diff --git a/terrain.lua b/terrain.lua
index 136f16c8c77880d9c16e623651edd6790ebf9937..93f9fc3f01f249c07970712640afb49500e1620e 100644
--- a/terrain.lua
+++ b/terrain.lua
@@ -53,22 +53,22 @@ loud_walking.bevel = bevel
 
 
 local function connection(x, y, z)
-	local min_x = math_floor((x + 32) / csize.x)
-	local min_y = math_floor((y + 32) / csize.y)
-	local min_z = math_floor((z + 32) / csize.z)
-
-	--local seed_noise = minetest.get_perlin({offset = 0, scale = 32768,
-	--seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2,
-	--persist = 0.4, lacunarity = 2})
-	--math.randomseed(seed_noise:get2d({x=minp.x, y=minp.z}))
-
-	local ct = min_x % 2 + min_y % 2 + min_z % 2
-	local r = min_x % 2 + 2 * (min_y % 2) + 4 * (min_z % 2)
-	if ct == 1 then
-		return r
-	end
-
-	return nil
+  local min_x = math_floor((x + 32) / csize.x)
+  local min_y = math_floor((y + 32) / csize.y)
+  local min_z = math_floor((z + 32) / csize.z)
+
+  --local seed_noise = minetest.get_perlin({offset = 0, scale = 32768,
+  --seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2,
+  --persist = 0.4, lacunarity = 2})
+  --math.randomseed(seed_noise:get2d({x=minp.x, y=minp.z}))
+
+  local ct = min_x % 2 + min_y % 2 + min_z % 2
+  local r = min_x % 2 + 2 * (min_y % 2) + 4 * (min_z % 2)
+  if ct == 1 then
+    return r
+  end
+
+  return nil
 end
 
 
@@ -91,10 +91,10 @@ end
 
 local cave_stones = {
   'default:stone',
-	--"loud_walking:stone_with_moss",
-	--"loud_walking:stone_with_lichen",
-	--"loud_walking:stone_with_algae",
-	--"loud_walking:stone_with_salt",
+  --"loud_walking:stone_with_moss",
+  --"loud_walking:stone_with_lichen",
+  --"loud_walking:stone_with_algae",
+  --"loud_walking:stone_with_salt",
 }
 
 local mushroom_stones = {
@@ -102,51 +102,51 @@ local mushroom_stones = {
 
 
 local function get_biome(x, y, z)
-	local px = math_floor(x / fcsize.x)
-	local pz = math_floor(z / fcsize.z)
-
-	if px % 10 == 6 and pz % 10 == 6 then
-		return "control"
-	else
-		local hash = px * 1000 + pz
-		if not biome_look[hash] then
-			-- use the same seed (based on perlin noise).
-			local seed_noise = minetest.get_perlin({offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2})
-			math.randomseed(seed_noise:get2d({x=px, y=pz}))
-
-			local rarity = "common"
-			if math.random(5) == 1 then
-				rarity = "uncommon"
-			end
-			biome_look[hash] = biome_names[rarity][math.random(#loud_walking.biome_names[rarity])]
-
-			local cave_lining
-			if math.random(3) ~= 1 then
-				cave_lining = cave_stones[math.random(#cave_stones)]
-			end
-			cave_look[hash] = cave_lining
-
-			local sr = math.random(100)
-			if sr == 1 then
-				ore_look[hash] = 'default:stone_with_mese'
-			elseif sr <= 3 then
-				ore_look[hash] = 'default:stone_with_diamond'
-			elseif sr <= 7 then
-				ore_look[hash] = 'default:stone_with_gold'
-			elseif sr <= 15 then
-				ore_look[hash] = 'default:stone_with_copper'
-			elseif sr <= 31 then
-				ore_look[hash] = 'default:stone_with_iron'
-			elseif sr <= 63 then
-				ore_look[hash] = 'default:stone_with_coal'
-			else
-				ore_look[hash] = 'default:stone'
-			end
-		end
-
-		--return 'deciduous_forest', cave_look[hash], ore_look[hash]
-		return biome_look[hash], cave_look[hash], ore_look[hash]
-	end
+  local px = math_floor(x / fcsize.x)
+  local pz = math_floor(z / fcsize.z)
+
+  if px % 10 == 6 and pz % 10 == 6 then
+    return "control"
+  else
+    local hash = px * 1000 + pz
+    if not biome_look[hash] then
+      -- use the same seed (based on perlin noise).
+      local seed_noise = minetest.get_perlin({offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2})
+      math.randomseed(seed_noise:get2d({x=px, y=pz}))
+
+      local rarity = "common"
+      if math.random(5) == 1 then
+        rarity = "uncommon"
+      end
+      biome_look[hash] = biome_names[rarity][math.random(#loud_walking.biome_names[rarity])]
+
+      local cave_lining
+      if math.random(3) ~= 1 then
+        cave_lining = cave_stones[math.random(#cave_stones)]
+      end
+      cave_look[hash] = cave_lining
+
+      local sr = math.random(100)
+      if sr == 1 then
+        ore_look[hash] = 'default:stone_with_mese'
+      elseif sr <= 3 then
+        ore_look[hash] = 'default:stone_with_diamond'
+      elseif sr <= 7 then
+        ore_look[hash] = 'default:stone_with_gold'
+      elseif sr <= 15 then
+        ore_look[hash] = 'default:stone_with_copper'
+      elseif sr <= 31 then
+        ore_look[hash] = 'default:stone_with_iron'
+      elseif sr <= 63 then
+        ore_look[hash] = 'default:stone_with_coal'
+      else
+        ore_look[hash] = 'default:stone'
+      end
+    end
+
+    --return 'deciduous_forest', cave_look[hash], ore_look[hash]
+    return biome_look[hash], cave_look[hash], ore_look[hash]
+  end
 end
 loud_walking.get_biome = get_biome
 
