]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/map.cpp
Modified windows build parameters a bit to make it build
[dragonfireclient.git] / src / map.cpp
index aabe84067e72df70ede5e6b4158e9026682ddc01..d644215be78911de0d56af9825eb684e98d94d3d 100644 (file)
@@ -183,9 +183,6 @@ 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 +366,6 @@ 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 +840,6 @@ 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 +940,40 @@ 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 +1001,7 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
                                break;
                }
        }
-       
+
        for(s32 i=0; i<2; i++)
        {
                enum LightBank bank = banks[i];
@@ -1044,7 +1056,6 @@ 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 +1104,12 @@ void Map::removeNodeAndUpdate(v3s16 p,
                                light_sources, modified_blocks);
        }
 
+       /*
+               Remove node metadata
+       */
+
+       removeNodeMetadata(p);
+
        /*
                Remove the node.
                This also clears the lighting.
@@ -1431,9 +1448,6 @@ void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
 
        while(m_transforming_liquid.size() != 0)
        {
-               try
-               {
-
                /*
                        Get a queued transforming liquid node
                */
@@ -1692,16 +1706,56 @@ 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);
+}
+
 /*
        ServerMap
 */
@@ -1713,8 +1767,8 @@ ServerMap::ServerMap(std::string savedir):
        
        //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
@@ -1884,9 +1938,7 @@ 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++)
        {
@@ -1961,537 +2013,71 @@ 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);
-}
-
-#define AVERAGE_MUD_AMOUNT 4.0
-
-double get_mud_amount(u64 seed, v2f 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));
-}
-
-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);
+               return 0.04 * (noise-zeroval) / (1.0-zeroval);
 }
 
-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);
-}
-
-// -1->0, 0->1, 1->0
-double contour(double v)
-{
-       v = fabs(v);
-       if(v >= 1.0)
-               return 0.0;
-       return (1.0-v);
-}
-
-// -1->0, -r->1, 0->1, r->1, 1->0
-double contour_flat_top(double v, double r)
-{
-       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));
-}
+#define AVERAGE_MUD_AMOUNT 4
 
-double base_rock_level_2d(u64 seed, v2f p)
+double base_rock_level_2d(u64 seed, v2s16 p)
 {
-       // 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;
-       }*/
-
-       /*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;*/
-
-#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
-
-#if 0
-       {
-               // 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
-
-#if 0
-       {
-               // 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
-
-#if 0
-       {
-               // 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;*/
-       }
-#endif
-       
-       /*
-               The stuff before this comment is usually not used.
-               The stuff after this comment is usually used.
-       */
-
-#if 1
-       {
-               // 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
-
-#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
-
-#if 1
-       double base = -2. + 25. * noise2d_perlin(
+       // The base ground level
+       double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
+                       + 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;
-#endif
+                       (seed>>32)+654879876, 6, 0.6);
        
-#if 1
-       /*
-               Combined with turbulence, this thing here is able to make very
-               awesome terrain, albeit rarely.
-
-               This is also responsible for small islands.
-       */
-
-       double higher = 40. * noise2d_perlin(
+       /*// 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+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;
-
-       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);
+                       (seed>>27)+90340, 6, 0.69);
+       if(base2 > base)
+               base = base2;*/
 #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;
+       // Higher ground level
+       double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin(
+                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+                       seed+85039, 5, 0.69);
+       //higher = 30; // For debugging
 
-               /*double h2 = higher * a;
-               if(h2 > h)
-                       h = h2;*/
+       // Limit higher to at least base
+       if(higher < base)
+               higher = base;
                
-               h += base*(1.0-a) + higher*a;
-       }
-       else
-       {
-               h += base;
-       }
-#else
-       h += base;
-#endif
-
-       return h;
-}
-
-double base_rock_level_2d(u64 seed, v2s16 p)
-{
-       return base_rock_level_2d(seed, v2f((float)p.X, (float)p.Y));
-}
-
-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;
-}
-
-#define TURBULENCE_BOTTOM_CUTOFF_Y (WATER_LEVEL-7)
-
-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;
-}
-
-v2f get_raw_turbulence(u64 seed, v3f p)
-{
-       double f = 8;
-
-       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);
-
-       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);
-}
-
-// 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 0
-v2f base_ground_turbulence(u64 seed, v3f p)
-{
-#if 1
-       double f = 8;
-
-#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
-
-#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
-
-       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);
+       // 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);
 
