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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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