]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mapgen.cpp
The new mapgen, noise functions, et al.
[dragonfireclient.git] / src / mapgen.cpp
index dfea862a5b69f19397fb21500ff3260382c9a9c9..7271b7652c5f9d46116fc0018bb11c0274d542cb 100644 (file)
@@ -3,30 +3,323 @@ 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.
 */
 
 #include "mapgen.h"
 #include "voxel.h"
-#include "content_mapnode.h"
 #include "noise.h"
+#include "biome.h"
 #include "mapblock.h"
+#include "mapnode.h"
 #include "map.h"
-#include "mineral.h"
 //#include "serverobject.h"
 #include "content_sao.h"
+#include "nodedef.h"
+#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
 {
 
@@ -34,8 +327,10 @@ namespace mapgen
        Some helper functions for the map generator
 */
 
-#if 0
-static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
+#if 1
+// Returns Y one under area minimum if not found
+static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
+               INodeDefManager *ndef)
 {
        v3s16 em = vmanip.m_area.getExtent();
        s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
@@ -45,7 +340,7 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
        for(y=y_nodes_max; y>=y_nodes_min; y--)
        {
                MapNode &n = vmanip.m_data[i];
-               if(content_walkable(n.d))
+               if(ndef->get(n).walkable)
                        break;
 
                vmanip.m_area.add_y(em, i, -1);
@@ -53,22 +348,29 @@ static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d)
        if(y >= y_nodes_min)
                return y;
        else
-               return y_nodes_min;
+               return y_nodes_min - 1;
 }
 
-static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
+#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 = 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];
-               if(content_walkable(n.d)
-                               && n.d != CONTENT_TREE
-                               && n.d != CONTENT_LEAVES)
+               if(ndef->get(n).walkable
+                               && n.getContent() != c_tree
+                               && n.getContent() != c_leaves)
                        break;
 
                vmanip.m_area.add_y(em, i, -1);
@@ -76,85 +378,45 @@ static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d)
        if(y >= y_nodes_min)
                return y;
        else
-               return y_nodes_min;
+               return y_nodes_min - 1;
 }
 #endif
 
-static void make_tree(VoxelManipulator &vmanip, v3s16 p0)
+// Returns Y one under area minimum if not found
+static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
+               INodeDefManager *ndef)
 {
-       MapNode treenode(CONTENT_TREE);
-       MapNode leavesnode(CONTENT_LEAVES);
-
-       s16 trunk_h = myrand_range(4, 5);
-       v3s16 p1 = p0;
-       for(s16 ii=0; ii<trunk_h; ii++)
+       v3s16 em = vmanip.m_area.getExtent();
+       s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
+       s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
+       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
+       s16 y;
+       content_t c_stone = ndef->getId("mapgen_stone");
+       content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
+       for(y=y_nodes_max; y>=y_nodes_min; y--)
        {
-               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;
+               MapNode &n = vmanip.m_data[i];
+               content_t c = n.getContent();
+               if(c != CONTENT_IGNORE && (
+                               c == c_stone || c == c_desert_stone))
+                       break;
 
-       // 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;
-               }
+               vmanip.m_area.add_y(em, i, -1);
        }
+       if(y >= y_nodes_min)
+               return y;
+       else
+               return y_nodes_min - 1;
+}
+#endif
 
-       // Add leaves randomly
-       for(u32 iii=0; iii<7; iii++)
-       {
-               s16 d = 1;
-
-               v3s16 p(
-                       myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
-                       myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
-                       myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
-               );
-
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
-               }
-       }
 
-       // Blit leaves to vmanip
-       for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
-       for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
-       for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-               p += p1;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               if(vmanip.m_data[vi].d != CONTENT_AIR
-                               && vmanip.m_data[vi].d != 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(CONTENT_PAPYRUS);
+       MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
 
        s16 trunk_h = myrand_range(2, 3);
        v3s16 p1 = p0;
@@ -166,9 +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(CONTENT_CACTUS);
+       MapNode cactusnode(ndef->getId("mapgen_cactus"));
 
        s16 trunk_h = 3;
        v3s16 p1 = p0;
@@ -179,172 +442,9 @@ void make_cactus(VoxelManipulator &vmanip, v3s16 p0)
                p1.Y++;
        }
 }
-
-#if 0
-static void make_randomstone(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode stonenode(CONTENT_STONE);
-
-       s16 size = myrand_range(3, 6);
-       
-       VoxelArea stone_a(v3s16(-2,0,-2), v3s16(2,size,2));
-       Buffer<u8> stone_d(stone_a.getVolume());
-       for(s32 i=0; i<stone_a.getVolume(); i++)
-               stone_d[i] = 0;
-
-       // Force stone at bottom to make it usually touch the ground
-       {
-               for(s16 z=0; z<=0; z++)
-               for(s16 y=0; y<=0; y++)
-               for(s16 x=0; x<=0; x++)
-               {
-                       stone_d[stone_a.index(v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // Generate from perlin noise
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               double d = noise3d_perlin((float)x/3.,(float)z/3.,(float)y/3.,
-                               p0.Z*4243+p0.Y*34+p0.X, 2, 0.5);
-               if(z == stone_a.MinEdge.Z || z == stone_a.MaxEdge.Z)
-                       d -= 0.3;
-               if(/*y == stone_a.MinEdge.Y ||*/ y == stone_a.MaxEdge.Y)
-                       d -= 0.3;
-               if(x == stone_a.MinEdge.X || x == stone_a.MaxEdge.X)
-                       d -= 0.3;
-               if(d > 0.0)
-               {
-                       u32 vi = stone_a.index(v3s16(x,y,z));
-                       stone_d[vi] = 1;
-               }
-       }
-
-       /*// Add stone randomly
-       for(u32 iii=0; iii<7; iii++)
-       {
-               s16 d = 1;
-
-               v3s16 p(
-                       myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
-                       myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
-                       myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
-               );
-
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
-               }
-       }*/
-
-       // Blit stone to vmanip
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-               p += p0;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               if(vmanip.m_data[vi].d != CONTENT_AIR
-                               && vmanip.m_data[vi].d != CONTENT_IGNORE)
-                       continue;
-               u32 i = stone_a.index(x,y,z);
-               if(stone_d[i] == 1)
-                       vmanip.m_data[vi] = stonenode;
-       }
-}
 #endif
 
 #if 0
-static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
-{
-       MapNode stonenode(CONTENT_STONE);
-
-       s16 size = myrand_range(8, 16);
-       
-       VoxelArea stone_a(v3s16(-size/2,0,-size/2), v3s16(size/2,size,size/2));
-       Buffer<u8> stone_d(stone_a.getVolume());
-       for(s32 i=0; i<stone_a.getVolume(); i++)
-               stone_d[i] = 0;
-
-       // Force stone at bottom to make it usually touch the ground
-       {
-               for(s16 z=0; z<=0; z++)
-               for(s16 y=0; y<=0; y++)
-               for(s16 x=0; x<=0; x++)
-               {
-                       stone_d[stone_a.index(v3s16(x,y,z))] = 1;
-               }
-       }
-
-       // Generate from perlin noise
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               double d = 1.0;
-               d += noise3d_perlin((float)x/10.,(float)z/10.,(float)y/10.,
-                               p0.Z*5123+p0.Y*2439+p0.X, 2, 0.5);
-               double mid_z = (stone_a.MaxEdge.Z+stone_a.MinEdge.Z)/2;
-               double mid_x = (stone_a.MaxEdge.X+stone_a.MinEdge.X)/2;
-               double mid_y = (stone_a.MaxEdge.Y+stone_a.MinEdge.Y)/2;
-               double dz = (double)z-mid_z;
-               double dx = (double)x-mid_x;
-               double dy = MYMAX(0, (double)y-mid_y);
-               double r = sqrt(dz*dz+dx*dx+dy*dy);
-               d /= (2*r/size)*2 + 0.01;
-               if(d > 1.0)
-               {
-                       u32 vi = stone_a.index(v3s16(x,y,z));
-                       stone_d[vi] = 1;
-               }
-       }
-
-       /*// Add stone randomly
-       for(u32 iii=0; iii<7; iii++)
-       {
-               s16 d = 1;
-
-               v3s16 p(
-                       myrand_range(stone_a.MinEdge.X, stone_a.MaxEdge.X-d),
-                       myrand_range(stone_a.MinEdge.Y, stone_a.MaxEdge.Y-d),
-                       myrand_range(stone_a.MinEdge.Z, stone_a.MaxEdge.Z-d)
-               );
-
-               for(s16 z=0; z<=d; z++)
-               for(s16 y=0; y<=d; y++)
-               for(s16 x=0; x<=d; x++)
-               {
-                       stone_d[stone_a.index(p+v3s16(x,y,z))] = 1;
-               }
-       }*/
-
-       // Blit stone to vmanip
-       for(s16 z=stone_a.MinEdge.Z; z<=stone_a.MaxEdge.Z; z++)
-       for(s16 y=stone_a.MinEdge.Y; y<=stone_a.MaxEdge.Y; y++)
-       for(s16 x=stone_a.MinEdge.X; x<=stone_a.MaxEdge.X; x++)
-       {
-               v3s16 p(x,y,z);
-               p += p0;
-               if(vmanip.m_area.contains(p) == false)
-                       continue;
-               u32 vi = vmanip.m_area.index(p);
-               /*if(vmanip.m_data[vi].d != CONTENT_AIR
-                               && vmanip.m_data[vi].d != CONTENT_IGNORE)
-                       continue;*/
-               u32 i = stone_a.index(x,y,z);
-               if(stone_d[i] == 1)
-                       vmanip.m_data[vi] = stonenode;
-       }
-}
-#endif
-
 /*
        Dungeon making routines
 */
@@ -354,7 +454,8 @@ static void make_largestone(VoxelManipulator &vmanip, v3s16 p0)
 #define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
                VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
 
