               }
-
-                               // If node is not ground, it's air or water
-                               if(is_ground == false)
-                               {
-                                       // If under water level, it's water
-                                       if(real_y < WATER_LEVEL && !is_cavern)
-                                       {
-                                               n.d = water_material;
-                                               u8 dist = 16;
-                                               if(real_y >= surface_y)
-                                                       dist = WATER_LEVEL-real_y+1;
-                                               n.setLight(LIGHTBANK_DAY,
-                                                               diminish_light(LIGHT_SUN, dist));
-                                               /*
-                                                       Add to transforming liquid queue (in case it'd
-                                                       start flowing)
-                                               */
-                                               m_transforming_liquid.push_back(real_pos);
-                                       }
-                                       // else air
-                                       else
-                                               n.d = CONTENT_AIR;
+                                       n.d = CONTENT_STONE;
                                }
-                               // Else it's ground or dungeons (air)
                                else
                                {
-                                       // If it's surface_depth under ground, it's stone
-                                       if((float)real_y <= surface_y_f - surface_depth - 0.75)
+                                       // It is mud if it is under the first ground
+                                       // level or under water
+                                       if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
                                        {
-                                               if(is_underground_mud(m_seed, real_pos_f))
-                                                       n.d = CONTENT_MUD;
-                                               else
-                                                       n.d = CONTENT_STONE;
-                                       }
-                                       else if(surface_y_f <= WATER_LEVEL + 2.1
-                                                       && get_have_sand_coast(m_seed, real_p2d_f))
-                                       {
-                                               n.d = CONTENT_SAND;
+                                               n.d = CONTENT_MUD;
                                        }
                                        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;
-                                               }*/
-                                               
-                                               if(get_have_sand_ground(m_seed, real_p2d_f))
-                                                       n.d = CONTENT_SAND;
-                                               else
-                                                       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;*/
+                                               n.d = CONTENT_GRASS;
                                        }
-                               }
 
-                               block->setNode(v3s16(x0,y0,z0), n);
-       #endif
-       #if 0
-                               s16 real_y = block_y * MAP_BLOCKSIZE + y0;
-                               MapNode n;
-                               /*
-                                       Calculate lighting
+                                       //n.d = CONTENT_MUD;
                                        
-                                       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)
-                               {
-                                       // If under water level, it's water
+                                       /*// If under water level, it's mud
                                        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;
-                                       }
+                                               n.d = CONTENT_MUD;
+                                       // Only the topmost node is grass
+                                       else if(real_y <= surface_y - 1)
+                                               n.d = CONTENT_MUD;
                                        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;
-                                               }
-
-                                               //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;*/
-                                       }
+                                               n.d = CONTENT_GRASS;*/
                                }
-
-                               block->setNode(v3s16(x0,y0,z0), n);
-       #endif
                        }
-               }
-       }// BT_SURFACE
-       else // BT_GROUND, BT_SKY or anything else
-       {
-               MapNode n_fill;
-               if(block_type == BT_GROUND)
-               {
-                       //n_fill.d = CONTENT_STONE;
-               }
-               else if(block_type == BT_SKY)
-               {
-                       n_fill.d = CONTENT_AIR;
-                       n_fill.setLight(LIGHTBANK_DAY, LIGHT_SUN);
-               }
-               else // fallback
-               {
-                       n_fill.d = CONTENT_MESE;
-               }
-
 
-               for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
-               for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
-               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
-               {
-                       //MapNode n = block->getNode(v3s16(x0,y0,z0));
-                       block->setNode(v3s16(x0,y0,z0), n_fill);
+                       block->setNode(v3s16(x0,y0,z0), n);
                }
        }
        
-       }// ground_timer
-       
        /*
                Calculate some helper variables
        */
@@ -5405,7 +4176,7 @@ MapBlock * ServerMap::generateBlock(
 
        //dstream<<"generateBlock(): Getting local attributes"<<std::endl;
 
-       //float caves_amount = 0.5;
+       float caves_amount = 0.5;
 
