diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp
index 6be7e908636508be2ab2582965df9926d458cc0a..78573da04c4adb36a1130e4b88b009741da9502e 100644
--- a/src/dungeongen.cpp
+++ b/src/dungeongen.cpp
@@ -30,9 +30,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 //#define DGEN_USE_TORCHES
 
-NoiseParams nparams_dungeon_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
-NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
-NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
+NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
 
 
 ///////////////////////////////////////////////////////////////////////////////
@@ -55,26 +54,27 @@ DungeonGen::DungeonGen(INodeDefManager *ndef,
 	} else {
 		dp.seed = 0;
 
-		dp.c_water  = ndef->getId("mapgen_water_source");
-		dp.c_cobble = ndef->getId("mapgen_cobble");
-		dp.c_moss   = ndef->getId("mapgen_mossycobble");
-		dp.c_stair  = ndef->getId("mapgen_stair_cobble");
+		dp.c_water       = ndef->getId("mapgen_water_source");
+		dp.c_river_water = ndef->getId("mapgen_river_water_source");
+		dp.c_wall        = ndef->getId("mapgen_cobble");
+		dp.c_alt_wall    = ndef->getId("mapgen_mossycobble");
+		dp.c_stair       = ndef->getId("mapgen_stair_cobble");
+
+		if (dp.c_river_water == CONTENT_IGNORE)
+			dp.c_river_water = ndef->getId("mapgen_water_source");
 
 		dp.diagonal_dirs = false;
-		dp.mossratio     = 3.0;
 		dp.holesize      = v3s16(1, 2, 1);
 		dp.roomsize      = v3s16(0, 0, 0);
+		dp.rooms_min     = 2;
+		dp.rooms_max     = 16;
+		dp.y_min         = -MAX_MAP_GENERATION_LIMIT;
+		dp.y_max         = MAX_MAP_GENERATION_LIMIT;
 		dp.notifytype    = GENNOTIFY_DUNGEON;
 
-		dp.np_rarity  = nparams_dungeon_rarity;
-		dp.np_wetness = nparams_dungeon_wetness;
-		dp.np_density = nparams_dungeon_density;
+		dp.np_density  = nparams_dungeon_density;
+		dp.np_alt_wall = nparams_dungeon_alt_wall;
 	}
-
-	// For mapgens using river water
-	dp.c_river_water = ndef->getId("mapgen_river_water_source");
-	if (dp.c_river_water == CONTENT_IGNORE)
-		dp.c_river_water = ndef->getId("mapgen_water_source");
 }
 
 
@@ -83,7 +83,11 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
 	assert(vm);
 
 	//TimeTaker t("gen dungeons");
-	if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, dp.seed) < 0.2)
+	if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
+		return;
+
+	float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
+	if (nval_density < 1.0f)
 		return;
 
 	this->vm = vm;
@@ -107,23 +111,23 @@ void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
 		}
 	}
 
-	// Add it
-	makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
+	// Add them
+	for (u32 i = 0; i < floor(nval_density); i++)
+		makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
 
-	// Convert some cobble to mossy cobble
-	if (dp.mossratio != 0.0) {
-		for (s16 z = nmin.Z; z <= nmax.Z; z++)
-		for (s16 y = nmin.Y; y <= nmax.Y; y++) {
-			u32 i = vm->m_area.index(nmin.X, y, z);
-			for (s16 x = nmin.X; x <= nmax.X; x++) {
-				if (vm->m_data[i].getContent() == dp.c_cobble) {
-					float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, dp.seed);
-					float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
-					if (density < wetness / dp.mossratio)
-						vm->m_data[i].setContent(dp.c_moss);
-				}
-				i++;
+	// Optionally convert some structure to alternative structure
+	if (dp.c_alt_wall == CONTENT_IGNORE)
+		return;
+
+	for (s16 z = nmin.Z; z <= nmax.Z; z++)
+	for (s16 y = nmin.Y; y <= nmax.Y; y++) {
+		u32 i = vm->m_area.index(nmin.X, y, z);
+		for (s16 x = nmin.X; x <= nmax.X; x++) {
+			if (vm->m_data[i].getContent() == dp.c_wall) {
+				if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
+					vm->m_data[i].setContent(dp.c_alt_wall);
 			}
+			i++;
 		}
 	}
 
@@ -189,7 +193,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 	*/
 	v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
 
-	u32 room_count = random.range(2, 16);
+	u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
 	for (u32 i = 0; i < room_count; i++) {
 		// Make a room to the determined place
 		makeRoom(roomsize, roomplace);
@@ -265,7 +269,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
 {
-	MapNode n_cobble(dp.c_cobble);
+	MapNode n_wall(dp.c_wall);
 	MapNode n_air(CONTENT_AIR);
 
 	// Make +-X walls
@@ -278,7 +282,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
 			u32 vi = vm->m_area.index(p);
 			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
 				continue;
-			vm->m_data[vi] = n_cobble;
+			vm->m_data[vi] = n_wall;
 		}
 		{
 			v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
@@ -287,7 +291,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
 			u32 vi = vm->m_area.index(p);
 			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
 				continue;
-			vm->m_data[vi] = n_cobble;
+			vm->m_data[vi] = n_wall;
 		}
 	}
 