-static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace)
+static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
+               INodeDefManager *ndef)
 {
        // Make +-X walls
        for(s16 z=0; z<roomsize.Z; z++)
@@ -367,7 +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(CONTENT_COBBLE);
+                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
                }
                {
                        v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
@@ -376,10 +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(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++)
@@ -391,7 +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(CONTENT_COBBLE);
+                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
                }
                {
                        v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
@@ -400,10 +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(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++)
@@ -415,7 +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(CONTENT_COBBLE);
+                       vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
                }
                {
                        v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
@@ -424,10 +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(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++)
@@ -460,17 +561,19 @@ static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
        }
 }
 
-static void make_hole1(VoxelManipulator &vmanip, v3s16 place)
+static void make_hole1(VoxelManipulator &vmanip, v3s16 place,
+               INodeDefManager *ndef)
 {
        make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
                        VMANIP_FLAG_DUNGEON_INSIDE);
 }
 
-static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir)
+static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
+               INodeDefManager *ndef)
 {
-       make_hole1(vmanip, doorplace);
+       make_hole1(vmanip, doorplace, ndef);
        // Place torch (for testing)
-       //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(CONTENT_TORCH);
+       //vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
 }
 
 static v3s16 rand_ortho_dir(PseudoRandom &random)
@@ -521,9 +624,9 @@ static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
 
 static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
                v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
-               PseudoRandom &random)
+               PseudoRandom &random, INodeDefManager *ndef)
 {
-       make_hole1(vmanip, doorplace);
+       make_hole1(vmanip, doorplace, ndef);
        v3s16 p0 = doorplace;
        v3s16 dir = doordir;
        u32 length;
@@ -544,9 +647,9 @@ static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
                        p.Y += make_stairs;
 
                /*// If already empty
-               if(vmanip.getNodeNoExNoEmerge(p).d
+               if(vmanip.getNodeNoExNoEmerge(p).getContent()
                                == CONTENT_AIR
-               && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+               && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
                                == CONTENT_AIR)
                {
                }*/
@@ -557,7 +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(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),
@@ -566,8 +669,8 @@ 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(CONTENT_COBBLE), 0);
-                               make_hole1(vmanip, p);
+                                               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);*/
                        }
@@ -588,9 +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;
@@ -606,10 +709,12 @@ class RoomWalker
 {
 public:
 
-       RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random):
+       RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
+                       INodeDefManager *ndef):
                        vmanip(vmanip_),
                        m_pos(pos),
-                       m_random(random)
+                       m_random(random),
+                       m_ndef(ndef)
        {
                randomizeDir();
        }
@@ -628,7 +733,7 @@ class RoomWalker
        {
                m_dir = dir;
        }
-       
+
        bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
        {
                for(u32 i=0; i<100; i++)
@@ -642,10 +747,10 @@ class RoomWalker
                                randomizeDir();
                                continue;
                        }
-                       if(vmanip.getNodeNoExNoEmerge(p).d
-                                       == CONTENT_COBBLE
-                       && vmanip.getNodeNoExNoEmerge(p1).d
-                                       == CONTENT_COBBLE)
+                       if(vmanip.getNodeNoExNoEmerge(p).getContent()
+                                       == m_ndef->getId("mapgen_cobble")
+                       && vmanip.getNodeNoExNoEmerge(p1).getContent()
+                                       == m_ndef->getId("mapgen_cobble"))
                        {
                                // Found wall, this is a good place!
                                result_place = p;
@@ -658,25 +763,25 @@ class RoomWalker
                                Determine where to move next
                        */
                        // Jump one up if the actual space is there
-                       if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
-                                       == CONTENT_COBBLE
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+                       if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
+                                       == m_ndef->getId("mapgen_cobble")
+                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
                                        == CONTENT_AIR
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).d
+                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
                                        == CONTENT_AIR)
                                p += v3s16(0,1,0);
                        // Jump one down if the actual space is there
-                       if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
-                                       == CONTENT_COBBLE
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).d
+                       if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
+                                       == m_ndef->getId("mapgen_cobble")
+                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
                                        == CONTENT_AIR
-                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).d
+                       && vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
                                        == CONTENT_AIR)
                                p += v3s16(0,-1,0);
                        // Check if walking is now possible
-                       if(vmanip.getNodeNoExNoEmerge(p).d
+                       if(vmanip.getNodeNoExNoEmerge(p).getContent()
                                        != CONTENT_AIR
-                       || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).d
+                       || vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
                                        != CONTENT_AIR)
                        {
                                // Cannot continue walking here
@@ -725,7 +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++)
@@ -763,14 +868,16 @@ class RoomWalker
        v3s16 m_pos;
        v3s16 m_dir;
        PseudoRandom &m_random;
+       INodeDefManager *m_ndef;
 };
 
-static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
+static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
+               INodeDefManager *ndef)
 {
        v3s16 areasize = vmanip.m_area.getExtent();
        v3s16 roomsize;
        v3s16 roomplace;
-       
+
        /*
                Find place for first room
        */
@@ -798,7 +905,7 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
                                fits = false;
                                break;
                        }
-                       if(vmanip.m_data[vi].d == CONTENT_IGNORE)
+                       if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
                        {
                                fits = false;
                                break;
@@ -810,29 +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);
-               
+               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(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);
@@ -850,28 +957,28 @@ 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);
+               RoomWalker walker(vmanip, walker_start_place, random, ndef);
                v3s16 doorplace;
                v3s16 doordir;
                bool r = walker.findPlaceForDoor(doorplace, doordir);
                if(r == false)
                        return;
-               
+
                if(random.range(0,1)==0)
                        // Make the door
-                       make_door1(vmanip, doorplace, doordir);
+                       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);
-               
+                               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);
@@ -882,18 +989,57 @@ static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random)
 
                if(random.range(0,1)==0)
                        // Make the door
-                       make_door1(vmanip, doorplace, doordir);
+                       make_door1(vmanip, doorplace, doordir, ndef);
                else
                        // Don't actually make a door
                        roomplace -= doordir;
-               
+
+       }
+}
+#endif
+
+#if 0
+static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
+               INodeDefManager *ndef)
+{
+       v3s16 dir;
+       u8 facedir_i = 0;
+       s32 r = random.range(0, 3);
+       if(r == 0){
+               dir = v3s16( 1, 0, 0);
+               facedir_i = 3;
+       }
+       if(r == 1){
+               dir = v3s16(-1, 0, 0);
+               facedir_i = 1;
+       }
+       if(r == 2){
+               dir = v3s16( 0, 0, 1);
+               facedir_i = 2;
+       }
+       if(r == 3){
+               dir = v3s16( 0, 0,-1);
+               facedir_i = 0;
+       }
+       v3s16 p = vmanip.m_area.MinEdge + v3s16(
+                       16+random.range(0,15),
+                       16+random.range(0,15),
+                       16+random.range(0,15));
+       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(ndef->getId("mapgen_nyancat_rainbow"));
        }
 }
+#endif
 
 /*
        Noise functions. Make sure seed is mangled differently in each one.
 */
 
+#if 0
 /*
        Scaling the output of the noise function affects the overdrive of the
        contour function, which affects the shape of the output considerably.
@@ -994,6 +1140,7 @@ bool is_ground(u64 seed, v3s16 p)
        double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
        return val_is_ground(val1, p, seed);
 }
+#endif
 
 // Amount of trees per area in nodes
 double tree_amount_2d(u64 seed, v2s16 p)
@@ -1004,7 +1151,7 @@ double 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 = -0.35;
+       double zeroval = -0.39;
        if(noise < zeroval)
                return 0;
        else
@@ -1012,29 +1159,17 @@ double tree_amount_2d(u64 seed, v2s16 p)
 }
 
 #if 0
-double randomstone_amount_2d(u64 seed, v2s16 p)
-{
-       double noise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+3829434, 5, 0.66);
-       double zeroval = 0.1;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.01 * (noise-zeroval) / (1.0-zeroval);
-}
-#endif
-
-double largestone_amount_2d(u64 seed, v2s16 p)
+double surface_humidity_2d(u64 seed, v2s16 p)
 {
        double noise = noise2d_perlin(
-                       0.5+(float)p.X/250, 0.5+(float)p.Y/250,
-                       seed+14143242, 5, 0.66);
-       double zeroval = 0.3;
-       if(noise < zeroval)
-               return 0;
-       else
-               return 0.005 * (noise-zeroval) / (1.0-zeroval);
+                       0.5+(float)p.X/500, 0.5+(float)p.Y/500,
+                       seed+72384, 4, 0.66);
+       noise = (noise + 1.0)/2.0;
+       if(noise < 0.0)
+               noise = 0.0;
+       if(noise > 1.0)
+               noise = 1.0;
+       return noise;
 }
 