 #if 0
        {
@@ -5423,13 +4194,8 @@ MapBlock * ServerMap::generateBlock(
 
        //dstream<<"generateBlock(): Done"<<std::endl;
 
-#if 0
-       // Set to true if has caves.
-       // Set when some non-air is changed to air when making caves.
-       bool has_dungeons = false;
-
        /*
-               Generate dungeons
+               Generate caves
        */
 
        // Initialize temporary table
@@ -5441,7 +4207,7 @@ MapBlock * ServerMap::generateBlock(
        }
        
        // Fill table
-#if 0
+#if 1
        {
                /*
                        Initialize orp and ors. Try to find if some neighboring
@@ -5567,37 +4333,36 @@ MapBlock * ServerMap::generateBlock(
 continue_generating:
                
                /*
-                       Choose whether to actually generate dungeon
+                       Choose whether to actually generate cave
                */
-               bool do_generate_dungeons = true;
+               bool do_generate_caves = true;
                // Don't generate if no part is underground
                if(!some_part_underground)
                {
-                       do_generate_dungeons = false;
+                       do_generate_caves = false;
                }
                // Don't generate if mostly underwater surface
                /*else if(mostly_underwater_surface)
                {
-                       do_generate_dungeons = false;
+                       do_generate_caves = false;
                }*/
                // Partly underground = cave
                else if(!completely_underground)
                {
-                       //do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
-                       do_generate_dungeons = false;
+                       do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
                }
-               // Found existing dungeon underground
+               // Found existing cave underground
                else if(found_existing && completely_underground)
                {
-                       do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
+                       do_generate_caves = (rand() % 100 <= (s32)(caves_amount*100));
                }
-               // Underground and no dungeons found
+               // Underground and no caves found
                else
                {
-                       do_generate_dungeons = (rand() % 300 <= (s32)(caves_amount*100));
+                       do_generate_caves = (rand() % 300 <= (s32)(caves_amount*100));
                }
 
-               if(do_generate_dungeons)
+               if(do_generate_caves)
                {
                        /*
                                Generate some tunnel starting from orp and ors
@@ -5647,6 +4412,10 @@ MapBlock * ServerMap::generateBlock(
        }
 #endif
 
+       // Set to true if has caves.
+       // Set when some non-air is changed to air when making caves.
+       bool has_caves = false;
+
        /*
                Apply temporary cave data to block
        */
@@ -5658,7 +4427,7 @@ MapBlock * ServerMap::generateBlock(
                {
                        MapNode n = block->getNode(v3s16(x0,y0,z0));
 
-                       // Create dungeons
+                       // Create caves
                        if(underground_emptiness[
                                        ued*ued*(z0*ued/MAP_BLOCKSIZE)
                                        +ued*(y0*ued/MAP_BLOCKSIZE)
@@ -5667,7 +4436,7 @@ MapBlock * ServerMap::generateBlock(
                                if(content_features(n.d).walkable/*is_ground_content(n.d)*/)
                                {
                                        // Has now caves
-                                       has_dungeons = true;
+                                       has_caves = true;
                                        // Set air to node
                                        n.d = CONTENT_AIR;
                                }
@@ -5676,7 +4445,6 @@ MapBlock * ServerMap::generateBlock(
                        block->setNode(v3s16(x0,y0,z0), n);
                }
        }
-#endif
        
