]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen.cpp
The new mapgen, noise functions, et al.
[dragonfireclient.git] / src / mapgen.cpp
index 0dfd6731212cac0f98adc0adcb86ce9db30e4e94..7271b7652c5f9d46116fc0018bb11c0274d542cb 100644 (file)
@@ -3,16 +3,16 @@ Minetest-c55
 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -20,7 +20,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mapgen.h"
 #include "voxel.h"
 #include "noise.h"
+#include "biome.h"
 #include "mapblock.h"
+#include "mapnode.h"
 #include "map.h"
 //#include "serverobject.h"
 #include "content_sao.h"
@@ -28,8 +30,296 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_mapnode.h" // For content_mapnode_get_new_name
 #include "voxelalgorithms.h"
 #include "profiler.h"
+#include "settings.h" // For g_settings
 #include "main.h" // For g_profiler
+#include "treegen.h"
 
+NoiseParams nparams_mtdefault =
+       {0.0, 20.0, v3f(250., 250., 250.), 82341, 5, 0.6}; //terrain
+NoiseParams nparams_def_bgroup =
+       {0.5, 1/(2*1.6), v3f(250., 250., 250.), 5923, 2, 0.60}; //0 to 1
+NoiseParams nparams_def_heat =
+       {25.0, 50.0, v3f(500., 500., 500.), 35293, 1, 0.00}; //-25 to 75
+NoiseParams nparams_def_humidity =
+       {50, 100/(2*1.6), v3f(750., 750., 750.), 12094, 2, 0.60}; //0 to 100
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+/*
+Mapgen::Mapgen(BiomeDefManager *biomedef) {
+       Mapgen(0, 0, biomedef);
+}*/
+
+
+Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed) {
+       initMapgen(biomedef, mapgenid, seed,
+               &nparams_mtdefault, &nparams_def_bgroup,
+               &nparams_def_heat,  &nparams_def_humidity);
+}
+
+
+Mapgen::Mapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
+                          NoiseParams *np_terrain, NoiseParams *np_bgroup,
+                          NoiseParams *np_heat,    NoiseParams *np_humidity) {
+       initMapgen(biomedef, mapgenid, seed,
+               np_terrain, np_bgroup, np_heat, np_humidity);
+}
+
+void Mapgen::initMapgen(BiomeDefManager *biomedef, int mapgenid, u64 seed,
+                          NoiseParams *np_terrain, NoiseParams *np_bgroup,
+                          NoiseParams *np_heat,    NoiseParams *np_humidity) {
+       this->generating  = false;
+       this->id       = mapgenid;
+       this->seed     = (int)seed;
+       this->biomedef = biomedef;
+       this->csize       = v3s16(5, 5, 5) * MAP_BLOCKSIZE; /////////////////get this from config!
+       this->water_level = g_settings->getS16("default_water_level"); ////fix this!
+
+       this->np_terrain  = np_terrain;
+       this->np_bgroup   = np_bgroup;
+       this->np_heat     = np_heat;
+       this->np_humidity = np_humidity;
+       noise_terrain  = new Noise(np_terrain,  seed, csize.X, csize.Y);
+       noise_bgroup   = new Noise(np_bgroup,   seed, csize.X, csize.Y);
+       noise_heat     = new Noise(np_heat,     seed, csize.X, csize.Y);
+       noise_humidity = new Noise(np_humidity, seed, csize.X, csize.Y);
+
+       this->ndef = biomedef->ndef;
+       n_air   = MapNode(ndef->getId("mapgen_air"));
+       n_water = MapNode(ndef->getId("mapgen_water_source"));
+       n_lava  = MapNode(ndef->getId("mapgen_lava_source"));
+}
+
+
+Mapgen::~Mapgen() {
+       delete noise_terrain;
+       delete noise_bgroup;
+       delete noise_heat;
+       delete noise_humidity;
+}
+
+
+void Mapgen::makeChunk(BlockMakeData *data) {
+       if (data->no_op)
+               return;
+
+       //printf("generating...\n");//////////////
+
+       assert(data->vmanip);
+       assert(data->nodedef);
+       assert(data->blockpos_requested.X >= data->blockpos_min.X &&
+                  data->blockpos_requested.Y >= data->blockpos_min.Y &&
+                  data->blockpos_requested.Z >= data->blockpos_min.Z);
+       assert(data->blockpos_requested.X <= data->blockpos_max.X &&
+                  data->blockpos_requested.Y <= data->blockpos_max.Y &&
+                  data->blockpos_requested.Z <= data->blockpos_max.Z);
+
+       this->generating = true;
+
+       this->data    = data;
+       this->vmanip  = data->vmanip;
+       v3s16 em = vmanip->m_area.getExtent();
+       this->ystride = em.X;
+       this->zstride = em.Y * em.X;
+
+       node_min = (data->blockpos_min) * MAP_BLOCKSIZE;
+       node_max = (data->blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
+       v3s16 full_node_min = (data->blockpos_min - 1) * MAP_BLOCKSIZE;
+       v3s16 full_node_max = (data->blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1,1,1);
+
+       int y1 = node_min.Y;
+       int y2 = node_max.Y;
+       int x  = node_min.X;
+       int z  = node_min.Z;
+       //printf("full_node_min.X: %d  |  full_node_min.Z:  %d   |  MinEdge:  %d   |  MaxEdge:  %d\n", node_min.X, node_min.Z, vmanip->m_area.MinEdge.X, vmanip->m_area.MinEdge.Z);
+       TimeTaker timer("Generating terrain");
+       map_terrain  = noise_terrain->perlinMap2D(x, z);
+       map_bgroup   = noise_bgroup->perlinMap2D(x, z);
+       map_heat     = noise_heat->perlinMap2D(x, z);
+       map_humidity = noise_humidity->perlinMap2D(x, z);
+
+       int i = 0;
+       for (x = node_min.X; x <= node_max.X; x++) {
+               for (z = node_min.Z; z <= node_max.Z; z++) {
+                       Biome *biome = biomedef->getBiome(map_bgroup[i], map_heat[i], map_humidity[i]);
+                       biome->genColumn(this, x, z, y1, y2);
+                       i++;
+               }
+       }
+       timer.stop();
+
+       //genCave();
+       //genDungeon();
+       //add blobs of dirt and gravel underground
+       //decorateChunk();
+       //updateLiquid(full_node_min, full_node_max);
+       updateLighting(node_min, node_max);
+
+       this->generating = false;
+       //printf("generated block (%d, %d) to (%d, %d)\n", node_min.X, node_min.Y, node_max.X, node_max.Y);//////////
+}
+
+
+void Mapgen::updateLiquid(v3s16 node_min, v3s16 node_max) {
+       bool isliquid, wasliquid;
+       u32 i;
+       content_t c;
+
+       for (s16 z = node_min.Z; z <= node_max.Z; z++) {
+               for (s16 x = node_min.X; x <= node_max.X; x++) {
+                       v2s16 p2d(x, z);
+                       wasliquid = true;
+                       v3s16 em  = vmanip->m_area.getExtent();
+                       i = vmanip->m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+
+                       for (s16 y = node_max.Y; y >= node_min.Y; y--) {
+                               isliquid = ndef->get(vmanip->m_data[i]).isLiquid();
+                               //there was a change between liquid and nonliquid, add to queue
+                               if (isliquid != wasliquid)
+                                       data->transforming_liquid.push_back(v3s16(p2d.X, y, p2d.Y));
+
+                               wasliquid = isliquid;
+                               vmanip->m_area.add_y(em, i, -1);
+                       }
+               }
+       }
+}
+
+
+void Mapgen::updateLighting(v3s16 node_min, v3s16 node_max) {
+       enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
+
+       VoxelArea a(node_min - v3s16(1,0,1) * MAP_BLOCKSIZE,
+                               node_max + v3s16(1,0,1) * MAP_BLOCKSIZE);
+       bool block_is_underground = (water_level > node_max.Y);
+       bool sunlight = !block_is_underground;
+
+       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update", SPT_AVG);
+       for (int i = 0; i < 2; i++) {
+               enum LightBank bank = banks[i];
+        core::map<v3s16, bool> light_sources;
+        core::map<v3s16, u8> unlight_from;
+
+               voxalgo::clearLightAndCollectSources(*vmanip, a, bank, ndef,
+                                        light_sources, unlight_from);
+               voxalgo::propagateSunlight(*vmanip, a, sunlight, light_sources, ndef);
+        printf("light_sources: %d\t\tunlight_from: %d\n", light_sources.size(), unlight_from.size());
+               vmanip->unspreadLight(bank, unlight_from, light_sources, ndef);
+               vmanip->spreadLight(bank, light_sources, ndef);
+       }
+}
+
+
+/*class EmergeManager {
+public:
+       int seed;
+       int water_level;
+       BiomeDefManager *biomedef;
+
+       //mapgen objects here
+
+       void addBlockToQueue();
+
+
+       //mapgen helper methods
+       int getGroundLevelAtPoint(u64 mseed, v2s16 p);
+       bool isBlockUnderground(u64 mseed, v3s16 blockpos);
+       u32 getBlockSeed(u64 mseed, v3s16 p);
+};*/
+
+EmergeManager::EmergeManager(IGameDef *gamedef) {
+       this->seed = 0;
+       this->water_level = 0;
+       this->np_terrain  = &nparams_mtdefault;
+       this->np_bgroup   = &nparams_def_bgroup;
+       this->np_heat     = &nparams_def_heat;
+       this->np_humidity = &nparams_def_humidity;
+
+       this->biomedef = new BiomeDefManager(gamedef);
+}
+
+
+EmergeManager::~EmergeManager() {
+       delete biomedef;
+}
+
+
+void EmergeManager::addBlockToQueue() {
+
+}
+
+
+Biome *EmergeManager::getBiomeAtPoint(v3s16 p) {
+       float bgroup   = NoisePerlin2D(np_bgroup,   p.X, p.Y, seed);
+       float heat     = NoisePerlin2D(np_heat,     p.X, p.Y, seed);
+       float humidity = NoisePerlin2D(np_humidity, p.X, p.Y, seed);
+       return biomedef->getBiome(bgroup, heat, humidity);
+}
+
+
+//FIXME:  This assumes y == 0, that is, always in a non-hell/non-sky biome
+int EmergeManager::getGroundLevelAtPoint(v2s16 p) {
+       float terrain = NoisePerlin2D(np_terrain, p.X, p.Y, seed);
+       Biome *biome = getBiomeAtPoint(v3s16(p.X, p.Y, 0));
+       return biome->getSurfaceHeight(terrain);
+}
+
+
+bool EmergeManager::isBlockUnderground(v3s16 blockpos) {
+       /*
+       v2s16 p = v2s16((blockpos.X * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2,
+                                       (blockpos.Y * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2);
+       int ground_level = getGroundLevelAtPoint(p);
+       return blockpos.Y * (MAP_BLOCKSIZE + 1) <= min(water_level, ground_level);
+       */
+
+       //yuck, but then again, should i bother being accurate?
+       //the height of the nodes in a single block is quite variable
+       return false; //blockpos.Y * (MAP_BLOCKSIZE + 1) <= water_level;
+}
+
+
+u32 EmergeManager::getBlockSeed(v3s16 p) {
+       return (u32)(seed & 0xFFFFFFFF) +
+               p.Z * 38134234 +
+               p.Y * 42123 +
+               p.Y * 23;
+}
+
+
+/////////////////////////////////// legacy static functions for farmesh
+
+
+s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
+       //just need to return something
+       s16 level = 5;
+       return level;
+}
+
+
+bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
+       double sandnoise = noise2d_perlin(
+                       0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
+                       seed+59420, 3, 0.50);
+
+       return (sandnoise > 0.15);
+}
+
+
+double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
+       double noise = noise2d_perlin(
+                       0.5+(float)p.X/125, 0.5+(float)p.Y/125,
+                       seed+2, 4, 0.66);
+       double zeroval = -0.39;
+       if(noise < zeroval)
+               return 0;
+       else
+               return 0.04 * (noise-zeroval) / (1.0-zeroval);
+}
+
+
+#if 0 /// BIG COMMENT
 namespace mapgen
 {
 