-       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);
+       //dstream<<"a="<<a<<std::endl;
        
-       return v2f(v1*vve, v2*vve);
+       double h = base*(1.0-a) + higher*a;
 #else
-       return v2f(0,0);
-#endif
-}
-#endif
-
-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
-
-       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;
-}
-
-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);
-       }
+       double h = base;
 #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
-
-       bool is_ground = true;
-
-#if 1
-       if(is_carved(seed, p))
-               is_ground = false;
-#endif
-       
-       if(depth_guess || is_ground == true)
-       {
-               v2f t = base_ground_turbulence(seed, p);
-
-               double surface_y_f = base_rock_level_2d(seed, v2f(p.X+t.X, p.Z+t.Y));
-
-#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;
-                       }
-                       *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;
-       }
-       
-       /*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;
+       return h;
 }
 
 #define VMANIP_FLAG_DUNGEON VOXELFLAG_CHECKED1
@@ -2500,18 +2086,12 @@ bool is_base_ground(u64 seed, v3f p, double *depth_guess=NULL)
        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
        */
@@ -2652,8 +2232,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        
        {
        // 22ms @cs=8
-       TimeTaker timer1("ground level");
-       dstream<<"Generating base ground..."<<std::endl;
+       //TimeTaker timer1("ground level");
 
        for(s16 x=0; x<sectorpos_bigbase_size*MAP_BLOCKSIZE; x++)
        for(s16 z=0; z<sectorpos_bigbase_size*MAP_BLOCKSIZE; z++)
@@ -2662,7 +2241,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                v2s16 p2d = sectorpos_bigbase*MAP_BLOCKSIZE + v2s16(x,z);
                
                /*
-                       Skip if already generated
+                       Skip of already generated
                */
                {
                        v3s16 p(p2d.X, y_nodes_min, p2d.Y);
@@ -2670,113 +2249,40 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                continue;
                }
 
-               v2f p2df(p2d.X, p2d.Y);
+               // Ground height at this point
+               float surface_y_f = 0.0;
+
+               // Use perlin noise for ground height
+               surface_y_f = base_rock_level_2d(m_seed, p2d);
+               
+               /*// Experimental stuff
+               {
+                       float a = highlands_level_2d(m_seed, p2d);
+                       if(a > surface_y_f)
+                               surface_y_f = a;
+               }*/
+
+               // Convert to integer
+               s16 surface_y = (s16)surface_y_f;
+               
+               // Log it
+               if(surface_y > stone_surface_max_y)
+                       stone_surface_max_y = surface_y;
 
+               /*
+                       Fill ground with stone
+               */
                {
                        // Use fast index incrementing
                        v3s16 em = vmanip.m_area.getExtent();
-                       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);
-                       }
-               }
-
-#if 0
-               // 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;
-               }
-
-               // Ground height at this point
-               float surface_y_f = 0.0;
-
-               // Use perlin noise for ground height
-               surface_y_f = base_rock_level_2d(m_seed, p2d);
-               
-               /*// Experimental stuff
-               {
-                       float a = highlands_level_2d(m_seed, p2d);
-                       if(a > surface_y_f)
-                               surface_y_f = a;
-               }*/
-
-               // Convert to integer
-               s16 surface_y = (s16)surface_y_f;
-               
-               // Log it
-               if(surface_y > stone_surface_max_y)
-                       stone_surface_max_y = surface_y;
-
-               /*
-                       Fill ground with stone
-               */
-               {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_min, p2d.Y));
-                       for(s16 y=y_nodes_min; y<surface_y && y<=y_nodes_max; y++)
+                       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
@@ -2798,8 +2304,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        /*
                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++)
+       //for(u32 i_age=0; i_age<1; i_age++)
+       for(u32 i_age=0; i_age<2; i_age++)
        { // Aging loop
 