        /*
                This is used for guessing whether or not the block should
@@ -5688,7 +4456,7 @@ MapBlock * ServerMap::generateBlock(
                Force lighting update if some part of block is partly
                underground and has caves.
        */
-       /*if(some_part_underground && !completely_underground && has_dungeons)
+       /*if(some_part_underground && !completely_underground && has_caves)
        {
                //dstream<<"Half-ground caves"<<std::endl;
                lighting_invalidated_blocks[block->getPos()] = block;
@@ -5733,8 +4501,8 @@ MapBlock * ServerMap::generateBlock(
                /*
                        Add coal
                */
-               u16 coal_amount = 60;
-               u16 coal_rareness = 120 / coal_amount;
+               u16 coal_amount = 30;
+               u16 coal_rareness = 60 / coal_amount;
                if(coal_rareness == 0)
                        coal_rareness = 1;
                if(myrand()%coal_rareness == 0)
@@ -5765,8 +4533,9 @@ MapBlock * ServerMap::generateBlock(
                /*
                        Add iron
                */
-               u16 iron_amount = 40;
-               u16 iron_rareness = 80 / iron_amount;
+               //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)
@@ -5817,57 +4586,16 @@ MapBlock * ServerMap::generateBlock(
                        }
                }
        }
+
+#endif // end of proper block generation
        
        /*
-               Add block to sector
+               Add block to sector.
        */
        sector->insertBlock(block);
        
-       // Lighting is invalid after generation for surface blocks
-       if(block_type == BT_SURFACE)
-       {
-#if 1
-               block->setLightingExpired(true);
-               lighting_invalidated_blocks.insert(p, block);
-#else
-               block->setLightingExpired(false);
-#endif
-       }
-       // Lighting is not invalid for other blocks
-       else
-       {
-               block->setLightingExpired(false);
-       }
-
-       /*
-               Add trees
-       */
-#if 1
-       if(some_part_underground && !completely_underground)
-       {
-               MapVoxelManipulator vm(this);
-               
-               double a = tree_amount_2d(m_seed, v2s16(p_nodes.X+8, p_nodes.Z+8));
-               u16 tree_count = (u16)(a*MAP_BLOCKSIZE*MAP_BLOCKSIZE);
-               for(u16 i=0; i<tree_count/2; i++)
-               {
-                       v3s16 tree_p = p_nodes + v3s16(
-                               myrand_range(0,MAP_BLOCKSIZE-1),
-                               8,
-                               myrand_range(0,MAP_BLOCKSIZE-1)
-                       );
-                       double depth_guess;
-                       /*bool is_ground =*/ is_base_ground(m_seed,
-                                       intToFloat(tree_p, 1), &depth_guess);
-                       tree_p.Y += (depth_guess - 0.5);
-                       if(tree_p.Y <= WATER_LEVEL)
-                               continue;
-                       make_tree(vm, tree_p);
-               }
-
-               vm.blitBack(changed_blocks);
-       }
-#endif
+       // Lighting is invalid after generation.
+       block->setLightingExpired(true);
        
 #if 0
        /*
@@ -5875,11 +4603,11 @@ MapBlock * ServerMap::generateBlock(
        */
        dstream
        <<"lighting_invalidated_blocks.size()"
-       <<", has_dungeons"
+       <<", has_caves"
        <<", completely_ug"
        <<", some_part_ug"
        <<"  "<<lighting_invalidated_blocks.size()
-       <<", "<<has_dungeons
+       <<", "<<has_caves
        <<", "<<completely_underground
        <<", "<<some_part_underground
        <<std::endl;
@@ -5890,7 +4618,7 @@ MapBlock * ServerMap::generateBlock(
 
 MapBlock * ServerMap::createBlock(v3s16 p)
 {
-       DSTACK("%s: p=(%d,%d,%d)",
+       DSTACKF("%s: p=(%d,%d,%d)",
                        __FUNCTION_NAME, p.X, p.Y, p.Z);
        
        /*
@@ -5954,7 +4682,7 @@ MapBlock * ServerMap::emergeBlock(
                core::map<v3s16, MapBlock*> &lighting_invalidated_blocks
 )
 {
-       DSTACK("%s: p=(%d,%d,%d), only_from_disk=%d",
+       DSTACKF("%s: p=(%d,%d,%d), only_from_disk=%d",
                        __FUNCTION_NAME,
                        p.X, p.Y, p.Z, only_from_disk);
        