@@ -61,17 +351,20 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
                return y_nodes_min - 1;
 }
 
+#if 0
 // Returns Y one under area minimum if not found
 static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
                INodeDefManager *ndef)
 {
+       if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
+               return vmanip.m_area.MinEdge.Y-1;
        v3s16 em = vmanip.m_area.getExtent();
        s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
        s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
        u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
        s16 y;
-       content_t c_tree = LEGN(ndef, "CONTENT_TREE");
-       content_t c_leaves = LEGN(ndef, "CONTENT_LEAVES");
+       content_t c_tree = ndef->getId("mapgen_tree");
+       content_t c_leaves = ndef->getId("mapgen_leaves");
        for(y=y_nodes_max; y>=y_nodes_min; y--)
        {
                MapNode &n = vmanip.m_data[i];
@@ -87,6 +380,7 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
        else
                return y_nodes_min - 1;
 }
+#endif
 
 // Returns Y one under area minimum if not found
 static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
@@ -97,11 +391,14 @@ static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
        s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
        u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
        s16 y;
-       content_t c_stone = LEGN(ndef, "CONTENT_STONE");
+       content_t c_stone = ndef->getId("mapgen_stone");
+       content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
        for(y=y_nodes_max; y>=y_nodes_min; y--)
        {
                MapNode &n = vmanip.m_data[i];
-               if(n.getContent() == c_stone)
+               content_t c = n.getContent();
+               if(c != CONTENT_IGNORE && (
+                               c == c_stone || c == c_desert_stone))
                        break;
 
                vmanip.m_area.add_y(em, i, -1);
@@ -113,177 +410,13 @@ static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
 }
 #endif
 
-void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
-               bool is_apple_tree, INodeDefManager *ndef)
-{
-       MapNode treenode(LEGN(ndef, "CONTENT_TREE"));
-       MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES"));
-       MapNode applenode(LEGN(ndef, "CONTENT_APPLE"));
-       
-       s16 trunk_h = myrand_range(4, 5);
-       v3s16 p1 = p0;
-       for(s16 ii=0; ii<trunk_h; ii++)
-       {
-               if(vmanip.m_area.contains(p1))
-                       vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
-               p1.Y++;
-       }
-
-       // p1 is now the last piece of the trunk
-       p1.Y -= 1;
-
-       VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
-       //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
-       Buffer<u8> leaves_d(leaves_a.getVolume());
-       for(s32 i=0; i<leaves_a.getVolume(); i++)
-               leaves_d[i] = 0;
-
-       // Force leaves at near the end of the trunk
-       {
-               s16 d = 1;
-               for(s16 z=-d; z<=d; z++)
-               for(s16 y=-d; y<=d; y++)
-               for(s16 x=-d; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // Add leaves randomly
-       for(u32 iii=0; iii<7; iii++)
-       {
-               s16 d = 1;
-
-               v3s16 p(
-                       myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
-                       myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
-                       myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
-               );
-
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
-               }
-       }
 