 /*
@@ -1081,7 +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;
 
@@ -1170,19 +1305,22 @@ double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
                        v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
        return a;
 }
+#endif
 
+// Required by mapgen.h
 bool block_is_underground(u64 seed, v3s16 blockpos)
 {
-       s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
-                       seed, v2s16(blockpos.X, blockpos.Z));
-       
+       /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
+                       seed, v2s16(blockpos.X, blockpos.Z));*/
+       // Nah, this is just a heuristic, just return something
+       s16 minimum_groundlevel = WATER_LEVEL;
+
        if(blockpos.Y*MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
                return true;
        else
                return false;
 }
 
-#if 0
 #define AVERAGE_MUD_AMOUNT 4
 
 double base_rock_level_2d(u64 seed, v2s16 p)
@@ -1190,20 +1328,20 @@ double base_rock_level_2d(u64 seed, v2s16 p)
        // The base ground level
        double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
                        + 20. * noise2d_perlin(
-                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                       (seed>>32)+654879876, 6, 0.6);
+                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+                       seed+82341, 5, 0.6);
 
        /*// A bit hillier one
        double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
                        0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       (seed>>27)+90340, 6, 0.69);
+                       seed+93413, 6, 0.69);
        if(base2 > base)
                base = base2;*/
 #if 1
        // Higher ground level
-       double higher = (double)WATER_LEVEL + 25. + 35. * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed+85039, 5, 0.69);
+       double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
+                       0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+                       seed+85039, 5, 0.6);
        //higher = 30; // For debugging
 
        // Limit higher to at least base
@@ -1211,25 +1349,33 @@ double base_rock_level_2d(u64 seed, v2s16 p)
                higher = base;
 
        // Steepness factor of cliffs
-       double b = 1.0 + 1.0 * noise2d_perlin(
-                       0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed-932, 7, 0.7);
+       double b = 0.85 + 0.5 * noise2d_perlin(
+                       0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
+                       seed-932, 5, 0.7);
        b = rangelim(b, 0.0, 1000.0);
-       b = pow(b, 5);
-       b *= 7;
-       b = rangelim(b, 3.0, 1000.0);
+       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
+       if(b > 1.5 && b < 100.0){
+               if(b < 10.0)
+                       b = 1.5;
+               else
+                       b = 100.0;
+       }
        //dstream<<"b="<<b<<std::endl;
        //double b = 20;
+       //b = 0.25;
 
        // Offset to more low
-       double a_off = -0.2;
+       double a_off = -0.20;
        // High/low selector
        /*double a = 0.5 + b * (a_off + noise2d_perlin(
                        0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
-                       seed-359, 6, 0.7));*/
+                       seed+4213, 6, 0.7));*/
        double a = (double)0.5 + b * (a_off + noise2d_perlin(
                        0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
-                       seed-359, 5, 0.60));
+                       seed+4213, 5, 0.69));
        // Limit
        a = rangelim(a, 0.0, 1.0);
 
@@ -1242,415 +1388,1023 @@ double base_rock_level_2d(u64 seed, v2s16 p)
        return h;
 }
 
+s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
+{
+       return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
+}
+
 double get_mud_add_amount(u64 seed, v2s16 p)
 {
-       return ((float)AVERAGE_MUD_AMOUNT + 3.0 * noise2d_perlin(
+       return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
                        0.5+(float)p.X/200, 0.5+(float)p.Y/200,
                        seed+91013, 3, 0.55));
 }
-#endif
 
-bool get_have_sand(u64 seed, v2s16 p2d)
+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);
 }
 
-/*
-       Adds random objects to block, depending on the content of the block
-*/
-void add_random_objects(MapBlock *block)
+enum BiomeType
 {
-       for(s16 z0=0; z0<MAP_BLOCKSIZE; z0++)
-       for(s16 x0=0; x0<MAP_BLOCKSIZE; x0++)
-       {
-               bool last_node_walkable = false;
-               for(s16 y0=0; y0<MAP_BLOCKSIZE; y0++)
-               {
-                       v3s16 p(x0,y0,z0);
-                       MapNode n = block->getNodeNoEx(p);
-                       if(n.d == CONTENT_IGNORE)
-                               continue;
-                       if(content_features(n.d).liquid_type != LIQUID_NONE)
-                               continue;
-                       if(content_features(n.d).walkable)
-                       {
-                               last_node_walkable = true;
-                               continue;
-                       }
-                       if(last_node_walkable)
-                       {
-                               // If block contains light information
-                               if(content_features(n.d).param_type == CPT_LIGHT)
-                               {
-                                       if(n.getLight(LIGHTBANK_DAY) <= 3)
-                                       {
-                                               if(myrand() % 300 == 0)
-                                               {
-                                                       v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
-                                                       pos_f.Y -= BS*0.4;
-                                                       ServerActiveObject *obj = new RatSAO(NULL, 0, pos_f);
-                                                       std::string data = obj->getStaticData();
-                                                       StaticObject s_obj(obj->getType(),
-                                                                       obj->getBasePosition(), data);
-                                                       // Add some
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       delete obj;
-                                               }
-                                               if(myrand() % 1000 == 0)
-                                               {
-                                                       v3f pos_f = intToFloat(p+block->getPosRelative(), BS);
-                                                       pos_f.Y -= BS*0.4;
-                                                       ServerActiveObject *obj = new Oerkki1SAO(NULL,0,pos_f);
-                                                       std::string data = obj->getStaticData();
-                                                       StaticObject s_obj(obj->getType(),
-                                                                       obj->getBasePosition(), data);
-                                                       // Add one
-                                                       block->m_static_objects.insert(0, s_obj);
-                                                       delete obj;
-                                               }
-                                       }
-                               }
-                       }
-                       last_node_walkable = false;
-               }
-       }
-       block->setChangedFlag();
+       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
+
 void make_block(BlockMakeData *data)
 {
        if(data->no_op)
        {
-               dstream<<"makeBlock: no-op"<<std::endl;
+               //dstream<<"makeBlock: no-op"<<std::endl;
                return;
        }
 
-       v3s16 blockpos = data->blockpos;
-       
+       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);
+
+       INodeDefManager *ndef = data->nodedef;
+
+       // 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;*/
 
+       v3s16 blockpos_min = data->blockpos_min;
+       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);
-       v3s16 blockpos_min = blockpos - v3s16(1,1,1);
-       v3s16 blockpos_max = blockpos + v3s16(1,1,1);
-       // Area of center block
-       v3s16 node_min = blockpos*MAP_BLOCKSIZE;
-       v3s16 node_max = (blockpos+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
+       // Area of central chunk
+       v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
+       v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
        // Full allocated area
-       v3s16 full_node_min = (blockpos-1)*MAP_BLOCKSIZE;
-       v3s16 full_node_max = (blockpos+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
-       // Area of a block
-       double block_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE;
+       v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
+       v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
+
+       v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
+
+       const s16 max_spread_amount = MAP_BLOCKSIZE;
+
+       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;
 
-       v2s16 p2d_center(node_min.X+MAP_BLOCKSIZE/2, node_min.Z+MAP_BLOCKSIZE/2);
+       // Generated surface area
+       //double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
+
+       // Horribly wrong heuristic, but better than nothing
+       bool block_is_underground = (WATER_LEVEL > node_max.Y);
 