@@ -6072,9 +4800,7 @@ MapBlock * ServerMap::emergeBlock(
        if(does_not_exist)
        {
                block = generateBlock(p, block, sector, changed_blocks,
-                               lighting_invalidated_blocks);
-
-               lighting_expired = block->getLightingExpired();
+                               lighting_invalidated_blocks); 
        }
 
        if(lighting_expired)
@@ -6086,7 +4812,6 @@ MapBlock * ServerMap::emergeBlock(
                Initially update sunlight
        */
        
-       if(lighting_expired)
        {
                core::map<v3s16, bool> light_sources;
                bool black_air_left = false;
@@ -6143,13 +4868,16 @@ s16 ServerMap::findGroundLevel(v2s16 p2d)
        /*
                Plan B: Get from map generator perlin noise function
        */
-       double level = base_rock_level_2d(m_seed, p2d);
+       // This won't work if proper generation is disabled
+       if(m_chunksize == 0)
+               return WATER_LEVEL+2;
+       double level = base_rock_level_2d(m_seed, p2d) + AVERAGE_MUD_AMOUNT;
        return (s16)level;
 }
 
-void ServerMap::createDir(std::string path)
+void ServerMap::createDirs(std::string path)
 {
-       if(fs::CreateDir(path) == false)
+       if(fs::CreateAllDirs(path) == false)
        {
                m_dout<<DTIME<<"ServerMap: Failed to create directory "
                                <<"\""<<path<<"\""<<std::endl;
@@ -6157,29 +4885,52 @@ void ServerMap::createDir(std::string path)
        }
 }
 
-std::string ServerMap::getSectorSubDir(v2s16 pos)
+std::string ServerMap::getSectorDir(v2s16 pos, int layout)
 {
        char cc[9];
-       snprintf(cc, 9, "%.4x%.4x",
-                       (unsigned int)pos.X&0xffff,
-                       (unsigned int)pos.Y&0xffff);
+       switch(layout)
+       {
+               case 1:
+                       snprintf(cc, 9, "%.4x%.4x",
+                               (unsigned int)pos.X&0xffff,
+                               (unsigned int)pos.Y&0xffff);
 
-       return std::string(cc);
-}
+                       return m_savedir + "/sectors/" + cc;
+               case 2:
+                       snprintf(cc, 9, "%.3x/%.3x",
+                               (unsigned int)pos.X&0xfff,
+                               (unsigned int)pos.Y&0xfff);
 
-std::string ServerMap::getSectorDir(v2s16 pos)
-{
-       return m_savedir + "/sectors/" + getSectorSubDir(pos);
+                       return m_savedir + "/sectors2/" + cc;
+               default:
+                       assert(false);
+       }
 }
 
 v2s16 ServerMap::getSectorPos(std::string dirname)
 {
-       if(dirname.size() != 8)
-               throw InvalidFilenameException("Invalid sector directory name");
        unsigned int x, y;
-       int r = sscanf(dirname.c_str(), "%4x%4x", &x, &y);
-       if(r != 2)
-               throw InvalidFilenameException("Invalid sector directory name");
+       int r;
+       size_t spos = dirname.rfind('/') + 1;
+       assert(spos != std::string::npos);
+       if(dirname.size() - spos == 8)
+       {
+               // Old layout
+               r = sscanf(dirname.substr(spos).c_str(), "%4x%4x", &x, &y);
+       }
+       else if(dirname.size() - spos == 3)
+       {
+               // New layout
+               r = sscanf(dirname.substr(spos-4).c_str(), "%3x/%3x", &x, &y);
+               // Sign-extend the 12 bit values up to 16 bits...
+               if(x&0x800) x|=0xF000;
+               if(y&0x800) y|=0xF000;
+       }
+       else
+       {
+               assert(false);
+       }
+       assert(r == 2);
        v2s16 pos((s16)x, (s16)y);
        return pos;
 }
@@ -6211,14 +4962,23 @@ void ServerMap::save(bool only_changed)
                dstream<<DTIME<<"ServerMap: Saving whole map, this can take time."
                                <<std::endl;
        