-       // Blit leaves to vmanip
-       for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
-       for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
-       for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-               p += p1;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               if(vmanip.m_data[vi].getContent() != CONTENT_AIR
-                               && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
-                       continue;
-               u32 i = leaves_a.index(x,y,z);
-               if(leaves_d[i] == 1) {
-                       bool is_apple = myrand_range(0,99) < 10;
-                       if(is_apple_tree && is_apple) {
-                               vmanip.m_data[vi] = applenode;
-                       } else {
-                               vmanip.m_data[vi] = leavesnode;
-                       }
-               }
-       }
-}
-
-static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
-               INodeDefManager *ndef)
-{
-       MapNode treenode(LEGN(ndef, "CONTENT_JUNGLETREE"));
-       MapNode leavesnode(LEGN(ndef, "CONTENT_LEAVES"));
-
-       for(s16 x=-1; x<=1; x++)
-       for(s16 z=-1; z<=1; z++)
-       {
-               if(myrand_range(0, 2) == 0)
-                       continue;
-               v3s16 p1 = p0 + v3s16(x,0,z);
-               v3s16 p2 = p0 + v3s16(x,-1,z);
-               if(vmanip.m_area.contains(p2)
-                               && vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
-                       vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
-               else if(vmanip.m_area.contains(p1))
-                       vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
-       }
-
-       s16 trunk_h = myrand_range(8, 12);
-       v3s16 p1 = p0;
-       for(s16 ii=0; ii<trunk_h; ii++)
-       {
-               if(vmanip.m_area.contains(p1))
-                       vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
-               p1.Y++;
-       }
-
-       // p1 is now the last piece of the trunk
-       p1.Y -= 1;
-
-       VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
-       //SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
-       Buffer<u8> leaves_d(leaves_a.getVolume());
-       for(s32 i=0; i<leaves_a.getVolume(); i++)
-               leaves_d[i] = 0;
-
-       // Force leaves at near the end of the trunk
-       {
-               s16 d = 1;
-               for(s16 z=-d; z<=d; z++)
-               for(s16 y=-d; y<=d; y++)
-               for(s16 x=-d; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // Add leaves randomly
-       for(u32 iii=0; iii<30; iii++)
-       {
-               s16 d = 1;
-
-               v3s16 p(
-                       myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
-                       myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
-                       myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
-               );
-
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // Blit leaves to vmanip
-       for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
-       for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
-       for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-               p += p1;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               if(vmanip.m_data[vi].getContent() != CONTENT_AIR
-                               && vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
-                       continue;
-               u32 i = leaves_a.index(x,y,z);
-               if(leaves_d[i] == 1)
-                       vmanip.m_data[vi] = leavesnode;
-       }
-}
+#if 0
 
-void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
+static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
                INodeDefManager *ndef)
 {
-       MapNode papyrusnode(LEGN(ndef, "CONTENT_PAPYRUS"));
+       MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
 
        s16 trunk_h = myrand_range(2, 3);
        v3s16 p1 = p0;
@@ -295,10 +428,10 @@ void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
        }
 }
 
-void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
+static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
                INodeDefManager *ndef)
 {
-       MapNode cactusnode(LEGN(ndef, "CONTENT_CACTUS"));
+       MapNode cactusnode(ndef->getId("mapgen_cactus"));
 
        s16 trunk_h = 3;
        v3s16 p1 = p0;
@@ -309,7 +442,9 @@ void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
                p1.Y++;
        }
 }
+#endif
 
+#if 0
 /*
        Dungeon making routines
 */
@@ -333,7 +468,7 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace
                        u32 vi = vmanip.m_area.index(p);
                        if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
                }
                {
                        v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
@@ -342,10 +477,10 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace
                        u32 vi = vmanip.m_area.index(p);
                        if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
                }
        }
-       
+
        // Make +-Z walls
        for(s16 x=0; x<roomsize.X; x++)
        for(s16 y=0; y<roomsize.Y; y++)
@@ -357,7 +492,7 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace
                        u32 vi = vmanip.m_area.index(p);
                        if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
                }
                {
                        v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
@@ -366,10 +501,10 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace
                        u32 vi = vmanip.m_area.index(p);
                        if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
                }
        }
-       
+
        // Make +-Y walls (floor and ceiling)
        for(s16 z=0; z<roomsize.Z; z++)
        for(s16 x=0; x<roomsize.X; x++)
@@ -381,7 +516,7 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace
                        u32 vi = vmanip.m_area.index(p);
                        if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
                }
                {
                        v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
@@ -390,10 +525,10 @@ static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace
                        u32 vi = vmanip.m_area.index(p);
                        if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip.m_data[vi] = MapNode(LEGN(ndef, "CONTENT_COBBLE"));
+                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
                }
        }
-       
+
        // Fill with air
        for(s16 z=1; z<roomsize.Z-1; z++)
        for(s16 y=1; y<roomsize.Y-1; y++)
@@ -438,7 +573,7 @@ static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
 {
        make_hole1(vmanip, doorplace, ndef);
        // Place torch (for testing)
-       //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(LEGN(ndef, "CONTENT_TORCH"));
+       //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
 }
 
 static v3s16 rand_ortho_dir(PseudoRandom &random)
@@ -525,7 +660,7 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
                        if(make_stairs)
                        {
                                make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
-                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(LEGN(ndef, "CONTENT_COBBLE")), 0);
+                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
                                make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
                                                VMANIP_FLAG_DUNGEON_INSIDE);
                                make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
@@ -534,7 +669,7 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
                        else
                        {
                                make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
-                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(LEGN(ndef, "CONTENT_COBBLE")), 0);
+                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
                                make_hole1(vmanip, p, ndef);
                                /*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
                                                VMANIP_FLAG_DUNGEON_INSIDE);*/
@@ -556,9 +691,9 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
                if(partcount >= partlength)
                {
                        partcount = 0;
-                       
+
                        dir = random_turn(random, dir);
-                       
+
                        partlength = random.range(1,length);
 
                        make_stairs = 0;
@@ -598,7 +733,7 @@ class RoomWalker
        {
                m_dir = dir;
        }
-       
+
        bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
        {
                for(u32 i=0; i<100; i++)
@@ -613,9 +748,9 @@ class RoomWalker
                                continue;
                        }
                        if(vmanip.getNodeNoExNoEmerge(p).getContent()
-                                       == LEGN(m_ndef, "CONTENT_COBBLE")
+                                       == m_ndef->getId("mapgen_cobble")
                        && vmanip.getNodeNoExNoEmerge(p1).getContent()
-                                       == LEGN(m_ndef, "CONTENT_COBBLE"))
+                                       == m_ndef->getId("mapgen_cobble"))
                        {
                                // Found wall, this is a good place!
                                result_place = p;
@@ -629,25 +764,25 @@ class RoomWalker
                        */
                        // Jump one up if the actual space is there
                        if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
-                                       == LEGN(m_ndef, "CONTENT_COBBLE")
+                                       == m_ndef->getId("mapgen_cobble")
                        && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
-                                       == LEGN(m_ndef, "CONTENT_AIR")
+                                       == CONTENT_AIR
                        && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
-                                       == LEGN(m_ndef, "CONTENT_AIR"))
+                                       == CONTENT_AIR)
                                p += v3s16(0,1,0);
                        // Jump one down if the actual space is there
                        if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
-                                       == LEGN(m_ndef, "CONTENT_COBBLE")
+                                       == m_ndef->getId("mapgen_cobble")
                        && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
-                                       == LEGN(m_ndef, "CONTENT_AIR")
+                                       == CONTENT_AIR
                        && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
-                                       == LEGN(m_ndef, "CONTENT_AIR"))
+                                       == CONTENT_AIR)
                                p += v3s16(0,-1,0);
                        // Check if walking is now possible
                        if(vmanip.getNodeNoExNoEmerge(p).getContent()
-                                       != LEGN(m_ndef, "CONTENT_AIR")
+                                       != CONTENT_AIR
                        || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
-                                       != LEGN(m_ndef, "CONTENT_AIR"))
+                                       != CONTENT_AIR)
                        {
                                // Cannot continue walking here
                                randomizeDir();
@@ -695,7 +830,7 @@ class RoomWalker
                        if(doordir == v3s16(0,0,-1)) // Z-
                                roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
 #endif
-                       
+
                        // Check fit
                        bool fits = true;
                        for(s16 z=1; z<roomsize.Z-1; z++)
@@ -742,7 +877,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
        v3s16 areasize = vmanip.m_area.getExtent();
        v3s16 roomsize;
        v3s16 roomplace;
-       
+
        /*
                Find place for first room
        */
@@ -782,29 +917,29 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
        // No place found
        if(fits == false)
                return;
-       
+
        /*
                Stores the center position of the last room made, so that
                a new corridor can be started from the last room instead of
                the new room, if chosen so.
        */
        v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
-       
+
        u32 room_count = random.range(2,7);
        for(u32 i=0; i<room_count; i++)
        {
                // Make a room to the determined place
                make_room1(vmanip, roomsize, roomplace, ndef);
-               
+
                v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
 