        {
@@ -3295,7 +2801,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                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;
+               s16 mud_add_amount = (s16)(2.5 + 2.0 * noise2d_perlin(
+                               0.5+(float)p2d.X/200, 0.5+(float)p2d.Y/200,
+                               m_seed+1, 3, 0.55));
 
                // Find ground level
                s16 surface_y = find_ground_level_clever(vmanip, p2d);
@@ -3338,7 +2846,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        }//timer1
        {
        // 340ms @cs=8
-       //TimeTaker timer1("flow mud");
+       TimeTaker timer1("flow mud");
 
        /*
                Flow mud away from steep edges
@@ -3606,7 +3114,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                v2s16 p2d = sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
                
                // Determine whether to have sand here
-               bool have_sand = get_have_sand_coast(p2d);
+               double sandnoise = noise2d_perlin(
+                               0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+                               m_seed+59420, 3, 0.50);
+
+               bool have_sand = (sandnoise > -0.15);
 
                if(have_sand == false)
                        continue;
@@ -3684,6 +3196,9 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                // 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
@@ -3994,639 +3509,17 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                if(light != 0 && add_to_sources)
                                {
                                        // Insert light source
-                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
-                               }
-                               
-                               // Increment index by y
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-#endif
-
-       }//timer1
-
-       // Spread light around
-       {
-               TimeTaker timer("generateChunkRaw() spreadLight");
-               vmanip.spreadLight(LIGHTBANK_DAY, light_sources);
-       }
-       
-       /*
-               Generation ended
-       */
-
-       timer_generate.stop();
-
-       /*
-               Blit generated stuff to map
-       */
-       {
-               // 70ms @cs=8
-               //TimeTaker timer("generateChunkRaw() blitBackAll");
-               vmanip.blitBackAll(&changed_blocks);
-       }
-
-       /*
-               Update day/night difference cache of the MapBlocks
-       */
-       {
-               for(core::map<v3s16, MapBlock*>::Iterator i = changed_blocks.getIterator();
-                               i.atEnd() == false; i++)
-               {
-                       MapBlock *block = i.getNode()->getValue();
-                       block->updateDayNightDiff();
-               }
-       }
-
-#endif
-       
-       /*
-               Create chunk metadata
-       */
-
-       for(s16 x=-1; x<=1; x++)
-       for(s16 y=-1; y<=1; y++)
-       {
-               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);
-       }
-
-       /*
-               Set central chunk non-volatile
-       */
-       MapChunk *chunk = getChunk(chunkpos);
-       assert(chunk);
-       // Set non-volatile
-       //chunk->setIsVolatile(false);
-       chunk->setGenLevel(GENERATED_FULLY);
-       
-       /*
-               Save changed parts of map
-       */
-       save(true);
-
-       /*
-               Return central chunk (which was requested)
-       */
-       return chunk;
-}
-#endif
-
-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;
-               }
-       }
-
-#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;*/
-               
-       /*
-               The limiting edges of the lighting update, inclusive.
-       */
-       s16 lighting_min_d = 0-max_spread_amount;
-       s16 lighting_max_d = sectorpos_base_size*MAP_BLOCKSIZE+max_spread_amount-1;
-
-       /*
-               Create the whole area of this and the neighboring chunks
-       */
-       {
-               TimeTaker timer("generateChunkRaw() create area");
-               
-               for(s16 x=0; x<sectorpos_bigbase_size; x++)
-               for(s16 z=0; z<sectorpos_bigbase_size; z++)
-               {
-                       v2s16 sectorpos = sectorpos_bigbase + v2s16(x,z);
-                       ServerMapSector *sector = createSector(sectorpos);
-                       assert(sector);
-
-                       for(s16 y=y_blocks_min; y<=y_blocks_max; y++)
-                       {
-                               v3s16 blockpos(sectorpos.X, y, sectorpos.Y);
-                               MapBlock *block = createBlock(blockpos);
-
-                               // Lighting won't be calculated
-                               //block->setLightingExpired(true);
-                               // Lighting will be calculated
-                               block->setLightingExpired(false);
-
-                               /*
-                                       Block gets sunlight if this is true.
-
-                                       This should be set to true when the top side of a block
-                                       is completely exposed to the sky.
-
-                                       Actually this doesn't matter now because the
-                                       initial lighting is done here.
-                               */
-                               block->setIsUnderground(y != y_blocks_max);
-                       }
-               }
-       }
-       
-       /*
-               Now we have a big empty area.
-
-               Make a ManualMapVoxelManipulator that contains this and the
-               neighboring chunks
-       */
-
-       ManualMapVoxelManipulator vmanip(this);
-       // Add the area we just generated
-       {
-               TimeTaker timer("generateChunkRaw() initialEmerge");
-               vmanip.initialEmerge(bigarea_blocks_min, bigarea_blocks_max);
-       }
-
-       // Clear all flags
-       vmanip.clearFlag(0xff);
-
-       TimeTaker timer_generate("generateChunkRaw() generate");
-
-       /*
-               Generate general ground level to full area
-       */
-       
-       {
-       // 22ms @cs=8
-       TimeTaker timer1("ground level");
-       dstream<<"Generating base ground..."<<std::endl;
-
-       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;
-               }
-
-               v2f p2df(p2d.X, p2d.Y);
-
-               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);
-
-               s16 surface_y = 0;
-               
-               float noturb_surface_y_f = base_rock_level_2d(m_seed, p2df);
-               s16 noturb_surface_y = noturb_surface_y_f;
-
-               {
-                       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--)
-                       {
-                               v3f p3df(p2df.X, y, p2df.Y);
-
-                               bool is_ground = false;
-
-                               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++;
-
-#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
-
-                               vmanip.m_area.add_y(em, i, -1);
-                       }
-               }
-       }
-       
-       }//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
-
-       {
-       //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(m_seed, v2f(p2d.X,p2d.Y));
-
-               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
-
-       {
-       // 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
-
-       {
-       // 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
-
-
-       /*
-               Initial lighting (sunlight)
-       */
-
-       core::map<v3s16, bool> light_sources;
-
-       {
-       // 750ms @cs=8, can't optimize more
-       TimeTaker timer1("initial lighting");
+                                       light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
+                               }
+                               
+                               // Increment index by y
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+               }
+       }
+#endif
 