-       saveMapMeta();
-       saveChunkMeta();
+       if(only_changed == false || m_map_metadata_changed)
+       {
+               saveMapMeta();
+       }
+
+       // Disable saving chunk metadata if chunks are disabled
+       if(m_chunksize != 0)
+       {
+               if(only_changed == false || anyChunkModified())
+                       saveChunkMeta();
+       }
        
        u32 sector_meta_count = 0;
        u32 block_count = 0;
        
        { //sectorlock
-       JMutexAutoLock lock(m_sector_mutex);
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
        
        core::map<v2s16, MapSector*>::Iterator i = m_sectors.getIterator();
        for(; i.atEnd() == false; i++)
@@ -6266,6 +5026,8 @@ void ServerMap::save(bool only_changed)
        }
 }
 
+#if 0
+// NOTE: Doing this is insane. Deprecated and probably broken.
 void ServerMap::loadAll()
 {
        DSTACK(__FUNCTION_NAME);
@@ -6278,7 +5040,7 @@ void ServerMap::loadAll()
 
        dstream<<DTIME<<"There are "<<list.size()<<" sectors."<<std::endl;
        
-       JMutexAutoLock lock(m_sector_mutex);
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
        
        s32 counter = 0;
        s32 printed_counter = -100000;
@@ -6326,6 +5088,7 @@ void ServerMap::loadAll()
        }
        dstream<<DTIME<<"ServerMap: Map loaded."<<std::endl;
 }
+#endif
 
 #if 0
 void ServerMap::saveMasterHeightmap()
@@ -6366,7 +5129,7 @@ void ServerMap::saveMapMeta()
                        <<"seed="<<m_seed<<", chunksize="<<m_chunksize
                        <<std::endl;
 
-       createDir(m_savedir);
+       createDirs(m_savedir);
        
        std::string fullpath = m_savedir + "/map_meta.txt";
        std::ofstream os(fullpath.c_str(), std::ios_base::binary);
@@ -6385,13 +5148,14 @@ void ServerMap::saveMapMeta()
 
        os<<"[end_of_params]\n";
        
+       m_map_metadata_changed = false;
 }
 
 void ServerMap::loadMapMeta()
 {
        DSTACK(__FUNCTION_NAME);
        
-       dstream<<"INFO: ServerMap::loadMapMeta(): Loading chunk metadata"
+       dstream<<"INFO: ServerMap::loadMapMeta(): Loading map metadata"
                        <<std::endl;
 
        std::string fullpath = m_savedir + "/map_meta.txt";
@@ -6400,7 +5164,7 @@ void ServerMap::loadMapMeta()
        {
                dstream<<"ERROR: ServerMap::loadMapMeta(): "
                                <<"could not open"<<fullpath<<std::endl;
-               throw FileNotGoodException("Cannot open chunk metadata");
+               throw FileNotGoodException("Cannot open map metadata");
        }
 
        Settings params;
@@ -6429,13 +5193,16 @@ void ServerMap::loadMapMeta()
 void ServerMap::saveChunkMeta()
 {
        DSTACK(__FUNCTION_NAME);
+
+       // This should not be called if chunks are disabled.
+       assert(m_chunksize != 0);
        
        u32 count = m_chunks.size();
 
        dstream<<"INFO: ServerMap::saveChunkMeta(): Saving metadata of "
                        <<count<<" chunks"<<std::endl;
 
-       createDir(m_savedir);
+       createDirs(m_savedir);
        
        std::string fullpath = m_savedir + "/chunk_meta";
        std::ofstream os(fullpath.c_str(), std::ios_base::binary);
@@ -6469,6 +5236,8 @@ void ServerMap::saveChunkMeta()
                // Write chunk data
                chunk->serialize(os, version);
        }
+
+       setChunksNonModified();
 }
 
 void ServerMap::loadChunkMeta()
@@ -6521,10 +5290,8 @@ void ServerMap::saveSectorMeta(ServerMapSector *sector)
        u8 version = SER_FMT_VER_HIGHEST;
        // Get destination
        v2s16 pos = sector->getPos();
-       createDir(m_savedir);
-       createDir(m_savedir+"/sectors");
        std::string dir = getSectorDir(pos);
-       createDir(dir);
+       createDirs(dir);
        
        std::string fullpath = dir + "/meta";
        std::ofstream o(fullpath.c_str(), std::ios_base::binary);
@@ -6536,20 +5303,41 @@ void ServerMap::saveSectorMeta(ServerMapSector *sector)
        sector->differs_from_disk = false;
 }
 