                // Place torch at room center (for testing)
-               //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(LEGN(ndef, "CONTENT_TORCH"));
+               //vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch"));
 
                // Quit if last room
                if(i == room_count-1)
                        break;
-               
+
                // Determine walker start position
 
                bool start_in_last_room = (random.range(0,2)!=0);
@@ -822,7 +957,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
                        // Store center of current room as the last one
                        last_room_center = room_center;
                }
-               
+
                // Create walker and find a place for a door
                RoomWalker walker(vmanip, walker_start_place, random, ndef);
                v3s16 doorplace;
@@ -830,20 +965,20 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
                bool r = walker.findPlaceForDoor(doorplace, doordir);
                if(r == false)
                        return;
-               
+
                if(random.range(0,1)==0)
                        // Make the door
                        make_door1(vmanip, doorplace, doordir, ndef);
                else
                        // Don't actually make a door
                        doorplace -= doordir;
-               
+
                // Make a random corridor starting from the door
                v3s16 corridor_end;
                v3s16 corridor_end_dir;
                make_corridor(vmanip, doorplace, doordir, corridor_end,
                                corridor_end_dir, random, ndef);
-               
+
                // Find a place for a random sized room
                roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
                walker.setPos(corridor_end);
@@ -858,10 +993,12 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
                else
                        // Don't actually make a door
                        roomplace -= doordir;
-               
+
        }
 }
+#endif
 
+#if 0
 static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
                INodeDefManager *ndef)
 {
@@ -888,14 +1025,15 @@ static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
                        16+random.range(0,15),
                        16+random.range(0,15),
                        16+random.range(0,15));
-       vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC"), facedir_i);
+       vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i);
        u32 length = random.range(3,15);
        for(u32 j=0; j<length; j++)
        {
                p -= dir;
-               vmanip.m_data[vmanip.m_area.index(p)] = MapNode(LEGN(ndef, "CONTENT_NC_RB"));
+               vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat_rainbow"));
        }
 }
+#endif
 
 /*
        Noise functions. Make sure seed is mangled differently in each one.
@@ -1078,7 +1216,7 @@ s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
                        }
                }
        }
-       
+
        // This is more like the actual ground level
        level += dec[i-1]/2;
 
@@ -1176,7 +1314,7 @@ bool block_is_underground(u64 seed, v3s16 blockpos)
                        seed, v2s16(blockpos.X, blockpos.Z));*/
        // Nah, this is just a heuristic, just return something
        s16 minimum_groundlevel = WATER_LEVEL;
-       
+
        if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
                return true;
        else
@@ -1215,7 +1353,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
                        0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
                        seed-932, 5, 0.7);
        b = rangelim(b, 0.0, 1000.0);
-       b = pow(b, 7);
+       b = b*b*b*b*b*b*b;
        b *= 5;
        b = rangelim(b, 0.5, 1000.0);
        // Values 1.5...100 give quite horrible looking slopes
@@ -1262,14 +1400,39 @@ double get_mud_add_amount(u64 seed, v2s16 p)
                        seed+91013, 3, 0.55));
 }
 
-bool get_have_sand(u64 seed, v2s16 p2d)
+bool get_have_beach(u64 seed, v2s16 p2d)
 {
        // Determine whether to have sand here
        double sandnoise = noise2d_perlin(
-                       0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
+                       0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
                        seed+59420, 3, 0.50);
 
-       return (sandnoise > -0.15);
+       return (sandnoise > 0.15);
+}
+
+enum BiomeType
+{
+       BT_NORMAL,
+       BT_DESERT
+};
+
+BiomeType get_biome(u64 seed, v2s16 p2d)
+{
+       // Just do something very simple as for now
+       double d = noise2d_perlin(
+                       0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
+                       seed+9130, 3, 0.50);
+       if(d > 0.45)
+               return BT_DESERT;
+       if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0  )
+               return BT_DESERT;
+       return BT_NORMAL;
+};
+
+u32 get_blockseed(u64 seed, v3s16 p)
+{
+       s32 x=p.X, y=p.Y, z=p.Z;
+       return (u32)(seed%0x100000000ULL) + z*38134234 + y*42123 + x*23;
 }
 
 #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
@@ -1296,7 +1459,7 @@ void make_block(BlockMakeData *data)
        // Hack: use minimum block coordinates for old code that assumes
        // a single block
        v3s16 blockpos = data->blockpos_requested;
-       
+
        /*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
                        <<blockpos.Z<<")"<<std::endl;*/
 
@@ -1304,7 +1467,7 @@ void make_block(BlockMakeData *data)
        v3s16 blockpos_max = data->blockpos_max;
        v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
        v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
-       
+
        ManualMapVoxelManipulator &vmanip = *(data->vmanip);
        // Area of central chunk
        v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
@@ -1320,10 +1483,10 @@ void make_block(BlockMakeData *data)
        int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
                        * (blockpos_max.Y - blockpos_min.Y + 1)
                        * (blockpos_max.Z - blockpos_max.Z + 1);
-       
+
        int volume_nodes = volume_blocks *
                        MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
-       
+
        // Generated surface area
        //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
 
@@ -1333,17 +1496,22 @@ void make_block(BlockMakeData *data)
        /*
                Create a block-specific seed
        */
-       /*u32 blockseed = (u32)(data->seed%0x100000000ULL) + full_node_min.Z*38134234
-                       + full_node_min.Y*42123 + full_node_min.X*23;*/
-       
+       u32 blockseed = get_blockseed(data->seed, full_node_min);
+
        /*
                Cache some ground type values for speed
        */
 
 // Creates variables c_name=id and n_name=node
 #define CONTENT_VARIABLE(ndef, name)\
-       content_t c_##name = ndef->getId(#name);\
+       content_t c_##name = ndef->getId("mapgen_" #name);\
        MapNode n_##name(c_##name);
+// Default to something else if was CONTENT_IGNORE
+#define CONTENT_VARIABLE_FALLBACK(name, dname)\
+       if(c_##name == CONTENT_IGNORE){\
+               c_##name = c_##dname;\
+               n_##name = n_##dname;\
+       }
 