@@ -181,27 +181,27 @@ end
 
 
 local function get_height(fdx, fdz, index, terrain_scale, ocean)
-	local terr = math_floor(terrain_map[index] * (terrain_scale or 1) + 0.5)
+  local terr = math_floor(terrain_map[index] * (terrain_scale or 1) + 0.5)
   if ocean and terr > 0 then
     terr = math_floor(terr * (terrain_scale + 1.5) / 4 + 0.5)
   end
 
-	local d = - math_abs(math_abs(fdx - (half_pod.x - 0.5)) - math_abs(fdz - (half_pod.z - 0.5)))
-	if math_abs(fdx - half_pod.x) > math_abs(fdz - half_pod.z) then
-		d = d + half_pod.x - 2
-	else
-		d = d + half_pod.z - 2
-	end
-
-	if math_abs(terr) > d then
-		if terr > 0 then
-			terr = math_floor(d + 0.5)
-		elseif not ocean then
-			terr = math_floor(0.5 - d)
-		end
-	end
-
-	return terr
+  local d = - math_abs(math_abs(fdx - (half_pod.x - 0.5)) - math_abs(fdz - (half_pod.z - 0.5)))
+  if math_abs(fdx - half_pod.x) > math_abs(fdz - half_pod.z) then
+    d = d + half_pod.x - 2
+  else
+    d = d + half_pod.z - 2
+  end
+
+  if math_abs(terr) > d then
+    if terr > 0 then
+      terr = math_floor(d + 0.5)
+    elseif not ocean then
+      terr = math_floor(0.5 - d)
+    end
+  end
+
+  return terr
 end
 
 
@@ -210,6 +210,12 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
     return
   end
 
+  local extent_bottom = loud_walking.extent_bottom
+  local extent_top = loud_walking.extent_top
+  if maxp.y < baseline + extent_bottom or minp.y > baseline + extent_top then
+    return
+  end
+
   if not loud_walking.csize then
     loud_walking.csize = vector.add(vector.subtract(maxp, minp), 1)
 
@@ -238,33 +244,33 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
     end
   end
 
-	local ground = half_pod.y
+  local ground = half_pod.y
 
-	local t1 = os.clock()
+  local t1 = os.clock()
 
-	local index = 0
-	local index3d = 0
-	local last_biome, last_px, last_py, last_pz, node_top, node_filler, node_water_top, node_water, depth_top, depth_water_top, depth_filler, node_stone, ocean, swamp, beach, dunes, height
-	local biome_name, cave_lining, room_type, room_type_below, ore_type, land_biome
+  local index = 0
+  local index3d = 0
+  local last_biome, last_px, last_py, last_pz, node_top, node_filler, node_water_top, node_water, depth_top, depth_water_top, depth_filler, node_stone, ocean, swamp, beach, dunes, height
+  local biome_name, cave_lining, room_type, room_type_below, ore_type, land_biome
 
   terrain_map = terrain_noise:get2dMap_flat({x=minp.x, y=minp.z}, terrain_map)
   cave_map = cave_noise:get3dMap_flat(minp, cave_map)
   cloud_map = cloud_noise:get2dMap_flat({x=minp.x, y=minp.z}, cloud_map)
 