        /*
-               Get average ground level from noise
+               Create a block-specific seed
        */
-       
-       s16 approx_groundlevel = (s16)get_sector_average_ground_level(
-                       data->seed, v2s16(blockpos.X, blockpos.Z));
-       //dstream<<"approx_groundlevel="<<approx_groundlevel<<std::endl;
-       
-       s16 approx_ground_depth = approx_groundlevel - (node_min.Y+MAP_BLOCKSIZE/2);
-       
-       s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
-                       data->seed, v2s16(blockpos.X, blockpos.Z));
-       // Minimum amount of ground above the top of the central block
-       s16 minimum_ground_depth = minimum_groundlevel - node_max.Y;
-
-       s16 maximum_groundlevel = (s16)get_sector_maximum_ground_level(
-                       data->seed, v2s16(blockpos.X, blockpos.Z), 1);
-       // Maximum amount of ground above the bottom of the central block
-       s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
-
-       #if 0
+       u32 blockseed = get_blockseed(data->seed, full_node_min);
+
        /*
-               Special case for high air or water: Just fill with air and water.
+               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("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);
+       CONTENT_VARIABLE(ndef, water_source);
+       CONTENT_VARIABLE(ndef, dirt);
+       CONTENT_VARIABLE(ndef, sand);
+       CONTENT_VARIABLE(ndef, gravel);
+       CONTENT_VARIABLE(ndef, clay);
+       CONTENT_VARIABLE(ndef, lava_source);
+       CONTENT_VARIABLE(ndef, cobble);
+       CONTENT_VARIABLE(ndef, mossycobble);
+       CONTENT_VARIABLE(ndef, dirt_with_grass);
+       CONTENT_VARIABLE(ndef, junglegrass);
+       CONTENT_VARIABLE(ndef, stone_with_coal);
+       CONTENT_VARIABLE(ndef, stone_with_iron);
+       CONTENT_VARIABLE(ndef, mese);
+       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
+       s16 stone_surface_max_y = 0;
+
+       /*
+               Generate general ground level to full area
        */
-       if(maximum_ground_depth < -20)
        {
-               for(s16 x=node_min.X; x<=node_max.X; x++)
-               for(s16 z=node_min.Z; z<=node_max.Z; z++)
+#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
+               */
+               /*{
+                       v3s16 p(p2d.X, node_min.Y, p2d.Y);
+                       if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
+                               continue;
+               }*/
+
+               // Ground height at this point
+               float surface_y_f = 0.0;
+
+               // Use perlin noise for ground height
+               surface_y_f = base_rock_level_2d(data->seed, p2d);
+
+               /*// Experimental stuff
                {
-                       // Node position
-                       v2s16 p2d(x,z);
+                       float a = highlands_level_2d(data->seed, p2d);
+                       if(a > surface_y_f)
+                               surface_y_f = a;
+               }*/
+
+               // Convert to integer
+               s16 surface_y = (s16)surface_y_f;
+
+               // Log it
+               if(surface_y > stone_surface_max_y)
+                       stone_surface_max_y = surface_y;
+
+               BiomeType bt = get_biome(data->seed, p2d);
+               /*
+                       Fill ground with stone
+               */
+               {
+                       // Use fast index incrementing
+                       v3s16 em = vmanip.m_area.getExtent();
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
+                       for(s16 y=node_min.Y; y<=node_max.Y; y++)
                        {
-                               // Use fast index incrementing
-                               v3s16 em = vmanip.m_area.getExtent();
-                               u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
-                               for(s16 y=node_min.Y; y<=node_max.Y; y++)
-                               {
-                                       // Only modify places that have no content
-                                       if(vmanip.m_data[i].d == CONTENT_IGNORE)
-                                       {
-                                               if(y <= WATER_LEVEL)
-                                                       vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
+                               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] = MapNode(CONTENT_AIR);
+                                                       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);
                                        }
-                               
-                                       data->vmanip->m_area.add_y(em, i, 1);
                                }
+                               vmanip.m_area.add_y(em, i, 1);
                        }
                }
-               
-               // We're done
-               return;
        }
-       #endif
+#endif
+
+       }//timer1
+
+       // Limit dirt flow area by 1 because mud is flown into neighbors.
+       assert(central_area_size.X == central_area_size.Z);
+       s16 mudflow_minpos = 0-max_spread_amount+1;
+       s16 mudflow_maxpos = central_area_size.X+max_spread_amount-2;
 
        /*
-               If block is deep underground, this is set to true and ground
-               density noise is not generated, for speed optimization.
-       */
-       bool all_is_ground_except_caves = (minimum_ground_depth > 40);
-       
-       /*
-               Create a block-specific seed
+               Loop this part, it will make stuff look older and newer nicely
        */
-       u32 blockseed = (u32)(data->seed%0x100000000) + full_node_min.Z*38134234
-                       + full_node_min.Y*42123 + full_node_min.X*23;
-       
+
+       const u32 age_loops = 2;
+       for(u32 i_age=0; i_age<age_loops; i_age++)
+       { // Aging loop
+       /******************************
+               BEGINNING OF AGING LOOP
+       ******************************/
+
+#if 1
+       {
+       // 24ms @cs=8
+       //TimeTaker timer1("caves");
+
        /*
-               Make some 3D noise
+               Make caves (this code is relatively horrible)
        */
-       
-       //NoiseBuffer noisebuf1;
-       //NoiseBuffer noisebuf2;
-       NoiseBuffer noisebuf_cave;
-       NoiseBuffer noisebuf_ground;
-       NoiseBuffer noisebuf_ground_crumbleness;
-       NoiseBuffer noisebuf_ground_wetness;
+       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++)
        {
-               v3f minpos_f(node_min.X, node_min.Y, node_min.Z);
-               v3f maxpos_f(node_max.X, node_max.Y, node_max.Z);
+               bool large_cave = (jj >= caves_count);
+               s16 min_tunnel_diameter = 2;
+               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 = 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);
 
-               //TimeTaker timer("noisebuf.create");
+               v3f main_direction(0,0,0);
 
-               /*
-                       Cave noise
-               */
-#if 1
-               noisebuf_cave.create(get_cave_noise1_params(data->seed),
-                               minpos_f.X, minpos_f.Y, minpos_f.Z,
-                               maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
-                               2, 2, 2);
-               noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
-#endif
+               // Allowed route area size in nodes
+               v3s16 ar = central_area_size;
+
+               // Area starting point in nodes
+               v3s16 of = node_min;
+
+               // Allow a bit more
+               //(this should be more than the maximum radius of the tunnel)
+               //s16 insure = 5; // Didn't work with max_d = 20
+               s16 insure = 10;
+               s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
+               ar += v3s16(1,0,1) * more * 2;
+               of -= v3s16(1,0,1) * more;
+
+               s16 route_y_min = 0;
+               // Allow half a diameter + 7 over stone surface
+               s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
+
+               /*// If caves, don't go through surface too often
+               if(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(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;
+                       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);
+               }
+
+               /*dstream<<"route_y_min = "<<route_y_min
+                               <<", route_y_max = "<<route_y_max<<std::endl;*/
+
+               s16 route_start_y_min = route_y_min;
+               s16 route_start_y_max = route_y_max;
+
+               // Start every 4th cave from surface when applicable
+               /*bool coming_from_surface = false;
+               if(node_min.Y <= 0 && node_max.Y >= 0){
+                       coming_from_surface = (jj % 4 == 0 && 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)(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);
 
                /*
-                       Ground noise
-               */
-               
-               // Sample length
-               v3f sl = v3f(4.0, 4.0, 4.0);
-               
-               /*
-                       Density noise
-               */
-               if(all_is_ground_except_caves == false)
-                       //noisebuf_ground.create(data->seed+983240, 6, 0.60, false,
-                       noisebuf_ground.create(get_ground_noise1_params(data->seed),
-                                       minpos_f.X, minpos_f.Y, minpos_f.Z,
-                                       maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
-                                       sl.X, sl.Y, sl.Z);
-               
-               /*
-                       Ground property noise
+                       Generate some tunnel starting from orp
                */
-               sl = v3f(2.5, 2.5, 2.5);
-               noisebuf_ground_crumbleness.create(
-                               get_ground_crumbleness_params(data->seed),
-                               minpos_f.X, minpos_f.Y, minpos_f.Z,
-                               maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
-                               sl.X, sl.Y, sl.Z);
-               noisebuf_ground_wetness.create(
-                               get_ground_wetness_params(data->seed),
-                               minpos_f.X, minpos_f.Y, minpos_f.Z,
-                               maxpos_f.X, maxpos_f.Y+5, maxpos_f.Z,
-                               sl.X, sl.Y, sl.Z);
-       }
-       
-       /*
-               Make base 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(x,z);
+               for(u16 j=0; j<tunnel_routepoints; j++)
                {
-                       // Use fast index incrementing
-                       v3s16 em = vmanip.m_area.getExtent();
-                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
-                       for(s16 y=node_min.Y; y<=node_max.Y; y++)
+                       if(j%dswitchint==0 && large_cave == false)
                        {
-                               // Only modify places that have no content
-                               if(vmanip.m_data[i].d == CONTENT_IGNORE)
+                               main_direction = v3f(
+                                       ((float)(ps.next()%20)-(float)10)/10,
+                                       ((float)(ps.next()%20)-(float)10)/30,
+                                       ((float)(ps.next()%20)-(float)10)/10
+                               );
+                               main_direction *= (float)ps.range(0, 10)/10;
+                       }
+
+                       // Randomize size
+                       s16 min_d = min_tunnel_diameter;
+                       s16 max_d = max_tunnel_diameter;
+                       s16 rs = ps.range(min_d, max_d);
+
+                       // Every second section is rough
+                       bool randomize_xz = (ps2.range(1,2) == 1);
+
+                       v3s16 maxlen;
+                       if(large_cave)
+                       {
+                               maxlen = v3s16(
+                                       rs*part_max_length_rs,
+                                       rs*part_max_length_rs/2,
+                                       rs*part_max_length_rs
+                               );
+                       }
+                       else
+                       {
+                               maxlen = v3s16(
+                                       rs*part_max_length_rs,
+                                       ps.range(1, rs*part_max_length_rs),
+                                       rs*part_max_length_rs
+                               );
+                       }
+
+                       v3f vec;
+
+                       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)(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(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;
+
+                       v3f rp = orp + vec;
+                       if(rp.X < 0)
+                               rp.X = 0;
+                       else if(rp.X >= ar.X)
+                               rp.X = ar.X-1;
+                       if(rp.Y < route_y_min)
+                               rp.Y = route_y_min;
+                       else if(rp.Y >= route_y_max)
+                               rp.Y = route_y_max-1;
+                       if(rp.Z < 0)
+                               rp.Z = 0;
+                       else if(rp.Z >= ar.Z)
+                               rp.Z = ar.Z-1;
+                       vec = rp - orp;
+
+                       for(float f=0; f<1.0; f+=1.0/vec.getLength())
+                       {
+                               v3f fp = orp + vec * f;
+                               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;
+                               if(randomize_xz){
+                                       d0 += ps.range(-1,1);
+                                       d1 += ps.range(-1,1);
+                               }
+                               for(s16 z0=d0; z0<=d1; z0++)
                                {
-                                       // First priority: make air and water.
-                                       // This avoids caves inside water.
-                                       if(all_is_ground_except_caves == false
-                                                       && val_is_ground(noisebuf_ground.get(x,y,z),
-                                                       v3s16(x,y,z), data->seed) == false)
+                                       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++)
                                        {
-                                               if(y <= WATER_LEVEL)
-                                                       vmanip.m_data[i] = MapNode(CONTENT_WATERSOURCE);
-                                               else
-                                                       vmanip.m_data[i] = MapNode(CONTENT_AIR);
+                                               s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+                                               s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
+                                               for(s16 y0=-si2; y0<=si2; y0++)
+                                               {
+                                                       /*// 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);
+                                                       p += of;
+
+                                                       if(vmanip.m_area.contains(p) == false)
+                                                               continue;
+
+                                                       u32 i = vmanip.m_area.index(p);
+
+                                                       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;
+
+                                                               // Set tunnel flag
+                                                               vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
+                                                       }
+                                               }
                                        }
-                                       else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
-                                               vmanip.m_data[i] = MapNode(CONTENT_AIR);
-                                       else
-                                               vmanip.m_data[i] = MapNode(CONTENT_STONE);
                                }
-                       
-                               data->vmanip->m_area.add_y(em, i, 1);
                        }
+
+                       orp = rp;
                }
+
        }
 