-MapSector* ServerMap::loadSectorMeta(std::string dirname)
+MapSector* ServerMap::loadSectorMeta(std::string sectordir, bool save_after_load)
 {
        DSTACK(__FUNCTION_NAME);
        // Get destination
-       v2s16 p2d = getSectorPos(dirname);
-       std::string dir = m_savedir + "/sectors/" + dirname;
-       
-       std::string fullpath = dir + "/meta";
+       v2s16 p2d = getSectorPos(sectordir);
+
+       ServerMapSector *sector = NULL;
+
+       std::string fullpath = sectordir + "/meta";
        std::ifstream is(fullpath.c_str(), std::ios_base::binary);
        if(is.good() == false)
-               throw FileNotGoodException("Cannot open sector metafile");
-
-       ServerMapSector *sector = ServerMapSector::deSerialize
-                       (is, this, p2d, m_sectors);
+       {
+               // If the directory exists anyway, it probably is in some old
+               // format. Just go ahead and create the sector.
+               if(fs::PathExists(sectordir))
+               {
+                       dstream<<"ServerMap::loadSectorMeta(): Sector metafile "
+                                       <<fullpath<<" doesn't exist but directory does."
+                                       <<" Continuing with a sector with no metadata."
+                                       <<std::endl;
+                       sector = new ServerMapSector(this, p2d);
+                       m_sectors.insert(p2d, sector);
+               }
+               else
+               {
+                       throw FileNotGoodException("Cannot open sector metafile");
+               }
+       }
+       else
+       {
+               sector = ServerMapSector::deSerialize
+                               (is, this, p2d, m_sectors);
+               if(save_after_load)
+                       saveSectorMeta(sector);
+       }
        
        sector->differs_from_disk = false;
 
@@ -6559,14 +5347,31 @@ MapSector* ServerMap::loadSectorMeta(std::string dirname)
 bool ServerMap::loadSectorFull(v2s16 p2d)
 {
        DSTACK(__FUNCTION_NAME);
-       std::string sectorsubdir = getSectorSubDir(p2d);
 
        MapSector *sector = NULL;
 
-       JMutexAutoLock lock(m_sector_mutex);
+       // The directory layout we're going to load from.
+       //  1 - original sectors/xxxxzzzz/
+       //  2 - new sectors2/xxx/zzz/
+       //  If we load from anything but the latest structure, we will
+       //  immediately save to the new one, and remove the old.
+       int loadlayout = 1;
+       std::string sectordir1 = getSectorDir(p2d, 1);
+       std::string sectordir;
+       if(fs::PathExists(sectordir1))
+       {
+               sectordir = sectordir1;
+       }
+       else
+       {
+               loadlayout = 2;
+               sectordir = getSectorDir(p2d, 2);
+       }
+
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
 
        try{
-               sector = loadSectorMeta(sectorsubdir);
+               sector = loadSectorMeta(sectordir, loadlayout != 2);
        }
        catch(InvalidFilenameException &e)
        {
@@ -6585,7 +5390,7 @@ bool ServerMap::loadSectorFull(v2s16 p2d)
                Load blocks
        */
        std::vector<fs::DirListNode> list2 = fs::GetDirListing
-                       (m_savedir+"/sectors/"+sectorsubdir);
+                       (sectordir);
        std::vector<fs::DirListNode>::iterator i2;
        for(i2=list2.begin(); i2!=list2.end(); i2++)
        {
@@ -6593,16 +5398,25 @@ bool ServerMap::loadSectorFull(v2s16 p2d)
                if(i2->dir)
                        continue;
                try{
-                       loadBlock(sectorsubdir, i2->name, sector);
+                       loadBlock(sectordir, i2->name, sector, loadlayout != 2);
                }
                catch(InvalidFilenameException &e)
                {
                        // This catches unknown crap in directory
                }
        }
+
+       if(loadlayout != 2)
+       {
+               dstream<<"Sector converted to new layout - deleting "<<
+                       sectordir1<<std::endl;
+               fs::RecursiveDelete(sectordir1);
+       }
+
        return true;
 }
 