-	for z = minp.z, maxp.z do
-		local dz = z - minp.z
-		local fdz = z % fcsize.z
-		local pz = math_floor(z / fcsize.z)
-		for x = minp.x, maxp.x do
-			index = index + 1
-			local dx = x - minp.x
-			local fdx = x % fcsize.x
-			local px = math_floor(x / fcsize.x)
-			local in_cave = false
-			index3d = dz * csize.y * csize.x + dx + 1
-			local ivm = area:index(x, minp.y, z)
-			local cave_height = 0
-			last_py = nil
+  for z = minp.z, maxp.z do
+    local dz = z - minp.z
+    local fdz = z % fcsize.z
+    local pz = math_floor(z / fcsize.z)
+    for x = minp.x, maxp.x do
+      index = index + 1
+      local dx = x - minp.x
+      local fdx = x % fcsize.x
+      local px = math_floor(x / fcsize.x)
+      local in_cave = false
+      index3d = dz * csize.y * csize.x + dx + 1
+      local ivm = area:index(x, minp.y, z)
+      local cave_height = 0
+      last_py = nil
 
       if px ~= last_px or pz ~= last_pz then
         biome_name, cave_lining, ore_type = get_biome(x, 0, z)
@@ -302,9 +308,9 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
         end
       end
 
-			for y = minp.y, maxp.y do
-				local dy = y - minp.y
-				local fdy = y - baseline + half_pod.y
+      for y = minp.y, maxp.y do
+        local dy = y - minp.y
+        local fdy = y - baseline + half_pod.y
         local eff_biome = (y < half_pod.y) and biome_name or land_biome
 
         if biome_name == 'control' then
@@ -318,96 +324,96 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
           end
         end
 