+       }//timer1
+#endif
+
+#if 1
+       {
+       // 15ms @cs=8
+       TimeTaker timer1("add mud");
+
        /*
-               Add minerals
+               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++)
        {
-               PseudoRandom mineralrandom(blockseed);
+               // Node position in 2d
+               v2s16 p2d = v2s16(x,z);
+
+               // Randomize mud amount
+               s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
+
+               // Find ground level
+               s16 surface_y = find_stone_level(vmanip, p2d, ndef);
+               // Handle area not found
+               if(surface_y == vmanip.m_area.MinEdge.Y - 1)
+                       continue;
+
+               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);
+                       }
+               }
 
                /*
-                       Add meseblocks
+                       If topmost node is grass, change it to mud.
+                       It might be if it was flown to there from a neighboring
+                       chunk and then converted.
                */
-               for(s16 i=0; i<approx_ground_depth/4; i++)
                {
-                       if(mineralrandom.next()%50 == 0)
-                       {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-                               for(u16 i=0; i<27; i++)
-                               {
-                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                       u32 vi = vmanip.m_area.index(p);
-                                       if(vmanip.m_data[vi].d == CONTENT_STONE)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(CONTENT_MESE);
-                               }
-                                       
-                       }
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
+                       MapNode *n = &vmanip.m_data[i];
+                       if(n->getContent() == c_dirt_with_grass)
+                               *n = MapNode(c_dirt);
                }
+
                /*
-                       Add others
+                       Add mud on ground
                */
                {
-                       u16 a = mineralrandom.range(0,15);
-                       a = a*a*a;
-                       u16 amount = 20 * a/1000;
-                       for(s16 i=0; i<amount; i++)
+                       s16 mudcount = 0;
+                       v3s16 em = vmanip.m_area.getExtent();
+                       s16 y_start = surface_y+1;
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
+                       for(s16 y=y_start; y<=node_max.Y; y++)
                        {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+                               if(mudcount >= mud_add_amount)
+                                       break;
 
-                               u8 base_content = CONTENT_STONE;
-                               MapNode new_content(CONTENT_IGNORE);
-                               u32 sparseness = 6;
+                               MapNode &n = vmanip.m_data[i];
+                               n = addnode;
+                               mudcount++;
 
-                               if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
+                               vmanip.m_area.add_y(em, i, 1);
+                       }
+               }
+
+       }
+
+       }//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
+       TimeTaker timer1("flow mud");
+
+       /*
+               Flow mud away from steep edges
+       */
+
+       // Iterate a few times
+       for(s16 k=0; k<3; k++)
+       {
+
+       for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
+       for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
+       {
+               // Invert coordinates every 2nd iteration
+               if(k%2 == 0)
+               {
+                       x = mudflow_maxpos - (x-mudflow_minpos);
+                       z = mudflow_maxpos - (z-mudflow_minpos);
+               }
+
+               // Node position in 2d
+               v2s16 p2d = 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;
+                       // Find mud
+                       for(; y>=node_min.Y; y--)
+                       {
+                               n = &vmanip.m_data[i];
+                               //if(content_walkable(n->d))
+                               //      break;
+                               if(n->getContent() == c_dirt ||
+                                               n->getContent() == c_dirt_with_grass ||
+                                               n->getContent() == c_gravel)
+                                       break;
+
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+
+                       // Stop if out of area
+                       //if(vmanip.m_area.contains(i) == false)
+                       if(y < node_min.Y)
+                               break;
+
+                       /*// If not mud, do nothing to it
+                       MapNode *n = &vmanip.m_data[i];
+                       if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+                               continue;*/
+
+                       if(n->getContent() == c_dirt ||
+                                       n->getContent() == c_dirt_with_grass)
+                       {
+                               // Make it exactly mud
+                               n->setContent(c_dirt);
+
+                               /*
+                                       Don't flow it if the stuff under it is not mud
+                               */
                                {
-                                       new_content = MapNode(CONTENT_STONE, MINERAL_COAL);
+                                       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;
                                }
-                               else
-                               {
-                                       if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
-                                               new_content = MapNode(CONTENT_STONE, MINERAL_IRON);
-                                       /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
-                                               vmanip.m_data[i] = MapNode(CONTENT_MUD);
+                       }
+
+                       /*s16 recurse_count = 0;
+       mudflow_recurse:*/
+
+                       v3s16 dirs4[4] = {
+                               v3s16(0,0,1), // back
+                               v3s16(1,0,0), // right
+                               v3s16(0,0,-1), // front
+                               v3s16(-1,0,0), // left
+                       };
+
+                       // Theck that upper is air or doesn't exist.
+                       // Cancel dropping if upper keeps it in place
+                       u32 i3 = i;
+                       vmanip.m_area.add_y(em, i3, 1);
+                       if(vmanip.m_area.contains(i3) == true
+                                       && ndef->get(vmanip.m_data[i3]).walkable)
+                       {
+                               continue;
+                       }
+
+                       // Drop mud on side
+
+                       for(u32 di=0; di<4; di++)
+                       {
+                               v3s16 dirp = dirs4[di];
+                               u32 i2 = i;
+                               // Move to side
+                               vmanip.m_area.add_p(em, i2, dirp);
+                               // Fail if out of area
+                               if(vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               // Check that side is air
+                               MapNode *n2 = &vmanip.m_data[i2];
+                               if(ndef->get(*n2).walkable)
+                                       continue;
+                               // Check that under side is air
+                               vmanip.m_area.add_y(em, i2, -1);
+                               if(vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               n2 = &vmanip.m_data[i2];
+                               if(ndef->get(*n2).walkable)
+                                       continue;
+                               /*// Check that under that is air (need a drop of 2)
+                               vmanip.m_area.add_y(em, i2, -1);
+                               if(vmanip.m_area.contains(i2) == false)
+                                       continue;
+                               n2 = &vmanip.m_data[i2];
+                               if(content_walkable(n2->d))
+                                       continue;*/
+                               // Loop further down until not air
+                               bool dropped_to_unknown = false;
+                               do{
+                                       vmanip.m_area.add_y(em, i2, -1);
+                                       n2 = &vmanip.m_data[i2];
+                                       // if out of known area
+                                       if(vmanip.m_area.contains(i2) == false
+                                                       || n2->getContent() == CONTENT_IGNORE){
+                                               dropped_to_unknown = true;
+                                               break;
+                                       }
+                               }while(ndef->get(*n2).walkable == false);
+                               // Loop one up so that we're in air
+                               vmanip.m_area.add_y(em, i2, 1);
+                               n2 = &vmanip.m_data[i2];
+
+                               bool old_is_water = (n->getContent() == c_water_source);
+                               // Move mud to new place
+                               if(!dropped_to_unknown) {
+                                       *n2 = *n;
+                                       // Set old place to be air (or water)
+                                       if(old_is_water)
+                                               *n = MapNode(c_water_source);
                                        else
-                                               vmanip.m_data[i] = MapNode(CONTENT_SAND);*/
+                                               *n = MapNode(CONTENT_AIR);
                                }
-                               /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
-                               {
-                               }*/
 