        CONTENT_VARIABLE(ndef, stone);
        CONTENT_VARIABLE(ndef, air);
@@ -1360,6 +1528,10 @@ void make_block(BlockMakeData *data)
        CONTENT_VARIABLE(ndef, stone_with_coal);
        CONTENT_VARIABLE(ndef, stone_with_iron);
        CONTENT_VARIABLE(ndef, mese);
+       CONTENT_VARIABLE(ndef, desert_sand);
+       CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
+       CONTENT_VARIABLE(ndef, desert_stone);
+       CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
 
        // Maximum height of the stone surface and obstacles.
        // This is used to guide the cave generation
@@ -1371,13 +1543,13 @@ void make_block(BlockMakeData *data)
        {
 #if 1
        TimeTaker timer1("Generating ground level");
-       
+
        for(s16 x=node_min.X; x<=node_max.X; x++)
        for(s16 z=node_min.Z; z<=node_max.Z; z++)
        {
                // Node position
                v2s16 p2d = v2s16(x,z);
-               
+
                /*
                        Skip of already generated
                */
@@ -1392,7 +1564,7 @@ void make_block(BlockMakeData *data)
 
                // Use perlin noise for ground height
                surface_y_f = base_rock_level_2d(data->seed, p2d);
-               
+
                /*// Experimental stuff
                {
                        float a = highlands_level_2d(data->seed, p2d);
@@ -1402,11 +1574,12 @@ void make_block(BlockMakeData *data)
 
                // 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;
 
+               BiomeType bt = get_biome(data->seed, p2d);
                /*
                        Fill ground with stone
                */
@@ -1416,19 +1589,24 @@ void make_block(BlockMakeData *data)
                        u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
                        for(s16 y=node_min.Y; y<=node_max.Y; y++)
                        {
-                               if(y <= surface_y)
-                                       vmanip.m_data[i] = MapNode(c_stone);
-                               else if(y <= WATER_LEVEL)
-                                       vmanip.m_data[i] = MapNode(c_water_source);
-                               else
-                                       vmanip.m_data[i] = MapNode(c_air);
-
+                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
+                                       if(y <= surface_y){
+                                               if(y > WATER_LEVEL && bt == BT_DESERT)
+                                                       vmanip.m_data[i] = n_desert_stone;
+                                               else
+                                                       vmanip.m_data[i] = n_stone;
+                                       } else if(y <= WATER_LEVEL){
+                                               vmanip.m_data[i] = MapNode(c_water_source);
+                                       } else {
+                                               vmanip.m_data[i] = MapNode(c_air);
+                                       }
+                               }
                                vmanip.m_area.add_y(em, i, 1);
                        }
                }
        }
 #endif
-       
+
        }//timer1
 
        // Limit dirt flow area by 1 because mud is flown into neighbors.
@@ -1455,37 +1633,40 @@ void make_block(BlockMakeData *data)
        /*
                Make caves (this code is relatively horrible)
        */
-       u32 caves_count = volume_nodes / 100000 + 1;
-       u32 bruises_count = volume_nodes * stone_surface_max_y / 40000000;
-       if(stone_surface_max_y < WATER_LEVEL - 20)
-               bruises_count = 0;
-       /*u32 caves_count = 0;
-       u32 bruises_count = 0;*/
+       double cave_amount = 6.0 + 6.0 * noise2d_perlin(
+                       0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
+                       data->seed+34329, 3, 0.50);
+       cave_amount = MYMAX(0.0, cave_amount);
+       u32 caves_count = cave_amount * volume_nodes / 50000;
+       u32 bruises_count = 1;
+       PseudoRandom ps(blockseed+21343);
+       PseudoRandom ps2(blockseed+1032);
+       if(ps.range(1, 6) == 1)
+               bruises_count = ps.range(0, ps.range(0, 2));
+       if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
+               caves_count /= 3;
+               bruises_count /= 3;
+       }
        for(u32 jj=0; jj<caves_count+bruises_count; jj++)
        {
+               bool large_cave = (jj >= caves_count);
                s16 min_tunnel_diameter = 2;
-               s16 max_tunnel_diameter = 5;
-               u16 tunnel_routepoints = 20;
-               
-               v3f main_direction(0,0,0);
-
-               bool bruise_surface = (jj > caves_count);
-
-               if(bruise_surface)
-               {
+               s16 max_tunnel_diameter = ps.range(2,6);
+               int dswitchint = ps.range(1,14);
+               u16 tunnel_routepoints = 0;
+               int part_max_length_rs = 0;
+               if(large_cave){
+                       part_max_length_rs = ps.range(2,4);
+                       tunnel_routepoints = ps.range(5, ps.range(15,30));
                        min_tunnel_diameter = 5;
-                       max_tunnel_diameter = myrand_range(10, myrand_range(30,50));
-                       /*min_tunnel_diameter = MYMAX(0, stone_surface_max_y/6);
-                       max_tunnel_diameter = myrand_range(MYMAX(0, stone_surface_max_y/6), MYMAX(0, stone_surface_max_y/2));*/
-                       
-                       /*s16 tunnel_rou = rangelim(25*(0.5+1.0*noise2d(data->seed+42,
-                                       data->sectorpos_base.X, data->sectorpos_base.Y)), 0, 15);*/
-
-                       tunnel_routepoints = 5;
-               }
-               else
-               {
+                       max_tunnel_diameter = ps.range(7, ps.range(8,24));
+               } else {
+                       part_max_length_rs = ps.range(2,9);
+                       tunnel_routepoints = ps.range(10, ps.range(15,30));
                }
+               bool large_cave_is_flat = (ps.range(0,1) == 0);
+
+               v3f main_direction(0,0,0);
 
                // Allowed route area size in nodes
                v3s16 ar = central_area_size;
@@ -1500,27 +1681,33 @@ void make_block(BlockMakeData *data)
                s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
                ar += v3s16(1,0,1) * more * 2;
                of -= v3s16(1,0,1) * more;
-               
+
                s16 route_y_min = 0;
                // Allow half a diameter + 7 over stone surface
                s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
 
                /*// If caves, don't go through surface too often
-               if(bruise_surface == false)
-                       route_y_max -= myrand_range(0, max_tunnel_diameter*2);*/
+               if(large_cave == false)
+                       route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
 
                // Limit maximum to area
                route_y_max = rangelim(route_y_max, 0, ar.Y-1);
 
-               if(bruise_surface)
+               if(large_cave)
                {
                        /*// Minimum is at y=0
                        route_y_min = -of.Y - 0;*/
                        // Minimum is at y=max_tunnel_diameter/4
                        //route_y_min = -of.Y + max_tunnel_diameter/4;
                        //s16 min = -of.Y + max_tunnel_diameter/4;
-                       s16 min = -of.Y + 0;
-                       route_y_min = myrand_range(min, min + max_tunnel_diameter);
+                       //s16 min = -of.Y + 0;
+                       s16 min = 0;
+                       if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
+                       {
+                               min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
+                               route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
+                       }
+                       route_y_min = ps.range(min, min + max_tunnel_diameter);
                        route_y_min = rangelim(route_y_min, 0, route_y_max);
                }
 
@@ -1531,83 +1718,97 @@ void make_block(BlockMakeData *data)
                s16 route_start_y_max = route_y_max;
 
                // Start every 4th cave from surface when applicable
-               bool coming_from_surface = false;
+               /*bool coming_from_surface = false;
                if(node_min.Y <= 0 && node_max.Y >= 0){
-                       coming_from_surface = (jj % 4 == 0 && bruise_surface == false);
+                       coming_from_surface = (jj % 4 == 0 && large_cave == false);
                        if(coming_from_surface)
                                route_start_y_min = -of.Y + stone_surface_max_y + 10;
-               }
-               
+               }*/
+
                route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
                route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
 