-				if not (data[ivm] == node['air'] or data[ivm] == node['ignore']) then
-					-- nop
-				elseif biome_name == "control" and math_abs(fdx - half_pod.x) < 3 and math_abs(fdz - half_pod.z) < 3 then
-					data[ivm] = node["loud_walking:air_ladder"]
-				elseif fdz >= pod_size.z or fdx >= pod_size.x or fdy >= pod_size.y then
-					if (fdy == half_pod.y and fdx == half_pod.x) or (fdy == half_pod.y and fdz == half_pod.z) then
-						data[ivm] = node['loud_walking:scrith']
-					else
-						--data[ivm] = node['loud_walking:vacuum']
-					end
-				elseif math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel then
+        if not (data[ivm] == node['air'] or data[ivm] == node['ignore']) then
+          -- nop
+        elseif biome_name == "control" and math_abs(fdx - half_pod.x) < 3 and math_abs(fdz - half_pod.z) < 3 then
+          data[ivm] = node["loud_walking:air_ladder"]
+        elseif fdz >= pod_size.z or fdx >= pod_size.x or fdy >= pod_size.y then
+          if (fdy == half_pod.y and fdx == half_pod.x) or (fdy == half_pod.y and fdz == half_pod.z) then
+            data[ivm] = node['loud_walking:scrith']
+          else
+            --data[ivm] = node['loud_walking:vacuum']
+          end
+        elseif math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel then
           --data[ivm] = node['loud_walking:vacuum']
-					in_cave = false
-				elseif (fdx == 0 or fdx == pod_size.x - 1) or (fdz == 0 or fdz == pod_size.z - 1) or (fdy == 0 or fdy == pod_size.y - 1) or math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel + 1 then
-					if math_abs(fdy - half_pod.y - 2) < 2 and (fdz == half_pod.z or fdx == half_pod.x) then
+          in_cave = false
+        elseif (fdx == 0 or fdx == pod_size.x - 1) or (fdz == 0 or fdz == pod_size.z - 1) or (fdy == 0 or fdy == pod_size.y - 1) or math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel + 1 then
+          if math_abs(fdy - half_pod.y - 2) < 2 and (fdz == half_pod.z or fdx == half_pod.x) then
             --data[ivm] = node['loud_walking:vacuum']
-					else
-						if biome_name == "control" then
-							data[ivm] = node[glass[3]]
-						elseif fdy < half_pod.y then
-							data[ivm] = node["loud_walking:scrith"]
-						elseif biome_name == "underground" then
-							data[ivm] = node["loud_walking:scrith"]
-						elseif fdy == pod_size.y - 1 then
-							data[ivm] = node[glass[cloud_map[index] < cloud_i and 1 or 2]]
-						else
-							data[ivm] = node[glass[1]]
-						end
-					end
-				elseif fdz == 0 and fdz == pod_size.z - 1 or fdx == 0 and fdx == pod_size.x - 1 or fdy == 0 and fdy == pod_size.y - 1 then
-					data[ivm] = node['loud_walking:scrith']
-				elseif biome_name == "control" and fdy < pod_size.y then
-					if (math_abs(fdx - half_pod.x) < 3 or math_abs(fdz - half_pod.z) < 3) then
-						-- corridor
-						if fdy % 5 == 0 then
-							data[ivm] = node["loud_walking:control_floor"]
-						end
-					elseif ((math_abs(fdx - half_pod.x) % room_size == 3) or (math_abs(fdz - half_pod.z) % room_size == 3)) then
-						if fdy % 5 == 0 then
-							data[ivm] = node["loud_walking:control_floor"]
-						elseif ((math_abs(fdx - half_pod.x) % room_size == 3 and (math_abs(fdz - half_pod.z) - (math_floor(room_size / 2) + 2)) % room_size > 3) or (math_abs(fdz - half_pod.z) % room_size == 3 and (math_abs(fdx - half_pod.x) - (math_floor(room_size / 2) + 2)) % room_size > 3)) then
-							data[ivm] = node["loud_walking:control_wall"]
-						end
-					elseif fdy % 5 == 0 then
-						if room_type == 1 then
-							if room_type_below == 1 then
-								data[ivm] = node["loud_walking:control_floor_alert_both"]
-							else
-								data[ivm] = node["loud_walking:control_floor_alert_up"]
-							end
-						elseif room_type_below == 1 then
-							data[ivm] = node["loud_walking:control_floor_alert_down"]
-						elseif room_type == 3 then
-							data[ivm] = node["loud_walking:control_floor_growth"]
-						else
-							data[ivm] = node["loud_walking:control_floor"]
-						end
-					elseif room_type == 2 and fdy < pod_size.y then
-						if math_abs(fdx - half_pod.x) % 4 < 3 and math_abs(fdz - half_pod.z) % 4 < 3 then
-							data[ivm] = node["loud_walking:air_ladder"]
-						end
-					elseif room_type == 3 then
-						if fdy % 5 == 1 then
-							local sr2 = math.random(20)
-							if sr2 == 1 then
-								data[ivm] = node["loud_walking:control_plant_1"]
-							elseif sr2 == 2 then
-								data[ivm] = node["loud_walking:control_plant_2"]
-							end
-						end
-					elseif room_type == 4 then
-						if fdy % 5 == 4 and (((math_abs(fdx - half_pod.x) % room_size == 4 or math_abs(fdx - half_pod.x) % room_size == 2) and (math_abs(fdz - half_pod.z) - (math_floor(room_size / 2) + 2)) % room_size > 3) or ((math_abs(fdz - half_pod.z) % room_size == 4 or math_abs(fdz - half_pod.z) % room_size == 2) and (math_abs(fdx - half_pod.x) - (math_floor(room_size / 2) + 2)) % room_size > 3)) then
-							data[ivm] = node["loud_walking:controls"]
-						end
-					else
-						-- nop
-					end