-#if 1
-       /*
-               This has to be 1 smaller than the actual area, because
-               neighboring nodes are checked.
-       */
+#if 0
        for(s16 x=lighting_min_d+1;
                        x<=lighting_max_d-1;
                        x++)
@@ -4642,7 +3535,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                */
                {
                        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));
@@ -4661,41 +3553,11 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                                                light--;
                                }
                                
-                               // This doesn't take much time
-                               if(add_to_sources == false)
-                               {
-                                       /*
-                                               Check sides. If side is not air or water, start
-                                               adding to light_sources.
-                                       */
-                                       v3s16 dirs4[4] = {
-                                               v3s16(0,0,1), // back
-                                               v3s16(1,0,0), // right
-                                               v3s16(0,0,-1), // front
-                                               v3s16(-1,0,0), // left
-                                       };
-                                       for(u32 di=0; di<4; di++)
-                                       {
-                                               v3s16 dirp = dirs4[di];
-                                               u32 i2 = i;
-                                               vmanip.m_area.add_p(em, i2, dirp);
-                                               MapNode *n2 = &vmanip.m_data[i2];
-                                               if(
-                                                       n2->d != CONTENT_AIR
-                                                       && n2->d != CONTENT_WATERSOURCE
-                                                       && n2->d != CONTENT_WATER
-                                               ){
-                                                       add_to_sources = true;
-                                                       break;
-                                               }
-                                       }
-                               }
-                               
                                n->setLight(LIGHTBANK_DAY, light);
                                n->setLight(LIGHTBANK_NIGHT, 0);
                                
                                // This doesn't take much time
-                               if(light != 0 && add_to_sources)
+                               if(light != 0)
                                {
                                        // Insert light source
                                        light_sources.insert(v3s16(p2d.X, y, p2d.Y), true);
@@ -4742,7 +3604,7 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
                        block->updateDayNightDiff();
                }
        }
-#endif
+
        
        /*
                Create chunk metadata
@@ -4784,7 +3646,6 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
        return chunk;
 }
 