+
 void ServerMap::saveBlock(MapBlock *block)
 {
        DSTACK(__FUNCTION_NAME);
@@ -6622,12 +5436,9 @@ void ServerMap::saveBlock(MapBlock *block)
        // Get destination
        v3s16 p3d = block->getPos();
        v2s16 p2d(p3d.X, p3d.Z);
-       createDir(m_savedir);
-       createDir(m_savedir+"/sectors");
        std::string dir = getSectorDir(p2d);
-       createDir(dir);
+       createDirs(dir);
        
-       // Block file is map/sectors/xxxxxxxx/xxxx
        char cc[5];
        snprintf(cc, 5, "%.4x", (unsigned int)p3d.Y&0xffff);
        std::string fullpath = dir + "/" + cc;
@@ -6651,22 +5462,29 @@ void ServerMap::saveBlock(MapBlock *block)
                block->serializeObjects(o, version);
        }
        
+       /*
+               Versions up from 15 have static objects.
+       */
+       if(version >= 15)
+       {
+               block->m_static_objects.serialize(o);
+       }
+       
        // We just wrote it to the disk
        block->resetChangedFlag();
 }
 
-void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector)
+void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSector *sector, bool save_after_load)
 {
        DSTACK(__FUNCTION_NAME);
 
+       std::string fullpath = sectordir+"/"+blockfile;
        try{
 
-               // Block file is map/sectors/xxxxxxxx/xxxx
-               std::string fullpath = m_savedir+"/sectors/"+sectordir+"/"+blockfile;
                std::ifstream is(fullpath.c_str(), std::ios_base::binary);
                if(is.good() == false)
                        throw FileNotGoodException("Cannot open block file");
-
+               
                v3s16 p3d = getBlockPos(sectordir, blockfile);
                v2s16 p2d(p3d.X, p3d.Z);
                
@@ -6708,6 +5526,14 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
                        block->updateObjects(is, version, NULL, 0);
                }
 
+               /*
+                       Versions up from 15 have static objects.
+               */
+               if(version >= 15)
+               {
+                       block->m_static_objects.deSerialize(is);
+               }
+               
                if(created_new)
                        sector->insertBlock(block);
                
@@ -6716,7 +5542,7 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
                */
 
                // Save old format blocks in new format
-               if(version < SER_FMT_VER_HIGHEST)
+               if(version < SER_FMT_VER_HIGHEST || save_after_load)
                {
                        saveBlock(block);
                }
@@ -6731,6 +5557,8 @@ void ServerMap::loadBlock(std::string sectordir, std::string blockfile, MapSecto
                                "(SerializationError). Ignoring. "
                                "A new one will be generated."
                                <<std::endl;
+
+               // TODO: Backup file; name is in fullpath.
        }
 }
 
@@ -6792,7 +5620,7 @@ MapSector * ClientMap::emergeSector(v2s16 p2d)
        ClientMapSector *sector = new ClientMapSector(this, p2d);
        
        {
-               JMutexAutoLock lock(m_sector_mutex);
+               //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
                m_sectors.insert(p2d, sector);
        }
        
@@ -6804,7 +5632,7 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
        DSTACK(__FUNCTION_NAME);
        ClientMapSector *sector = NULL;
 
-       JMutexAutoLock lock(m_sector_mutex);
+       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
        
        core::map<v2s16, MapSector*>::Node *n = m_sectors.find(p2d);
 