@@ -301,7 +305,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
 			u32 vi = vm->m_area.index(p);
 			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
 				continue;
-			vm->m_data[vi] = n_cobble;
+			vm->m_data[vi] = n_wall;
 		}
 		{
 			v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
@@ -310,7 +314,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
 			u32 vi = vm->m_area.index(p);
 			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
 				continue;
-			vm->m_data[vi] = n_cobble;
+			vm->m_data[vi] = n_wall;
 		}
 	}
 
@@ -324,7 +328,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
 			u32 vi = vm->m_area.index(p);
 			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
 				continue;
-			vm->m_data[vi] = n_cobble;
+			vm->m_data[vi] = n_wall;
 		}
 		{
 			v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
@@ -333,7 +337,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
 			u32 vi = vm->m_area.index(p);
 			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
 				continue;
-			vm->m_data[vi] = n_cobble;
+			vm->m_data[vi] = n_wall;
 		}
 	}
 
@@ -417,7 +421,7 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
 				makeFill(p + v3s16(-1, -1, -1),
 					dp.holesize + v3s16(2, 3, 2),
 					VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
-					MapNode(dp.c_cobble),
+					MapNode(dp.c_wall),
 					0);
 				makeHole(p);
 				makeHole(p - dir);
@@ -435,18 +439,18 @@ void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
 					int facedir = dir_to_facedir(dir * make_stairs);
 
 					u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
-					if (vm->m_data[vi].getContent() == dp.c_cobble)
+					if (vm->m_data[vi].getContent() == dp.c_wall)
 						vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
 
 					vi = vm->m_area.index(p.X, p.Y, p.Z);
-					if (vm->m_data[vi].getContent() == dp.c_cobble)
+					if (vm->m_data[vi].getContent() == dp.c_wall)
 						vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
 				}
 			} else {
 				makeFill(p + v3s16(-1, -1, -1),
 					dp.holesize + v3s16(2, 2, 2),
 					VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
-					MapNode(dp.c_cobble),
+					MapNode(dp.c_wall),
 					0);
 				makeHole(p);
 			}
@@ -488,8 +492,8 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
 			randomizeDir();
 			continue;
 		}
-		if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble &&
-				vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) {
+		if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
+				vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
 			// Found wall, this is a good place!
 			result_place = p;
 			result_dir = m_dir;
@@ -502,7 +506,7 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
 		*/
 		// Jump one up if the actual space is there
 		if (vm->getNodeNoExNoEmerge(p +
-				v3s16(0, 0, 0)).getContent() == dp.c_cobble &&
+				v3s16(0, 0, 0)).getContent() == dp.c_wall &&
 				vm->getNodeNoExNoEmerge(p +
 				v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
 				vm->getNodeNoExNoEmerge(p +
@@ -510,7 +514,7 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
 			p += v3s16(0,1,0);
 		// Jump one down if the actual space is there
 		if (vm->getNodeNoExNoEmerge(p +
-				v3s16(0, 1, 0)).getContent() == dp.c_cobble &&
+				v3s16(0, 1, 0)).getContent() == dp.c_wall &&
 				vm->getNodeNoExNoEmerge(p +
 				v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
 				vm->getNodeNoExNoEmerge(p +
diff --git a/src/dungeongen.h b/src/dungeongen.h
index 8986274834e2f6adc55c12095c10ff04a030f2cb..30786b9f3b0e2b2a60d2e0103addb66a92080af8 100644
--- a/src/dungeongen.h
+++ b/src/dungeongen.h
@@ -43,19 +43,21 @@ struct DungeonParams {
 
 	content_t c_water;
 	content_t c_river_water;
-	content_t c_cobble;
-	content_t c_moss;
+	content_t c_wall;
+	content_t c_alt_wall;
 	content_t c_stair;
 
-	GenNotifyType notifytype;
 	bool diagonal_dirs;
-	float mossratio;
 	v3s16 holesize;
 	v3s16 roomsize;
+	u16 rooms_min;
+	u16 rooms_max;
+	s16 y_min;
+	s16 y_max;
+	GenNotifyType notifytype;
 
-	NoiseParams np_rarity;
-	NoiseParams np_wetness;
 	NoiseParams np_density;
+	NoiseParams np_alt_wall;
 };
 
 class DungeonGen {
@@ -99,8 +101,7 @@ class DungeonGen {
 	}
 };
 
-extern NoiseParams nparams_dungeon_rarity;
-extern NoiseParams nparams_dungeon_wetness;
 extern NoiseParams nparams_dungeon_density;
+extern NoiseParams nparams_dungeon_alt_wall;
 
 #endif
diff --git a/src/mapgen.cpp b/src/mapgen.cpp
index 576fb219af5328c340cd9d18ef229b52e54e3cc8..1e0e3aa44232286e4061b9ad2eec5ceec9e0e771 100644
--- a/src/mapgen.cpp
+++ b/src/mapgen.cpp
@@ -738,44 +738,44 @@ void MapgenBasic::generateDungeons(s16 max_stone_y, MgStoneType stone_type)
 