-				elseif (((fdx == (half_pod.x - control_off) or fdx == (half_pod.x + control_off)) and fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off)) or ((fdz == (half_pod.z - control_off) or fdz == (half_pod.z + control_off)) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off))) and fdx ~= half_pod.x and fdz ~= half_pod.z and fdy == pod_size.y - 2 then
-					data[ivm] = node["loud_walking:controls"]
-				elseif (((fdx == (half_pod.x - control_off) or fdx == (half_pod.x + control_off)) and fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off)) or ((fdz == (half_pod.z - control_off) or fdz == (half_pod.z + control_off)) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off))) and fdx ~= half_pod.x and fdz ~= half_pod.z and fdy > pod_size.y - control_off then
-					data[ivm] = node[glass[3]]
-				elseif fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off) and fdy == pod_size.y - control_off then
-					data[ivm] = node[glass[3]]
-				elseif not in_cave and  (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y and fdy == height + ground + 1 then
-					-- ** water decorations **
-					--local deco = get_decoration(biome_name)
-					--if deco then
-					--	data[ivm] = node[deco]
-					--end
-				elseif not in_cave and fdy == height + ground + 1 then
+          else
+            if biome_name == "control" then
+              data[ivm] = node[glass[3]]
+            elseif fdy < half_pod.y then
+              data[ivm] = node["loud_walking:scrith"]
+            elseif biome_name == "underground" then
+              data[ivm] = node["loud_walking:scrith"]
+            elseif fdy == pod_size.y - 1 then
+              data[ivm] = node[glass[cloud_map[index] < cloud_i and 1 or 2]]
+            else
+              data[ivm] = node[glass[1]]
+            end
+          end
+        elseif fdz == 0 and fdz == pod_size.z - 1 or fdx == 0 and fdx == pod_size.x - 1 or fdy == 0 and fdy == pod_size.y - 1 then
+          data[ivm] = node['loud_walking:scrith']
+        elseif biome_name == "control" and fdy < pod_size.y then
+          if (math_abs(fdx - half_pod.x) < 3 or math_abs(fdz - half_pod.z) < 3) then
+            -- corridor
+            if fdy % 5 == 0 then
+              data[ivm] = node["loud_walking:control_floor"]
+            end
+          elseif ((math_abs(fdx - half_pod.x) % room_size == 3) or (math_abs(fdz - half_pod.z) % room_size == 3)) then
+            if fdy % 5 == 0 then
+              data[ivm] = node["loud_walking:control_floor"]
+            elseif ((math_abs(fdx - half_pod.x) % room_size == 3 and (math_abs(fdz - half_pod.z) - (math_floor(room_size / 2) + 2)) % room_size > 3) or (math_abs(fdz - half_pod.z) % room_size == 3 and (math_abs(fdx - half_pod.x) - (math_floor(room_size / 2) + 2)) % room_size > 3)) then
+              data[ivm] = node["loud_walking:control_wall"]
+            end
+          elseif fdy % 5 == 0 then
+            if room_type == 1 then
+              if room_type_below == 1 then
+                data[ivm] = node["loud_walking:control_floor_alert_both"]
+              else
+                data[ivm] = node["loud_walking:control_floor_alert_up"]
+              end
+            elseif room_type_below == 1 then
+              data[ivm] = node["loud_walking:control_floor_alert_down"]
+            elseif room_type == 3 then
+              data[ivm] = node["loud_walking:control_floor_growth"]
+            else
+              data[ivm] = node["loud_walking:control_floor"]
+            end
+          elseif room_type == 2 and fdy < pod_size.y then
+            if math_abs(fdx - half_pod.x) % 4 < 3 and math_abs(fdz - half_pod.z) % 4 < 3 then
+              data[ivm] = node["loud_walking:air_ladder"]
+            end
+          elseif room_type == 3 then
+            if fdy % 5 == 1 then
+              local sr2 = math.random(20)
+              if sr2 == 1 then
+                data[ivm] = node["loud_walking:control_plant_1"]
+              elseif sr2 == 2 then
+                data[ivm] = node["loud_walking:control_plant_2"]
+              end
+            end
+          elseif room_type == 4 then
+            if fdy % 5 == 4 and (((math_abs(fdx - half_pod.x) % room_size == 4 or math_abs(fdx - half_pod.x) % room_size == 2) and (math_abs(fdz - half_pod.z) - (math_floor(room_size / 2) + 2)) % room_size > 3) or ((math_abs(fdz - half_pod.z) % room_size == 4 or math_abs(fdz - half_pod.z) % room_size == 2) and (math_abs(fdx - half_pod.x) - (math_floor(room_size / 2) + 2)) % room_size > 3)) then
+              data[ivm] = node["loud_walking:controls"]
+            end
+          else
+            -- nop
+          end
+        elseif (((fdx == (half_pod.x - control_off) or fdx == (half_pod.x + control_off)) and fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off)) or ((fdz == (half_pod.z - control_off) or fdz == (half_pod.z + control_off)) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off))) and fdx ~= half_pod.x and fdz ~= half_pod.z and fdy == pod_size.y - 2 then
+          data[ivm] = node["loud_walking:controls"]
+        elseif (((fdx == (half_pod.x - control_off) or fdx == (half_pod.x + control_off)) and fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off)) or ((fdz == (half_pod.z - control_off) or fdz == (half_pod.z + control_off)) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off))) and fdx ~= half_pod.x and fdz ~= half_pod.z and fdy > pod_size.y - control_off then