                // Randomize starting position
                v3f orp(
-                       (float)(myrand()%ar.X)+0.5,
-                       (float)(myrand_range(route_start_y_min, route_start_y_max))+0.5,
-                       (float)(myrand()%ar.Z)+0.5
+                       (float)(ps.next()%ar.X)+0.5,
+                       (float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
+                       (float)(ps.next()%ar.Z)+0.5
                );
 
+               v3s16 startp(orp.X, orp.Y, orp.Z);
+               startp += of;
+
                MapNode airnode(CONTENT_AIR);
                MapNode waternode(c_water_source);
-               
+               MapNode lavanode(c_lava_source);
+
                /*
                        Generate some tunnel starting from orp
                */
-               
+
                for(u16 j=0; j<tunnel_routepoints; j++)
                {
-                       if(j%7==0 && bruise_surface == false)
+                       if(j%dswitchint==0 && large_cave == false)
                        {
                                main_direction = v3f(
-                                       ((float)(myrand()%20)-(float)10)/10,
-                                       ((float)(myrand()%20)-(float)10)/30,
-                                       ((float)(myrand()%20)-(float)10)/10
+                                       ((float)(ps.next()%20)-(float)10)/10,
+                                       ((float)(ps.next()%20)-(float)10)/30,
+                                       ((float)(ps.next()%20)-(float)10)/10
                                );
-                               main_direction *= (float)myrand_range(1, 3);
+                               main_direction *= (float)ps.range(0, 10)/10;
                        }
 
                        // Randomize size
                        s16 min_d = min_tunnel_diameter;
                        s16 max_d = max_tunnel_diameter;
-                       s16 rs = myrand_range(min_d, max_d);
-                       
+                       s16 rs = ps.range(min_d, max_d);
+
+                       // Every second section is rough
+                       bool randomize_xz = (ps2.range(1,2) == 1);
+
                        v3s16 maxlen;
-                       if(bruise_surface)
+                       if(large_cave)
                        {
-                               maxlen = v3s16(rs*7,rs*2,rs*7);
+                               maxlen = v3s16(
+                                       rs*part_max_length_rs,
+                                       rs*part_max_length_rs/2,
+                                       rs*part_max_length_rs
+                               );
                        }
                        else
                        {
-                               maxlen = v3s16(rs*4, myrand_range(1, rs*3), rs*4);
+                               maxlen = v3s16(
+                                       rs*part_max_length_rs,
+                                       ps.range(1, rs*part_max_length_rs),
+                                       rs*part_max_length_rs
+                               );
                        }
 
                        v3f vec;
-                       
-                       if(coming_from_surface && j < 3)
-                       {
-                               vec = v3f(
-                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
-                                       (float)(myrand()%(maxlen.Y*1))-(float)maxlen.Y,
-                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
-                               );
-                       }
-                       else
+
+                       vec = v3f(
+                               (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+                               (float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
+                               (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
+                       );
+
+                       // Jump downward sometimes
+                       if(!large_cave && ps.range(0,12) == 0)
                        {
                                vec = v3f(
-                                       (float)(myrand()%(maxlen.X*2))-(float)maxlen.X,
-                                       (float)(myrand()%(maxlen.Y*2))-(float)maxlen.Y,
-                                       (float)(myrand()%(maxlen.Z*2))-(float)maxlen.Z
+                                       (float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
+                                       (float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
+                                       (float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
                                );
                        }
-                       
-                       if(bruise_surface){
+
+                       /*if(large_cave){
                                v3f p = orp + vec;
                                s16 h = find_ground_level_clever(vmanip,
                                                v2s16(p.X, p.Z), ndef);
                                route_y_min = h - rs/3;
                                route_y_max = h + rs;
-                       }
+                       }*/
 
                        vec += main_direction;
 
@@ -1629,63 +1830,71 @@ void make_block(BlockMakeData *data)
                        for(float f=0; f<1.0; f+=1.0/vec.getLength())
                        {
                                v3f fp = orp + vec * f;
-                               fp.X += 0.1*myrand_range(-10,10);
-                               fp.Z += 0.1*myrand_range(-10,10);
+                               fp.X += 0.1*ps.range(-10,10);
+                               fp.Z += 0.1*ps.range(-10,10);
                                v3s16 cp(fp.X, fp.Y, fp.Z);
 
                                s16 d0 = -rs/2;
-                               s16 d1 = d0 + rs - 1;
+                               s16 d1 = d0 + rs;
+                               if(randomize_xz){
+                                       d0 += ps.range(-1,1);
+                                       d1 += ps.range(-1,1);
+                               }
                                for(s16 z0=d0; z0<=d1; z0++)
                                {
-                                       s16 si = rs - MYMAX(0, abs(z0)-rs/4);
-                                       //s16 si = rs - MYMAX(0, abs(z0)-rs/7);
-                                       for(s16 x0=-si; x0<=si-1; x0++)
+                                       s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
+                                       for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
                                        {
                                                s16 maxabsxz = MYMAX(abs(x0), abs(z0));
-                                               //s16 si2 = rs - MYMAX(0, maxabsxz-rs/4);
-                                               s16 si2 = rs - MYMAX(0, maxabsxz-rs/7);
-                                               //s16 si2 = rs - abs(x0);
-                                               for(s16 y0=-si2; y0<=si2-1; y0++)
+                                               s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
+                                               for(s16 y0=-si2; y0<=si2; y0++)
                                                {
-                                                       // Make better floors
-                                                       if(y0 < -rs + 1 && abs(x0)<=1 && abs(z0)<=1)
-                                                               continue;
+                                                       /*// Make better floors in small caves
+                                                       if(y0 <= -rs/2 && rs<=7)
+                                                               continue;*/
+                                                       if(large_cave_is_flat){
+                                                               // Make large caves not so tall
+                                                               if(rs > 7 && abs(y0) >= rs/3)
+                                                                       continue;
+                                                       }
 
                                                        s16 z = cp.Z + z0;
                                                        s16 y = cp.Y + y0;
                                                        s16 x = cp.X + x0;
                                                        v3s16 p(x,y,z);
-                                                       /*if(isInArea(p, ar) == false)
-                                                               continue;*/
-                                                       // Check only height
-                                                       if(y < 0 || y >= ar.Y)
-                                                               continue;
                                                        p += of;
-                                                       
-                                                       //assert(vmanip.m_area.contains(p));
+
                                                        if(vmanip.m_area.contains(p) == false)
-                                                       {
-                                                               dstream<<"WARNING: "<<__FUNCTION_NAME
-                                                                               <<":"<<__LINE__<<": "
-                                                                               <<"point not in area"
-                                                                               <<std::endl;
                                                                continue;
-                                                       }
-                                                       
-                                                       // Just set it to air, it will be changed to
-                                                       // water afterwards
+
                                                        u32 i = vmanip.m_area.index(p);
-                                                       if(bruise_surface){
-                                                               if(p.Y <= WATER_LEVEL)
-                                                                       vmanip.m_data[i] = waternode;
-                                                               else
+
+                                                       if(large_cave)
+                                                       {
+                                                               if(full_node_min.Y < WATER_LEVEL &&
+                                                                       full_node_max.Y > WATER_LEVEL){
+                                                                       if(p.Y <= WATER_LEVEL)
+                                                                               vmanip.m_data[i] = waternode;
+                                                                       else
+                                                                               vmanip.m_data[i] = airnode;
+                                                               } else if(full_node_max.Y < WATER_LEVEL){
+                                                                       if(p.Y < startp.Y - 2)
+                                                                               vmanip.m_data[i] = lavanode;
+                                                                       else
+                                                                               vmanip.m_data[i] = airnode;
+                                                               } else {
                                                                        vmanip.m_data[i] = airnode;
+                                                               }
                                                        } else {
+                                                               // Don't replace air or water or lava or ignore
+                                                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
+                                                               vmanip.m_data[i].getContent() == CONTENT_AIR ||
+                                                               vmanip.m_data[i].getContent() == c_water_source ||
+                                                               vmanip.m_data[i].getContent() == c_lava_source)
+                                                                       continue;
+
                                                                vmanip.m_data[i] = airnode;
-                                                       }
 