-                               if(new_content.d != CONTENT_IGNORE)
+                               // Done
+                               break;
+                       }
+               }
+               }
+       }
+
+       }
+
+       }//timer1
+#endif
+
+       } // Aging loop
+       /***********************
+               END OF AGING LOOP
+       ************************/
+
+       /*
+               Add top and bottom side of water to transforming_liquid queue
+       */
+
+       for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
+       for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
+       {
+               // Node position
+               v2s16 p2d(x,z);
+               {
+                       bool water_found = false;
+                       // Use fast index incrementing
+                       v3s16 em = vmanip.m_area.getExtent();
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
+                       for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
+                       {
+                               if(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)
                                {
-                                       for(u16 i=0; i<27; i++)
+                                       if(vmanip.m_data[i].getContent() == c_water_source ||
+                                                       vmanip.m_data[i].getContent() == c_lava_source)
                                        {
-                                               v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                               u32 vi = vmanip.m_area.index(p);
-                                               if(vmanip.m_data[vi].d == base_content)
-                                               {
-                                                       if(mineralrandom.next()%sparseness == 0)
-                                                               vmanip.m_data[vi] = new_content;
-                                               }
+                                               v3s16 p = v3s16(p2d.X, y, p2d.Y);
+                                               data->transforming_liquid.push_back(p);
+                                               water_found = true;
+                                       }
+                               }
+                               else
+                               {
+                                       // This can be done because water_found can only
+                                       // turn to true and end up here after going through
+                                       // a single block.
+                                       if(vmanip.m_data[i+1].getContent() != c_water_source ||
+                                                       vmanip.m_data[i+1].getContent() != c_lava_source)
+                                       {
+                                               v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
+                                               data->transforming_liquid.push_back(p);
+                                               water_found = false;
                                        }
                                }
+
+                               vmanip.m_area.add_y(em, i, -1);
+                       }
+               }
+       }
+
+       /*
+               Grow grass
+       */
+
+       for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
+       for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
+       {
+               // Node position in 2d
+               v2s16 p2d = v2s16(x,z);
+
+               /*
+                       Find the lowest surface to which enough light ends up
+                       to make grass grow.
+
+                       Basically just wait until not air and not leaves.
+               */
+               s16 surface_y = 0;
+               {
+                       v3s16 em = vmanip.m_area.getExtent();
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
+                       s16 y;
+                       // Go to ground level
+                       for(y=node_max.Y; y>=full_node_min.Y; y--)
+                       {
+                               MapNode &n = vmanip.m_data[i];
+                               if(ndef->get(n).param_type != CPT_LIGHT
+                                               || ndef->get(n).liquid_type != LIQUID_NONE)
+                                       break;
+                               vmanip.m_area.add_y(em, i, -1);
                        }
+                       if(y >= full_node_min.Y)
+                               surface_y = y;
+                       else
+                               surface_y = full_node_min.Y;
                }
-               /*
-                       Add coal
-               */
-               //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
-               //for(s16 i=0; i<50; i++)
-               u16 coal_amount = 30;
-               u16 coal_rareness = 60 / coal_amount;
-               if(coal_rareness == 0)
-                       coal_rareness = 1;
-               if(mineralrandom.next()%coal_rareness == 0)
+
+               u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
+               MapNode *n = &vmanip.m_data[i];
+               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);
+               }
+       }
+
+       /*
+               Generate some trees
+       */
+       assert(central_area_size.X == central_area_size.Z);
+       {
+               // Divide area into parts
+               s16 div = 8;
+               s16 sidelen = central_area_size.X / div;
+               double area = sidelen * sidelen;
+               for(s16 x0=0; x0<div; x0++)
+               for(s16 z0=0; z0<div; z0++)
                {
-                       u16 a = mineralrandom.next() % 16;
-                       u16 amount = coal_amount * a*a*a / 1000;
-                       for(s16 i=0; i<amount; i++)
+                       // Center position of part of division
+                       v2s16 p2d_center(
+                               node_min.X + sidelen/2 + sidelen*x0,
+                               node_min.Z + sidelen/2 + sidelen*z0
+                       );
+                       // Minimum edge of part of division
+                       v2s16 p2d_min(
+                               node_min.X + sidelen*x0,
+                               node_min.Z + sidelen*z0
+                       );
+                       // Maximum edge of part of division
+                       v2s16 p2d_max(
+                               node_min.X + sidelen + sidelen*x0 - 1,
+                               node_min.Z + sidelen + sidelen*z0 - 1
+                       );
+                       // Amount of trees
+                       u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
+                       // Put trees in random places on part of division
+                       for(u32 i=0; i<tree_count; i++)
                        {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-                               for(u16 i=0; i<27; i++)
+                               s16 x = myrand_range(p2d_min.X, p2d_max.X);
+                               s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
+                               s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
+                               // Don't make a tree under water level
+                               if(y < WATER_LEVEL)
+                                       continue;
+                               // Don't make a tree so high that it doesn't fit
+                               if(y > node_max.Y - 6)
+                                       continue;
+                               v3s16 p(x,y,z);
+                               /*
+                                       Trees grow only on mud and grass
+                               */
                                {
-                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                       u32 vi = vmanip.m_area.index(p);
-                                       if(vmanip.m_data[vi].d == CONTENT_STONE)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_COAL);
+                                       u32 i = vmanip.m_area.index(v3s16(p));
+                                       MapNode *n = &vmanip.m_data[i];
+                                       if(n->getContent() != c_dirt
+                                                       && n->getContent() != c_dirt_with_grass)
+                                               continue;
                                }
+                               p.Y++;
+                               // Make a tree
+                               treegen::make_tree(vmanip, p, false, ndef);
                        }
                }
-               /*
-                       Add iron
-               */
-               u16 iron_amount = 8;
-               u16 iron_rareness = 60 / iron_amount;
-               if(iron_rareness == 0)
-                       iron_rareness = 1;
-               if(mineralrandom.next()%iron_rareness == 0)
+       }
+
+#if 0
+       /*
+               Make base 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(x,z);
                {
-                       u16 a = mineralrandom.next() % 16;
-                       u16 amount = iron_amount * a*a*a / 1000;
-                       for(s16 i=0; i<amount; i++)
+                       // Use fast index incrementing
+                       v3s16 em = vmanip.m_area.getExtent();
+                       u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
+                       for(s16 y=node_min.Y; y<=node_max.Y; y++)
                        {
-                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
-                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
-                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
-                               for(u16 i=0; i<27; i++)
+                               // Only modify places that have no content
+                               if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
                                {
-                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
-                                       u32 vi = vmanip.m_area.index(p);
-                                       if(vmanip.m_data[vi].d == CONTENT_STONE)
-                                               if(mineralrandom.next()%8 == 0)
-                                                       vmanip.m_data[vi] = MapNode(CONTENT_STONE, MINERAL_IRON);
+                                       // First priority: make air and water.
+                                       // This avoids caves inside water.
+                                       if(all_is_ground_except_caves == false
+                                                       && val_is_ground(noisebuf_ground.get(x,y,z),
+                                                       v3s16(x,y,z), data->seed) == false)
+                                       {
+                                               if(y <= WATER_LEVEL)
+                                                       vmanip.m_data[i] = n_water_source;
+                                               else
+                                                       vmanip.m_data[i] = n_air;
+                                       }
+                                       else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
+                                               vmanip.m_data[i] = n_air;
+                                       else
+                                               vmanip.m_data[i] = n_stone;
                                }
+
+                               vmanip->m_area.add_y(em, i, 1);
                        }
                }
        }
@@ -1670,23 +2424,33 @@ void make_block(BlockMakeData *data)
                        u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
                        for(s16 y=node_max.Y; y>=node_min.Y; y--)
                        {
-                               if(vmanip.m_data[i].d == CONTENT_STONE)
+                               if(vmanip.m_data[i].getContent() == c_stone)
                                {
                                        if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
                                        {
                                                if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
-                                                       vmanip.m_data[i] = MapNode(CONTENT_MUD);
+                                                       vmanip.m_data[i] = n_dirt;
                                                else
-                                                       vmanip.m_data[i] = MapNode(CONTENT_SAND);
+                                                       vmanip.m_data[i] = n_sand;
                                        }
                                        else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
                                        {
                                                if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
-                                                       vmanip.m_data[i] = MapNode(CONTENT_GRAVEL);
+                                                       vmanip.m_data[i] = n_gravel;
+                                       }
+                                       else if(noisebuf_ground_crumbleness.get(x,y,z) <
+                                                       -3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
+                                       {
+                                               vmanip.m_data[i] = n_lava_source;
+                                               for(s16 x1=-1; x1<=1; x1++)
+                                               for(s16 y1=-1; y1<=1; y1++)
+                                               for(s16 z1=-1; z1<=1; z1++)
+                                                       data->transforming_liquid.push_back(
+                                                                       v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
                                        }
                                }
 