+          data[ivm] = node[glass[3]]
+        elseif fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off) and fdy == pod_size.y - control_off then
+          data[ivm] = node[glass[3]]
+        elseif not in_cave and  (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y and fdy == height + ground + 1 then
+          -- ** water decorations **
+          --local deco = get_decoration(biome_name)
+          --if deco then
+          --	data[ivm] = node[deco]
+          --end
+        elseif not in_cave and fdy == height + ground + 1 then
           if biomes[eff_biome].special_trees and loud_walking.tree_map[ x .. ',' .. z ] and (eff_biome ~= 'savanna' or math.random(20) == 1) then
             local i = 1
             for j = 1, 100 do
@@ -425,105 +431,105 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
               data[ivm] = node[deco]
             end
           end
-				elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y and fdy >= half_pod.y - (biomes[biome_name].depth_water_top or 1) then
-					data[ivm] = node[biomes[biome_name].node_water_top or biomes[biome_name].node_water or "default:water_source"]
-					in_cave = false
-				elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y then
-					data[ivm] = node[biomes[biome_name].node_water or "default:water_source"]
-					in_cave = false
-				elseif fdy > height + ground then
-					--data[ivm] = node["air"]
-					in_cave = false
-				elseif cave_map[index3d] ^ 2 > (biome_name == "underground" and 0.5 or 1.3 - math.sin(fdy / (half_pod.y * 0.2))) then
-					cave_height = cave_height + 1
-					if height + ground >= fdy and not in_cave and fdy > height + ground - 10 then
-						data[ivm] = node[biomes[eff_biome].node_top or "default:dirt_with_grass"]
-					elseif fdy == 1 then
-						if not cave_lining and not ocean and not swamp and not beach and biome_name ~= "glacier" and math.random(6) == 1 then
-							data[ivm] = node["default:lava_source"]
-						elseif ocean or swamp or beach then
-							data[ivm] = node[biomes[eff_biome].node_filler or "default:dirt"]
-						end
-					elseif (ocean or swamp or beach) and not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and fdy < half_pod.y and math.random(20) == 1 then
-						data[ivm] = node["loud_walking:glowing_fungal_stone"]
-					elseif (ocean or swamp or beach) and fdy < half_pod.y then
-						data[ivm] = node[biomes[biome_name].node_water or "default:water_source"]
-					elseif cave_height == 3 and (biomes[eff_biome].node_filler or "default:dirt") == "default:dirt" and mushroom_stones[data[ivm - 3 * area.ystride]] and math.random(40) == 1 then
-						data[ivm] = node["loud_walking:giant_mushroom_cap"]
-						data[ivm - area.ystride] = node["loud_walking:giant_mushroom_stem"]
-						data[ivm - 2 * area.ystride] = node["loud_walking:giant_mushroom_stem"]
-						data[ivm - 3 * area.ystride] = node[biomes[eff_biome].node_filler or "default:dirt"]
-					elseif cave_height == 2 and (biomes[eff_biome].node_filler or "default:dirt") == "default:dirt" and mushroom_stones[data[ivm - 2 * area.ystride]] and math.random(20) == 1 then
-						data[ivm] = node["loud_walking:huge_mushroom_cap"]
-						data[ivm - area.ystride] = node["loud_walking:giant_mushroom_stem"]
-						data[ivm - 2 * area.ystride] = node[biomes[eff_biome].node_filler or "default:dirt"]
-					elseif not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and not cave_lining and math.random(10) == 1 then
-						data[ivm] = node["loud_walking:stalagmite"]
-					elseif not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:ice" and math.random(10) == 1 then
-						data[ivm] = node["loud_walking:icicle_up"]
-					else
-						--data[ivm] = node["air"]
-					end
-					in_cave = true
-				elseif cave_lining and cave_map[index3d] ^ 2 > (biome_name == "underground" and 0.4 or 1.2 - math.sin(fdy / (half_pod.y * 0.2))) then
-					data[ivm] = node[cave_lining]
-				elseif fdy > height + ground - (biomes[eff_biome].depth_top or 1) then
-					data[ivm] = node[biomes[eff_biome].node_top or "default:dirt_with_grass"]
-					in_cave = false
-				elseif fdy > height + ground - (biomes[eff_biome].depth_filler or 1) - (biomes[eff_biome].depth_top or 1) then
-					data[ivm] = node[biomes[eff_biome].node_filler or "default:dirt"]
-					in_cave = false
-				else
-					data[ivm] = node[biomes[eff_biome].node_stone or "default:stone"]
-					if math.random(100) == 1 then
-						data[ivm] = node[ore_type]
-					end
-
-					if in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and math.random(20) == 1 then
-						data[ivm] = node["loud_walking:glowing_fungal_stone"]
-					elseif in_cave and not (ocean or swamp or beach) and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and not cave_lining and math.random(10) == 1 then
-						data[ivm - area.ystride] = node["loud_walking:stalactite"]
-					elseif in_cave and not (ocean or swamp or beach) and (biomes[eff_biome].node_stone or "default:stone") == "default:ice" and math.random(10) == 1 then