 	DungeonParams dp;
 
-	dp.seed = seed;
-
-	dp.np_rarity  = nparams_dungeon_rarity;
-	dp.np_density = nparams_dungeon_density;
-	dp.np_wetness = nparams_dungeon_wetness;
-	dp.c_water    = c_water_source;
+	dp.seed          = seed;
+	dp.c_water       = c_water_source;
+	dp.c_river_water = c_river_water_source;
+	dp.rooms_min     = 2;
+	dp.rooms_max     = 16;
+	dp.y_min         = -MAX_MAP_GENERATION_LIMIT;
+	dp.y_max         = MAX_MAP_GENERATION_LIMIT;
+	dp.np_density    = nparams_dungeon_density;
+	dp.np_alt_wall   = nparams_dungeon_alt_wall;
 
 	switch (stone_type) {
 	default:
 	case MGSTONE_STONE:
-		dp.c_cobble = c_cobble;
-		dp.c_moss   = c_mossycobble;
-		dp.c_stair  = c_stair_cobble;
+		dp.c_wall     = c_cobble;
+		dp.c_alt_wall = c_mossycobble;
+		dp.c_stair    = c_stair_cobble;
 
 		dp.diagonal_dirs = false;
-		dp.mossratio     = 3.0;
 		dp.holesize      = v3s16(1, 2, 1);
 		dp.roomsize      = v3s16(0, 0, 0);
 		dp.notifytype    = GENNOTIFY_DUNGEON;
 		break;
 	case MGSTONE_DESERT_STONE:
-		dp.c_cobble = c_desert_stone;
-		dp.c_moss   = c_desert_stone;
-		dp.c_stair  = c_desert_stone;
+		dp.c_wall     = c_desert_stone;
+		dp.c_alt_wall = CONTENT_IGNORE;
+		dp.c_stair    = c_desert_stone;
 
 		dp.diagonal_dirs = true;
-		dp.mossratio     = 0.0;
 		dp.holesize      = v3s16(2, 3, 2);
 		dp.roomsize      = v3s16(2, 5, 2);
 		dp.notifytype    = GENNOTIFY_TEMPLE;
 		break;
 	case MGSTONE_SANDSTONE:
-		dp.c_cobble = c_sandstonebrick;
-		dp.c_moss   = c_sandstonebrick;
-		dp.c_stair  = c_sandstonebrick;
+		dp.c_wall     = c_sandstonebrick;
+		dp.c_alt_wall = CONTENT_IGNORE;
+		dp.c_stair    = c_sandstonebrick;
 
 		dp.diagonal_dirs = false;
-		dp.mossratio     = 0.0;
 		dp.holesize      = v3s16(2, 2, 2);
 		dp.roomsize      = v3s16(2, 0, 2);
 		dp.notifytype    = GENNOTIFY_DUNGEON;
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
index 103120b6a1c2d4ed5fe6e078c36fb31397ae6940..caa64827ecb64d685fa966ac48972c85df870575 100644
--- a/src/mapgen_v6.cpp
+++ b/src/mapgen_v6.cpp
@@ -560,28 +560,30 @@ void MapgenV6::makeChunk(BlockMakeData *data)
 		DungeonParams dp;
 
 		dp.seed = seed;
+		dp.c_water       = c_water_source;
+		dp.c_river_water = c_water_source;
+		dp.rooms_min     = 2;
+		dp.rooms_max     = 16;
+		dp.y_min         = -MAX_MAP_GENERATION_LIMIT;
+		dp.y_max         = MAX_MAP_GENERATION_LIMIT;
+		dp.np_density    = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+		dp.np_alt_wall   = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
 
-		dp.np_rarity  = nparams_dungeon_rarity;
-		dp.np_density = nparams_dungeon_density;
-		dp.np_wetness = nparams_dungeon_wetness;
-		dp.c_water    = c_water_source;
 		if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
-			dp.c_cobble = c_desert_stone;
-			dp.c_moss   = c_desert_stone;
-			dp.c_stair  = c_desert_stone;
+			dp.c_wall     = c_desert_stone;
+			dp.c_alt_wall = CONTENT_IGNORE;
+			dp.c_stair    = c_desert_stone;
 
 			dp.diagonal_dirs = true;
-			dp.mossratio     = 0.0;
 			dp.holesize      = v3s16(2, 3, 2);
 			dp.roomsize      = v3s16(2, 5, 2);
 			dp.notifytype    = GENNOTIFY_TEMPLE;
 		} else {
-			dp.c_cobble = c_cobble;
-			dp.c_moss   = c_mossycobble;
-			dp.c_stair  = c_stair_cobble;
+			dp.c_wall     = c_cobble;
+			dp.c_alt_wall = c_mossycobble;
+			dp.c_stair    = c_stair_cobble;
 
 			dp.diagonal_dirs = false;
-			dp.mossratio     = 3.0;
 			dp.holesize      = v3s16(1, 2, 1);
 			dp.roomsize      = v3s16(0, 0, 0);
 			dp.notifytype    = GENNOTIFY_DUNGEON;