-                               data->vmanip->m_area.add_y(em, i, -1);
+                               vmanip->m_area.add_y(em, i, -1);
                        }
                }
        }
@@ -1694,7 +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)
@@ -1706,9 +2470,9 @@ void make_block(BlockMakeData *data)
                        && node_min.Y < approx_groundlevel)
        {
                // Dungeon generator doesn't modify places which have this set
-               data->vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
+               vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
                                | VMANIP_FLAG_DUNGEON_PRESERVE);
-               
+
                // Set all air and water to be untouchable to make dungeons open
                // to caves and open air
                for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
@@ -1722,20 +2486,20 @@ 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(vmanip.m_data[i].d == CONTENT_AIR)
+                                       if(vmanip.m_data[i].getContent() == CONTENT_AIR)
                                                vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-                                       else if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+                                       else if(vmanip.m_data[i].getContent() == c_water_source)
                                                vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
-                                       data->vmanip->m_area.add_y(em, i, -1);
+                                       vmanip->m_area.add_y(em, i, -1);
                                }
                        }
                }
-               
+
                PseudoRandom random(blockseed+2);
 
                // Add it
-               make_dungeon1(vmanip, random);
-               
+               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++)
@@ -1755,24 +2519,35 @@ void make_block(BlockMakeData *data)
                                        double d = noise3d_perlin((float)x/2.5,
                                                        (float)y/2.5,(float)z/2.5,
                                                        blockseed, 2, 1.4);
-                                       if(vmanip.m_data[i].d == CONTENT_COBBLE)
+                                       if(vmanip.m_data[i].getContent() == c_cobble)
                                        {
                                                if(d < wetness/3.0)
                                                {
-                                                       vmanip.m_data[i].d = CONTENT_MOSSYCOBBLE;
+                                                       vmanip.m_data[i].setContent(c_mossycobble);
                                                }
                                        }
                                        /*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
                                        {
                                                if(wetness > 1.2)
-                                                       vmanip.m_data[i].d = CONTENT_MUD;
+                                                       vmanip.m_data[i].setContent(c_dirt);
                                        }*/
-                                       data->vmanip->m_area.add_y(em, i, -1);
+                                       vmanip->m_area.add_y(em, i, -1);
                                }
                        }
                }
        }
-       
+
+       /*
+               Add NC
+       */
+       {
+               PseudoRandom ncrandom(blockseed+9324342);
+               if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
+               {
+                       make_nc(vmanip, ncrandom, ndef);
+               }
+       }
+
        /*
                Add top and bottom side of water to transforming_liquid queue
        */
@@ -1791,7 +2566,7 @@ void make_block(BlockMakeData *data)
                        {
                                if(water_found == false)
                                {
-                                       if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+                                       if(vmanip.m_data[i].getContent() == c_water_source)
                                        {
                                                v3s16 p = v3s16(p2d.X, y, p2d.Y);
                                                data->transforming_liquid.push_back(p);
@@ -1803,7 +2578,7 @@ 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].d != CONTENT_WATERSOURCE)
+                                       if(vmanip.m_data[i+1].getContent() != c_water_source)
                                        {
                                                v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
                                                data->transforming_liquid.push_back(p);
@@ -1811,7 +2586,7 @@ void make_block(BlockMakeData *data)
                                        }
                                }
 
-                               data->vmanip->m_area.add_y(em, i, -1);
+                               vmanip->m_area.add_y(em, i, -1);
                        }
                }
        }
@@ -1833,7 +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;
@@ -1846,53 +2621,41 @@ void make_block(BlockMakeData *data)
                                u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
                                for(s16 y=start_y; y>=node_min.Y-3; y--)
                                {
-                                       if(vmanip.m_data[i].d == CONTENT_WATERSOURCE)
+                                       if(vmanip.m_data[i].getContent() == c_water_source)
                                                water_detected = true;
-                                       if(vmanip.m_data[i].d == CONTENT_AIR)
+                                       if(vmanip.m_data[i].getContent() == CONTENT_AIR)
                                                air_detected = true;
 
-                                       if((vmanip.m_data[i].d == CONTENT_STONE
-                                                       || vmanip.m_data[i].d == CONTENT_GRASS
-                                                       || vmanip.m_data[i].d == CONTENT_MUD
-                                                       || vmanip.m_data[i].d == CONTENT_SAND
-                                                       || vmanip.m_data[i].d == CONTENT_GRAVEL
+                                       if((vmanip.m_data[i].getContent() == c_stone
+                                                       || vmanip.m_data[i].getContent() == c_dirt_with_grass
+                                                       || vmanip.m_data[i].getContent() == c_dirt
+                                                       || vmanip.m_data[i].getContent() == c_sand
+                                                       || vmanip.m_data[i].getContent() == c_gravel
                                                        ) && (air_detected || water_detected))
                                        {
                                                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(CONTENT_CLAY);
-                                                               else
-                                                                       vmanip.m_data[i] = MapNode(CONTENT_SAND);
+                                                               vmanip.m_data[i] = MapNode(c_sand);
                                                        }
                                                        #if 1
                                                        else if(current_depth==0 && !water_detected
                                                                        && y >= WATER_LEVEL && air_detected)
-                                                               vmanip.m_data[i] = MapNode(CONTENT_GRASS);
+                                                               vmanip.m_data[i] = MapNode(c_dirt_with_grass);
                                                        #endif
                                                        else
-                                                               vmanip.m_data[i] = MapNode(CONTENT_MUD);
+                                                               vmanip.m_data[i] = MapNode(c_dirt);
                                                }
                                                else
                                                {
-                                                       if(vmanip.m_data[i].d == CONTENT_MUD
-                                                               || vmanip.m_data[i].d == CONTENT_GRASS)
-                                                               vmanip.m_data[i] = MapNode(CONTENT_STONE);
+                                                       if(vmanip.m_data[i].getContent() == c_dirt
+                                                               || vmanip.m_data[i].getContent() == c_dirt_with_grass)
+                                                               vmanip.m_data[i] = MapNode(c_stone);
                                                }
 
                                                current_depth++;
@@ -1903,24 +2666,32 @@ void make_block(BlockMakeData *data)
                                        else if(current_depth != 0)
                                                break;
 
-                                       data->vmanip->m_area.add_y(em, i, -1);
+                                       vmanip->m_area.add_y(em, i, -1);
                                }
                        }
                }
 
                /*
-                       Add trees
+                       Calculate some stuff
                */
-               
+
+               float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
+               bool is_jungle = surface_humidity > 0.75;
                // Amount of trees
-               u32 tree_count = block_area_nodes * tree_amount_2d(data->seed, p2d_center);
+               u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
+               if(is_jungle)
+                       tree_count *= 5;
+
+               /*
+                       Add trees
+               */
                PseudoRandom treerandom(blockseed);
                // Put trees in random places on part of division
                for(u32 i=0; i<tree_count; i++)
                {
                        s16 x = treerandom.range(node_min.X, node_max.X);
                        s16 z = treerandom.range(node_min.Z, node_max.Z);
-                       //s16 y = find_ground_level(data->vmanip, v2s16(x,z));
+                       //s16 y = find_ground_level(vmanip, v2s16(x,z));
                        s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
                        // Don't make a tree under water level
                        if(y < WATER_LEVEL)
@@ -1936,9 +2707,9 @@ void make_block(BlockMakeData *data)
                        bool found = false;
                        for(; p.Y >= y-6; p.Y--)
                        {
-                               u32 i = data->vmanip->m_area.index(p);
-                               MapNode *n = &data->vmanip->m_data[i];
-                               if(n->d != CONTENT_AIR && n->d != CONTENT_WATERSOURCE && n->d != CONTENT_IGNORE)
+                               u32 i = vmanip->m_area.index(p);
+                               MapNode *n = &vmanip->m_data[i];
+                               if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
                                {
                                        found = true;
                                        break;
@@ -1949,30 +2720,90 @@ void make_block(BlockMakeData *data)
                                continue;
 
                        {
-                               u32 i = data->vmanip->m_area.index(p);
-                               MapNode *n = &data->vmanip->m_data[i];
+                               u32 i = vmanip->m_area.index(p);
+                               MapNode *n = &vmanip->m_data[i];
 
-                               if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS && n->d != CONTENT_SAND)
+                               if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
                                                continue;
 