-						data[ivm - area.ystride] = node["loud_walking:icicle_down"]
-					end
-					in_cave = false
-				end
-
-				if not in_cave then
-					cave_height = 0
-				end
-
-				last_biome = biome_name
-
-				ivm = ivm + area.ystride
-				index3d = index3d + csize.x
-			end
-			last_px = px
-		end
-		last_pz = pz
-	end
-
-	local t2 = os.clock()
+        elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y and fdy >= half_pod.y - (biomes[biome_name].depth_water_top or 1) then
+          data[ivm] = node[biomes[biome_name].node_water_top or biomes[biome_name].node_water or "default:water_source"]
+          in_cave = false
+        elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y then
+          data[ivm] = node[biomes[biome_name].node_water or "default:water_source"]
+          in_cave = false
+        elseif fdy > height + ground then
+          --data[ivm] = node["air"]
+          in_cave = false
+        elseif cave_map[index3d] ^ 2 > (biome_name == "underground" and 0.5 or 1.3 - math.sin(fdy / (half_pod.y * 0.2))) then
+          cave_height = cave_height + 1
+          if height + ground >= fdy and not in_cave and fdy > height + ground - 10 then
+            data[ivm] = node[biomes[eff_biome].node_top or "default:dirt_with_grass"]
+          elseif fdy == 1 then
+            if not cave_lining and not ocean and not swamp and not beach and biome_name ~= "glacier" and math.random(6) == 1 then
+              data[ivm] = node["default:lava_source"]
+            elseif ocean or swamp or beach then
+              data[ivm] = node[biomes[eff_biome].node_filler or "default:dirt"]
+            end
+          elseif (ocean or swamp or beach) and not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and fdy < half_pod.y and math.random(20) == 1 then
+            data[ivm] = node["loud_walking:glowing_fungal_stone"]
+          elseif (ocean or swamp or beach) and fdy < half_pod.y then
+            data[ivm] = node[biomes[biome_name].node_water or "default:water_source"]
+          elseif cave_height == 3 and (biomes[eff_biome].node_filler or "default:dirt") == "default:dirt" and mushroom_stones[data[ivm - 3 * area.ystride]] and math.random(40) == 1 then
+            data[ivm] = node["loud_walking:giant_mushroom_cap"]
+            data[ivm - area.ystride] = node["loud_walking:giant_mushroom_stem"]
+            data[ivm - 2 * area.ystride] = node["loud_walking:giant_mushroom_stem"]
+            data[ivm - 3 * area.ystride] = node[biomes[eff_biome].node_filler or "default:dirt"]
+          elseif cave_height == 2 and (biomes[eff_biome].node_filler or "default:dirt") == "default:dirt" and mushroom_stones[data[ivm - 2 * area.ystride]] and math.random(20) == 1 then
+            data[ivm] = node["loud_walking:huge_mushroom_cap"]
+            data[ivm - area.ystride] = node["loud_walking:giant_mushroom_stem"]
+            data[ivm - 2 * area.ystride] = node[biomes[eff_biome].node_filler or "default:dirt"]
+          elseif not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and not cave_lining and math.random(10) == 1 then
+            data[ivm] = node["loud_walking:stalagmite"]
+          elseif not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:ice" and math.random(10) == 1 then
+            data[ivm] = node["loud_walking:icicle_up"]
+          else
+            --data[ivm] = node["air"]
+          end
+          in_cave = true
+        elseif cave_lining and cave_map[index3d] ^ 2 > (biome_name == "underground" and 0.4 or 1.2 - math.sin(fdy / (half_pod.y * 0.2))) then
+          data[ivm] = node[cave_lining]
+        elseif fdy > height + ground - (biomes[eff_biome].depth_top or 1) then
+          data[ivm] = node[biomes[eff_biome].node_top or "default:dirt_with_grass"]
+          in_cave = false
+        elseif fdy > height + ground - (biomes[eff_biome].depth_filler or 1) - (biomes[eff_biome].depth_top or 1) then
+          data[ivm] = node[biomes[eff_biome].node_filler or "default:dirt"]
+          in_cave = false
+        else
+          data[ivm] = node[biomes[eff_biome].node_stone or "default:stone"]
+          if math.random(100) == 1 then
+            data[ivm] = node[ore_type]
+          end
+
+          if in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and math.random(20) == 1 then
+            data[ivm] = node["loud_walking:glowing_fungal_stone"]
+          elseif in_cave and not (ocean or swamp or beach) and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and not cave_lining and math.random(10) == 1 then
+            data[ivm - area.ystride] = node["loud_walking:stalactite"]
+          elseif in_cave and not (ocean or swamp or beach) and (biomes[eff_biome].node_stone or "default:stone") == "default:ice" and math.random(10) == 1 then
+            data[ivm - area.ystride] = node["loud_walking:icicle_down"]
+          end
+          in_cave = false
+        end
+
+        if not in_cave then
+          cave_height = 0
+        end
+
+        last_biome = biome_name
+
+        ivm = ivm + area.ystride
+        index3d = index3d + csize.x
+      end
+      last_px = px
+    end
+    last_pz = pz
+  end
+
+  local t2 = os.clock()
 