-                                                       if(bruise_surface == false)
-                                                       {
                                                                // Set tunnel flag
                                                                vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
                                                        }
@@ -1696,12 +1905,12 @@ void make_block(BlockMakeData *data)
 
                        orp = rp;
                }
-       
+
        }
 
        }//timer1
 #endif
-       
+
 #if 1
        {
        // 15ms @cs=8
@@ -1710,22 +1919,15 @@ void make_block(BlockMakeData *data)
        /*
                Add mud to the central chunk
        */
-       
+
        for(s16 x=node_min.X; x<=node_max.X; x++)
        for(s16 z=node_min.Z; z<=node_max.Z; z++)
        {
                // Node position in 2d
                v2s16 p2d = v2s16(x,z);
-               
-               MapNode addnode(c_dirt);
 
                // Randomize mud amount
-               s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0;
-
-               if(mud_add_amount <= 0){
-                       mud_add_amount = 1 - mud_add_amount;
-                       addnode = MapNode(c_gravel);
-               }
+               s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
 
                // Find ground level
                s16 surface_y = find_stone_level(vmanip, p2d, ndef);
@@ -1733,6 +1935,28 @@ void make_block(BlockMakeData *data)
                if(surface_y == vmanip.m_area.MinEdge.Y - 1)
                        continue;
 
+               MapNode addnode(c_dirt);
+               BiomeType bt = get_biome(data->seed, p2d);
+
+               if(bt == BT_DESERT)
+                       addnode = MapNode(c_desert_sand);
+
+               if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
+                       addnode = MapNode(c_sand);
+               } else if(mud_add_amount <= 0){
+                       mud_add_amount = 1 - mud_add_amount;
+                       addnode = MapNode(c_gravel);
+               } else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
+                               surface_y + mud_add_amount <= WATER_LEVEL+2){
+                       addnode = MapNode(c_sand);
+               }
+
+               if(bt == BT_DESERT){
+                       if(surface_y > 20){
+                               mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20)/5);
+                       }
+               }
+
                /*
                        If topmost node is grass, change it to mud.
                        It might be if it was flown to there from a neighboring
@@ -1757,7 +1981,7 @@ void make_block(BlockMakeData *data)
                        {
                                if(mudcount >= mud_add_amount)
                                        break;
-                                       
+
                                MapNode &n = vmanip.m_data[i];
                                n = addnode;
                                mudcount++;
@@ -1771,6 +1995,49 @@ void make_block(BlockMakeData *data)
        }//timer1
 #endif
 
+       /*
+               Add blobs of dirt and gravel underground
+       */
+       if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
+       {
+       PseudoRandom pr(blockseed+983);
+       for(int i=0; i<volume_nodes/10/10/10; i++)
+       {
+               bool only_fill_cave = (myrand_range(0,1) != 0);
+               v3s16 size(
+                       pr.range(1, 8),
+                       pr.range(1, 8),
+                       pr.range(1, 8)
+               );
+               v3s16 p0(
+                       pr.range(node_min.X, node_max.X)-size.X/2,
+                       pr.range(node_min.Y, node_max.Y)-size.Y/2,
+                       pr.range(node_min.Z, node_max.Z)-size.Z/2
+               );
+               MapNode n1;
+               if(p0.Y > -32 && pr.range(0,1) == 0)
+                       n1 = MapNode(c_dirt);
+               else
+                       n1 = MapNode(c_gravel);
+               for(int x1=0; x1<size.X; x1++)
+               for(int y1=0; y1<size.Y; y1++)
+               for(int z1=0; z1<size.Z; z1++)
+               {
+                       v3s16 p = p0 + v3s16(x1,y1,z1);
+                       u32 i = vmanip.m_area.index(p);
+                       if(!vmanip.m_area.contains(i))
+                               continue;
+                       // Cancel if not stone and not cave air
+                       if(vmanip.m_data[i].getContent() != c_stone &&
+                                       !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+                               continue;
+                       if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
+                               continue;
+                       vmanip.m_data[i] = n1;
+               }
+       }
+       }
+
 #if 1
        {
        // 340ms @cs=8
@@ -1779,7 +2046,7 @@ void make_block(BlockMakeData *data)
        /*
                Flow mud away from steep edges
        */
-       
+
        // Iterate a few times
        for(s16 k=0; k<3; k++)
        {
@@ -1796,11 +2063,14 @@ void make_block(BlockMakeData *data)
 
                // Node position in 2d
                v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x,z);
-               
+
                v3s16 em = vmanip.m_area.getExtent();
                u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
                s16 y=node_max.Y;
 
+               while(y >= node_min.Y)
+               {
+
                for(;; y--)
                {
                        MapNode *n = NULL;
@@ -1811,9 +2081,10 @@ void make_block(BlockMakeData *data)
                                //if(content_walkable(n->d))
                                //      break;
                                if(n->getContent() == c_dirt ||
-                                               n->getContent() == c_dirt_with_grass)
+                                               n->getContent() == c_dirt_with_grass ||
+                                               n->getContent() == c_gravel)
                                        break;
-                                       
+
                                vmanip.m_area.add_y(em, i, -1);
                        }
 
@@ -1827,24 +2098,28 @@ void make_block(BlockMakeData *data)
                        if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
                                continue;*/
 
-                       /*
-                               Don't flow it if the stuff under it is not mud
-                       */
+                       if(n->getContent() == c_dirt ||
+                                       n->getContent() == c_dirt_with_grass)
                        {
-                               u32 i2 = i;
-                               vmanip.m_area.add_y(em, i2, -1);
-                               // Cancel if out of area
-                               if(vmanip.m_area.contains(i2) == false)
-                                       continue;
-                               MapNode *n2 = &vmanip.m_data[i2];
-                               if(n2->getContent() != c_dirt &&
-                                               n2->getContent() != c_dirt_with_grass)
-                                       continue;
+                               // Make it exactly mud
+                               n->setContent(c_dirt);
+
+                               /*
+                                       Don't flow it if the stuff under it is not mud
+                               */
+                               {
+                                       u32 i2 = i;
+                                       vmanip.m_area.add_y(em, i2, -1);
+                                       // Cancel if out of area
+                                       if(vmanip.m_area.contains(i2) == false)
+                                               continue;
+                                       MapNode *n2 = &vmanip.m_data[i2];
+                                       if(n2->getContent() != c_dirt &&
+                                                       n2->getContent() != c_dirt_with_grass)
+                                               continue;
+                               }
                        }
 
-                       // Make it exactly mud
-                       n->setContent(c_dirt);
-                       
                        /*s16 recurse_count = 0;
        mudflow_recurse:*/
 
@@ -1866,7 +2141,7 @@ void make_block(BlockMakeData *data)
                        }
 
                        // Drop mud on side
-                       
+
                        for(u32 di=0; di<4; di++)
                        {
                                v3s16 dirp = dirs4[di];
@@ -1909,23 +2184,25 @@ void make_block(BlockMakeData *data)
                                // Loop one up so that we're in air
                                vmanip.m_area.add_y(em, i2, 1);
                                n2 = &vmanip.m_data[i2];
-                               
+
                                bool old_is_water = (n->getContent() == c_water_source);
                                // Move mud to new place
-                               if(!dropped_to_unknown)
+                               if(!dropped_to_unknown) {
                                        *n2 = *n;
-                               // Set old place to be air (or water)
-                               if(old_is_water)
-                                       *n = MapNode(c_water_source);
-                               else
-                                       *n = MapNode(CONTENT_AIR);
+                                       // Set old place to be air (or water)
+                                       if(old_is_water)
+                                               *n = MapNode(c_water_source);
+                                       else
+                                               *n = MapNode(CONTENT_AIR);
+                               }
 