                                // Papyrus grows only on mud and in water
-                               if(n->d == CONTENT_MUD && y <= WATER_LEVEL)
+                               if(n->getContent() == c_dirt && y <= WATER_LEVEL)
                                {
                                        p.Y++;
-                                       make_papyrus(vmanip, p);
+                                       make_papyrus(vmanip, p, ndef);
                                }
                                // Trees grow only on mud and grass, on land
-                               else if((n->d == CONTENT_MUD || n->d == CONTENT_GRASS) && y > WATER_LEVEL + 2)
+                               else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
                                {
                                        p.Y++;
-                                       make_tree(vmanip, p);
+                                       //if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
+                                       if(is_jungle == false)
+                                       {
+                                               bool is_apple_tree;
+                                               if(myrand_range(0,4) != 0)
+                                                       is_apple_tree = false;
+                                               else
+                                                       is_apple_tree = noise2d_perlin(
+                                                                       0.5+(float)p.X/100, 0.5+(float)p.Z/100,
+                                                                       data->seed+342902, 3, 0.45) > 0.2;
+                                               make_tree(vmanip, p, is_apple_tree, ndef);
+                                       }
+                                       else
+                                               make_jungletree(vmanip, p, ndef);
                                }
                                // Cactii grow only on sand, on land
-                               else if(n->d == CONTENT_SAND && y > WATER_LEVEL + 2)
+                               else if(n->getContent() == c_sand && y > WATER_LEVEL + 2)
                                {
                                        p.Y++;
-                                       make_cactus(vmanip, p);
+                                       make_cactus(vmanip, p, ndef);
+                               }
+                       }
+               }
+
+               /*
+                       Add jungle grass
+               */
+               if(is_jungle)
+               {
+                       PseudoRandom grassrandom(blockseed);
+                       for(u32 i=0; i<surface_humidity*5*tree_count; i++)
+                       {
+                               s16 x = grassrandom.range(node_min.X, node_max.X);
+                               s16 z = grassrandom.range(node_min.Z, node_max.Z);
+                               s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
+                               if(y < WATER_LEVEL)
+                                       continue;
+                               if(y < node_min.Y || y > node_max.Y)
+                                       continue;
+                               /*
+                                       Find exact ground level
+                               */
+                               v3s16 p(x,y+6,z);
+                               bool found = false;
+                               for(; p.Y >= y-6; p.Y--)
+                               {
+                                       u32 i = vmanip->m_area.index(p);
+                                       MapNode *n = &vmanip->m_data[i];
+                                       if(data->nodedef->get(*n).is_ground_content)
+                                       {
+                                               found = true;
+                                               break;
+                                       }
                                }
+                               // If not found, handle next one
+                               if(found == false)
+                                       continue;
+                               p.Y++;
+                               if(vmanip.m_area.contains(p) == false)
+                                       continue;
+                               if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
+                                       continue;
+                               /*p.Y--;
+                               if(vmanip.m_area.contains(p))
+                                       vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
+                               p.Y++;*/
+                               if(vmanip.m_area.contains(p))
+                                       vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
                        }
                }
 
@@ -1980,8 +2811,8 @@ void make_block(BlockMakeData *data)
                /*
                        Add some kind of random stones
                */
-               
-               u32 random_stone_count = block_area_nodes *
+
+               u32 random_stone_count = gen_area_nodes *
                                randomstone_amount_2d(data->seed, p2d_center);
                // Put in random places on part of division
                for(u32 i=0; i<random_stone_count; i++)
@@ -1998,15 +2829,15 @@ void make_block(BlockMakeData *data)
                        v3s16 p(x,y,z);
                        // Filter placement
                        /*{
-                               u32 i = data->vmanip->m_area.index(v3s16(p));
-                               MapNode *n = &data->vmanip->m_data[i];
-                               if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+                               u32 i = vmanip->m_area.index(v3s16(p));
+                               MapNode *n = &vmanip->m_data[i];
+                               if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
                                        continue;
                        }*/
                        // Will be placed one higher
                        p.Y++;
                        // Add it
-                       make_randomstone(data->vmanip, p);
+                       make_randomstone(vmanip, p);
                }
 #endif
 
@@ -2014,8 +2845,8 @@ void make_block(BlockMakeData *data)
                /*
                        Add larger stones
                */
-               
-               u32 large_stone_count = block_area_nodes *
+
+               u32 large_stone_count = gen_area_nodes *
                                largestone_amount_2d(data->seed, p2d_center);
                //u32 large_stone_count = 1;
                // Put in random places on part of division
@@ -2033,25 +2864,195 @@ void make_block(BlockMakeData *data)
                        v3s16 p(x,y,z);
                        // Filter placement
                        /*{
-                               u32 i = data->vmanip->m_area.index(v3s16(p));
-                               MapNode *n = &data->vmanip->m_data[i];
-                               if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
+                               u32 i = vmanip->m_area.index(v3s16(p));
+                               MapNode *n = &vmanip->m_data[i];
+                               if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
                                        continue;
                        }*/
                        // Will be placed one lower
                        p.Y--;
                        // Add it
-                       make_largestone(data->vmanip, p);
+                       make_largestone(vmanip, p);
                }
 #endif
        }
 
+       /*
+               Add minerals
+       */
+
+       {
+               PseudoRandom mineralrandom(blockseed);
+
+               /*
+                       Add meseblocks
+               */
+               for(s16 i=0; i<approx_ground_depth/4; i++)
+               {
+                       if(mineralrandom.next()%50 == 0)
+                       {
+                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+                               for(u16 i=0; i<27; i++)
+                               {
+                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+                                       u32 vi = vmanip.m_area.index(p);
+                                       if(vmanip.m_data[vi].getContent() == c_stone)
+                                               if(mineralrandom.next()%8 == 0)
+                                                       vmanip.m_data[vi] = MapNode(c_mese);
+                               }
+
+                       }
+               }
+               /*
+                       Add others
+               */
+               {
+                       u16 a = mineralrandom.range(0,15);
+                       a = a*a*a;
+                       u16 amount = 20 * a/1000;
+                       for(s16 i=0; i<amount; i++)
+                       {
+                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+
+                               u8 base_content = c_stone;
+                               MapNode new_content(CONTENT_IGNORE);
+                               u32 sparseness = 6;
+
+                               if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
+                               {
+                                       new_content = MapNode(c_stone_with_coal);
+                               }
+                               else
+                               {
+                                       if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
+                                               new_content = MapNode(c_stone_with_iron);
+                                       /*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
+                                               vmanip.m_data[i] = MapNode(c_dirt);
+                                       else
+                                               vmanip.m_data[i] = MapNode(c_sand);*/
+                               }
+                               /*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
+                               {
+                               }*/
+
+                               if(new_content.getContent() != CONTENT_IGNORE)
+                               {
+                                       for(u16 i=0; i<27; i++)
+                                       {
+                                               v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+                                               u32 vi = vmanip.m_area.index(p);
+                                               if(vmanip.m_data[vi].getContent() == base_content)
+                                               {
+                                                       if(mineralrandom.next()%sparseness == 0)
+                                                               vmanip.m_data[vi] = new_content;
+                                               }
+                                       }
+                               }
+                       }
+               }
+               /*
+                       Add coal
+               */
+               //for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
+               //for(s16 i=0; i<50; i++)
+               u16 coal_amount = 30;
+               u16 coal_rareness = 60 / coal_amount;
+               if(coal_rareness == 0)
+                       coal_rareness = 1;
+               if(mineralrandom.next()%coal_rareness == 0)
+               {
+                       u16 a = mineralrandom.next() % 16;
+                       u16 amount = coal_amount * a*a*a / 1000;
+                       for(s16 i=0; i<amount; i++)
+                       {
+                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+                               for(u16 i=0; i<27; i++)
+                               {
+                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+                                       u32 vi = vmanip.m_area.index(p);
+                                       if(vmanip.m_data[vi].getContent() == c_stone)
+                                               if(mineralrandom.next()%8 == 0)
+                                                       vmanip.m_data[vi] = MapNode(c_stone_with_coal);
+                               }
+                       }
+               }
+               /*
+                       Add iron
+               */
+               u16 iron_amount = 8;
+               u16 iron_rareness = 60 / iron_amount;
+               if(iron_rareness == 0)
+                       iron_rareness = 1;
+               if(mineralrandom.next()%iron_rareness == 0)
+               {
+                       u16 a = mineralrandom.next() % 16;
+                       u16 amount = iron_amount * a*a*a / 1000;
+                       for(s16 i=0; i<amount; i++)
+                       {
+                               s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
+                               s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
+                               s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
+                               for(u16 i=0; i<27; i++)
+                               {
+                                       v3s16 p = v3s16(x,y,z) + g_27dirs[i];
+                                       u32 vi = vmanip.m_area.index(p);
+                                       if(vmanip.m_data[vi].getContent() == c_stone)
+                                               if(mineralrandom.next()%8 == 0)
+                                                       vmanip.m_data[vi] = MapNode(c_stone_with_iron);
+                               }
+                       }
+               }
+       }
+#endif
+
+       /*
+               Calculate lighting
+       */
+       {
+       ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
+                       SPT_AVG);
+       //VoxelArea a(node_min, node_max);
+       VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
+                       node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
+       /*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
+                       node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
+       enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
+       for(int i=0; i<2; i++)
+       {
+               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);
+
+               bool inexistent_top_provides_sunlight = !block_is_underground;
+               voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
+                               vmanip, a, inexistent_top_provides_sunlight,
+                               light_sources, ndef);
+               // TODO: Do stuff according to bottom_sunlight_valid
+
+               vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
+
+               vmanip.spreadLight(bank, light_sources, ndef);
+       }
+       }
 }
 
+#endif ///BIG COMMENT
+
 BlockMakeData::BlockMakeData():
        no_op(false),
        vmanip(NULL),
-       seed(0)
+       seed(0),
+       nodedef(NULL)
 {}
 
 BlockMakeData::~BlockMakeData()
@@ -2059,6 +3060,6 @@ BlockMakeData::~BlockMakeData()
        delete vmanip;
 }
 
-}; // namespace mapgen
+//}; // namespace mapgen