   --last_px = nil
   --last_pz = nil
-	--for z = minp.z, maxp.z do
-	--	local fdz = z % fcsize.z
-	--	local pz = math_floor(z / fcsize.z)
-	--	for x = minp.x, maxp.x do
-	--		local fdx = x % fcsize.x
-	--		local px = math_floor(x / fcsize.x)
-	--		last_py = nil
-	--		for y = minp.y, maxp.y do
-	--			if fdz % tree_space == 0 and fdx % tree_space == 0 then
-	--				local fdy = y - baseline + half_pod.y
-	--				local pod = fdz < pod_size.z and fdx < pod_size.x and fdy > 0 and fdy < pod_size.y
-	--				if px ~= last_px or pz ~= last_pz then
-	--					biome_name, cave_lining = get_biome(x, y, z)
-	--					ocean = string.find(biome_name, "ocean") and true or false
-	--					swamp = string.find(biome_name, "swamp") and true or false
-	--					node_top = biomes[biome_name].node_top or "default:dirt_with_grass"
-	--				end
+  --for z = minp.z, maxp.z do
+  --	local fdz = z % fcsize.z
+  --	local pz = math_floor(z / fcsize.z)
+  --	for x = minp.x, maxp.x do
+  --		local fdx = x % fcsize.x
+  --		local px = math_floor(x / fcsize.x)
+  --		last_py = nil
+  --		for y = minp.y, maxp.y do
+  --			if fdz % tree_space == 0 and fdx % tree_space == 0 then
+  --				local fdy = y - baseline + half_pod.y
+  --				local pod = fdz < pod_size.z and fdx < pod_size.x and fdy > 0 and fdy < pod_size.y
+  --				if px ~= last_px or pz ~= last_pz then
+  --					biome_name, cave_lining = get_biome(x, y, z)
+  --					ocean = string.find(biome_name, "ocean") and true or false
+  --					swamp = string.find(biome_name, "swamp") and true or false
+  --					node_top = biomes[biome_name].node_top or "default:dirt_with_grass"
+  --				end
 
   --        local rx = x + math.random(tree_space) - 1
   --        local rz = z + math.random(tree_space) - 1
@@ -545,9 +551,9 @@ loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, height
   --              end
   --            end
   --          end
-	--				end
-	--			end
-	--		end
-	--	end
-	--end
+  --				end
+  --			end
+  --		end
+  --	end
+  --end
 end