                                // Done
                                break;
                        }
                }
+               }
        }
-       
+
        }
 
        }//timer1
@@ -1952,9 +2229,15 @@ void make_block(BlockMakeData *data)
                        u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
                        for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
                        {
-                               if(water_found == false)
+                               if(y == full_node_max.Y){
+                                       water_found =
+                                               (vmanip.m_data[i].getContent() == c_water_source ||
+                                               vmanip.m_data[i].getContent() == c_lava_source);
+                               }
+                               else if(water_found == false)
                                {
-                                       if(vmanip.m_data[i].getContent() == c_water_source)
+                                       if(vmanip.m_data[i].getContent() == c_water_source ||
+                                                       vmanip.m_data[i].getContent() == c_lava_source)
                                        {
                                                v3s16 p = v3s16(p2d.X, y, p2d.Y);
                                                data->transforming_liquid.push_back(p);
@@ -1966,7 +2249,8 @@ void make_block(BlockMakeData *data)
                                        // This can be done because water_found can only
                                        // turn to true and end up here after going through
                                        // a single block.
-                                       if(vmanip.m_data[i+1].getContent() != c_water_source)
+                                       if(vmanip.m_data[i+1].getContent() != c_water_source ||
+                                                       vmanip.m_data[i+1].getContent() != c_lava_source)
                                        {
                                                v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
                                                data->transforming_liquid.push_back(p);
@@ -1988,7 +2272,7 @@ void make_block(BlockMakeData *data)
        {
                // Node position in 2d
                v2s16 p2d = v2s16(x,z);
-               
+
                /*
                        Find the lowest surface to which enough light ends up
                        to make grass grow.
@@ -2014,11 +2298,15 @@ void make_block(BlockMakeData *data)
                        else
                                surface_y = full_node_min.Y;
                }
-               
+
                u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
                MapNode *n = &vmanip.m_data[i];
-               if(n->getContent() == c_dirt)
+               if(n->getContent() == c_dirt){
+                       // Well yeah, this can't be overground...
+                       if(surface_y < WATER_LEVEL - 20)
+                               continue;
                        n->setContent(c_dirt_with_grass);
+               }
        }
 
        /*
@@ -2075,7 +2363,7 @@ void make_block(BlockMakeData *data)
                                }
                                p.Y++;
                                // Make a tree
-                               make_tree(vmanip, p, false, ndef);
+                               treegen::make_tree(vmanip, p, false, ndef);
                        }
                }
        }
@@ -2115,7 +2403,7 @@ void make_block(BlockMakeData *data)
                                        else
                                                vmanip.m_data[i] = n_stone;
                                }
-                       
+
                                vmanip->m_area.add_y(em, i, 1);
                        }
                }
@@ -2170,7 +2458,7 @@ void make_block(BlockMakeData *data)
        /*
                Add dungeons
        */
-       
+
        //if(node_min.Y < approx_groundlevel)
        //if(myrand() % 3 == 0)
        //if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
@@ -2184,7 +2472,7 @@ void make_block(BlockMakeData *data)
                // Dungeon generator doesn't modify places which have this set
                vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
                                | VMANIP_FLAG_DUNGEON_PRESERVE);
-               
+
                // Set all air and water to be untouchable to make dungeons open
                // to caves and open air
                for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
@@ -2206,12 +2494,12 @@ void make_block(BlockMakeData *data)
                                }
                        }
                }
-               
+
                PseudoRandom random(blockseed+2);
 
                // Add it
                make_dungeon1(vmanip, random, ndef);
-               
+
                // Convert some cobble to mossy cobble
                for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
                for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
@@ -2259,7 +2547,7 @@ void make_block(BlockMakeData *data)
                        make_nc(vmanip, ncrandom, ndef);
                }
        }
-       
+
        /*
                Add top and bottom side of water to transforming_liquid queue
        */
@@ -2320,7 +2608,7 @@ void make_block(BlockMakeData *data)
                        // Node position
                        v2s16 p2d(x,z);
                        {
-                               bool possibly_have_sand = get_have_sand(data->seed, p2d);
+                               bool possibly_have_sand = get_have_beach(data->seed, p2d);
                                bool have_sand = false;
                                u32 current_depth = 0;
                                bool air_detected = false;
@@ -2348,24 +2636,12 @@ void make_block(BlockMakeData *data)
                                                if(current_depth == 0 && y <= WATER_LEVEL+2
                                                                && possibly_have_sand)
                                                        have_sand = true;
-                                               
+
                                                if(current_depth < 4)
                                                {
                                                        if(have_sand)
                                                        {
-                                                               // Determine whether to have clay in the sand here
-                                                               double claynoise = noise2d_perlin(
-                                                                               0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
-                                                                               data->seed+4321, 6, 0.95) + 0.5;
-                               
-                                                               have_clay = (y <= WATER_LEVEL) && (y >= WATER_LEVEL-2) && (
-                                                                       ((claynoise > 0) && (claynoise < 0.04) && (current_depth == 0)) ||
-                                                                       ((claynoise > 0) && (claynoise < 0.12) && (current_depth == 1))
-                                                                       );
-                                                               if (have_clay)
-                                                                       vmanip.m_data[i] = MapNode(c_clay);
-                                                               else
-                                                                       vmanip.m_data[i] = MapNode(c_sand);
+                                                               vmanip.m_data[i] = MapNode(c_sand);
                                                        }
                                                        #if 1
                                                        else if(current_depth==0 && !water_detected
@@ -2398,7 +2674,7 @@ void make_block(BlockMakeData *data)
                /*
                        Calculate some stuff
                */
-               
+
                float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
                bool is_jungle = surface_humidity > 0.75;
                // Amount of trees
@@ -2535,7 +2811,7 @@ void make_block(BlockMakeData *data)
                /*
                        Add some kind of random stones
                */
-               
+
                u32 random_stone_count = gen_area_nodes *
                                randomstone_amount_2d(data->seed, p2d_center);
                // Put in random places on part of division
@@ -2569,7 +2845,7 @@ void make_block(BlockMakeData *data)
                /*
                        Add larger stones
                */
-               
+
                u32 large_stone_count = gen_area_nodes *
                                largestone_amount_2d(data->seed, p2d_center);
                //u32 large_stone_count = 1;
@@ -2626,7 +2902,7 @@ void make_block(BlockMakeData *data)
                                                if(mineralrandom.next()%8 == 0)
                                                        vmanip.m_data[vi] = MapNode(c_mese);
                                }
-                                       
+
                        }
                }
                /*
@@ -2756,7 +3032,7 @@ void make_block(BlockMakeData *data)
 
                voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
                                light_sources, unlight_from);
-               
+
                bool inexistent_top_provides_sunlight = !block_is_underground;
                voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
                                vmanip, a, inexistent_top_provides_sunlight,
@@ -2770,6 +3046,8 @@ void make_block(BlockMakeData *data)
        }
 }
 
+#endif ///BIG COMMENT
+
 BlockMakeData::BlockMakeData():
        no_op(false),
        vmanip(NULL),
@@ -2782,6 +3060,6 @@ BlockMakeData::~BlockMakeData()
        delete vmanip;
 }
 
-}; // namespace mapgen
+//}; // namespace mapgen