-
 MapChunk* ServerMap::generateChunk(v2s16 chunkpos1,
                core::map<v3s16, MapBlock*> &changed_blocks)
 {
@@ -4792,9 +3653,6 @@ 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++)
@@ -4923,6 +3781,13 @@ 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 +3803,7 @@ 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
        
        /*
@@ -4956,8 +3814,7 @@ MapSector * ServerMap::emergeSector(v2s16 p2d,
 
 /*
        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,
@@ -4980,7 +3837,6 @@ 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
@@ -5013,374 +3869,99 @@ MapBlock * ServerMap::generateBlock(
        
        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;
-               }
-
-               float block_low_y_f = p_nodes_f.Y;
-               float block_high_y_f = p_nodes_f.Y + MAP_BLOCKSIZE;
+               //s16 surface_y = 0;
 
-               /*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))
+                               + AVERAGE_MUD_AMOUNT;
 
-               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 dungeons (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)
-                                       {
-                                               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))
+                                       // 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_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
+                                               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_AIR;
-                               }
-                               // Else it's ground or dungeons (air)
-                               else
-                               {
-                                       // If it's surface_depth under ground, it's stone
-                                       if(real_y <= surface_y - surface_depth)
-                                       {
-                                               n.d = CONTENT_STONE;
-                                       }
-                                       else
-                                       {
-                                               // It is mud if it is under the first ground
-                                               // level or under water
-                                               if(real_y < WATER_LEVEL || real_y <= surface_y - 1)
-                                               {
-                                                       n.d = CONTENT_MUD;
-                                               }
-                                               else
-                                               {
-                                                       n.d = CONTENT_GRASS;
-                                               }
-
-                                               //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 +3986,7 @@ MapBlock * ServerMap::generateBlock(
 
        //dstream<<"generateBlock(): Getting local attributes"<<std::endl;
 
-       //float caves_amount = 0.5;
+       float caves_amount = 0.5;
 
 #if 0
        {
@@ -5423,11 +4004,6 @@ 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
        */
@@ -5441,7 +4017,7 @@ MapBlock * ServerMap::generateBlock(
        }
        
        // Fill table
-#if 0
+#if 1
        {
                /*
                        Initialize orp and ors. Try to find if some neighboring
@@ -5583,8 +4159,7 @@ MapBlock * ServerMap::generateBlock(
                // Partly underground = cave
                else if(!completely_underground)
                {
-                       //do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
-                       do_generate_dungeons = false;
+                       do_generate_dungeons = (rand() % 100 <= (s32)(caves_amount*100));
                }
                // Found existing dungeon underground
                else if(found_existing && completely_underground)
@@ -5647,6 +4222,10 @@ MapBlock * ServerMap::generateBlock(
        }
 #endif
 
+       // Set to true if has caves.
+       // Set when some non-air is changed to air when making caves.
+       bool has_dungeons = false;
+
        /*
                Apply temporary cave data to block
        */
@@ -5676,7 +4255,6 @@ MapBlock * ServerMap::generateBlock(
                        block->setNode(v3s16(x0,y0,z0), n);
                }
        }
-#endif
        
        /*
                This is used for guessing whether or not the block should
@@ -5733,8 +4311,8 @@ 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 +4343,9 @@ 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)
@@ -5819,55 +4398,12 @@ MapBlock * ServerMap::generateBlock(
        }
        
        /*
-               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
        /*
@@ -6072,9 +4608,7 @@ 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 +4620,6 @@ MapBlock * ServerMap::emergeBlock(
                Initially update sunlight
        */
        
-       if(lighting_expired)
        {
                core::map<v3s16, bool> light_sources;
                bool black_air_left = false;
@@ -6851,7 +5384,7 @@ 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 +5487,7 @@ 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 +5495,9 @@ 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 +5534,12 @@ 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 +5721,13 @@ 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 +5735,26 @@ 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 +5789,7 @@ void ClientMap::updateNodeMeshes(v3s16 nodepos, u32 daynight_ratio)
                b->updateMesh(daynight_ratio);
        }
 }
+#endif
 
 void ClientMap::PrintInfo(std::ostream &out)
 {