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Tune finite liquids, indev huge caves
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@ -1764,7 +1764,7 @@ void Map::transformLiquidsFinite(std::map<v3s16, MapBlock*> & modified_blocks)
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}
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// prevent lakes in air above unloaded blocks
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if (p0.Y > water_level && neighbors[D_BOTTOM].n.getContent() == CONTENT_IGNORE) {
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if (liquid_levels[D_TOP] == 0 && (p0.Y > water_level || !fast_flood) && neighbors[D_BOTTOM].n.getContent() == CONTENT_IGNORE) {
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--total_level;
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}
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@ -303,7 +303,7 @@ CaveIndev::CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
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flooded = !ps->range(0, 3);
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tunnel_routepoints = ps->range(5, 30);
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min_tunnel_diameter = 30;
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max_tunnel_diameter = ps->range(40, ps->range(80, 200));
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max_tunnel_diameter = ps->range(40, ps->range(80, 150));
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} else {
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tunnel_routepoints = ps->range(5, ps->range(15,30));
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min_tunnel_diameter = 5;
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