@@ -6817,7 +5645,7 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
        {
                sector = new ClientMapSector(this, p2d);
                {
-                       JMutexAutoLock lock(m_sector_mutex);
+                       //JMutexAutoLock lock(m_sector_mutex); // Bulk comment-out
                        m_sectors.insert(p2d, sector);
                }
        }
@@ -6851,7 +5679,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
        */
        int time1 = time(0);
 
-       u32 daynight_ratio = m_client->getDayNightRatio();
+       //u32 daynight_ratio = m_client->getDayNightRatio();
 
        m_camera_mutex.Lock();
        v3f camera_position = m_camera_position;
@@ -6954,7 +5782,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                continue;
                        }
                        
-                       // This is ugly
+                       // This is ugly (spherical distance limit?)
                        /*if(m_control.range_all == false &&
                                        d - 0.5*BS*MAP_BLOCKSIZE > range)
                                continue;*/
@@ -6962,6 +5790,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
 #if 1
                        /*
                                Update expired mesh (used for day/night change)
+
+                               It doesn't work exactly like it should now with the
+                               tasked mesh update but whatever.
                        */
 
                        bool mesh_expired = false;
@@ -6998,28 +5829,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
                                mesh_update_count++;
 
                                // Mesh has been expired: generate new mesh
-                               //block->updateMeshes(daynight_i);
-                               block->updateMesh(daynight_ratio);
+                               //block->updateMesh(daynight_ratio);
+                               m_client->addUpdateMeshTask(block->getPos());
 
                                mesh_expired = false;
                        }
                        
-                       /*
-                               Don't draw an expired mesh that is far away
-                       */
-                       /*if(mesh_expired && d >= faraway)
-                       //if(mesh_expired)
-                       {
-                               // Instead, delete it
-                               JMutexAutoLock lock(block->mesh_mutex);
-                               if(block->mesh)
-                               {
-                                       block->mesh->drop();
-                                       block->mesh = NULL;
-                               }
-                               // And continue to next block
-                               continue;
-                       }*/
 #endif
                        /*
                                Draw the faces of the block
@@ -7201,10 +6016,13 @@ void ClientMap::expireMeshes(bool only_daynight_diffed)
 
 void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
 {
+       assert(mapType() == MAPTYPE_CLIENT);
+
        try{
                v3s16 p = blockpos + v3s16(0,0,0);
                MapBlock *b = getBlockNoCreate(p);
                b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
        }
        catch(InvalidPositionException &e){}
        // Leading edge
@@ -7212,22 +6030,26 @@ void ClientMap::updateMeshes(v3s16 blockpos, u32 daynight_ratio)
                v3s16 p = blockpos + v3s16(-1,0,0);
                MapBlock *b = getBlockNoCreate(p);
                b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
        }
        catch(InvalidPositionException &e){}
        try{
                v3s16 p = blockpos + v3s16(0,-1,0);
                MapBlock *b = getBlockNoCreate(p);
                b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
        }
        catch(InvalidPositionException &e){}
        try{
                v3s16 p = blockpos + v3s16(0,0,-1);
                MapBlock *b = getBlockNoCreate(p);
                b->updateMesh(daynight_ratio);
+               //b->setMeshExpired(true);
        }
        catch(InvalidPositionException &e){}
 }
 
+#if 0
 /*
        Update mesh of block in which the node is, and if the node is at the
        leading edge, update the appropriate leading blocks too.
@@ -7262,6 +6084,7 @@ void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
                b->updateMesh(daynight_ratio);
        }
 }
+#endif
 
 void ClientMap::PrintInfo(std::ostream &out)
 {
@@ -7420,7 +6243,8 @@ void MapVoxelManipulator::blitBack
 }
 
 ManualMapVoxelManipulator::ManualMapVoxelManipulator(Map *map):
-               MapVoxelManipulator(map)
+               MapVoxelManipulator(map),
+               m_create_area(false)
 {
 }