diff --git a/src/cavegen.cpp b/src/cavegen.cpp
index bef50c7a7df4c910a743cbf4abd56b48f2734a35..01543252a718c99ba9bd4f30c9b2355779ad912f 100644
--- a/src/cavegen.cpp
+++ b/src/cavegen.cpp
@@ -20,18 +20,21 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "util/numeric.h"
 #include "map.h"
 #include "mapgen.h"
+#include "mapgen_v6.h"
+#include "mapgen_v7.h"
 #include "cavegen.h"
 
 
-CaveV6::CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
-			bool is_large_cave, content_t c_water, content_t c_lava) {
-	this->vm = mg->vm;
+CaveV6::CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool is_large_cave) {
+	this->mg   = mg;
+	this->vm   = mg->vm;
+	this->ndef = mg->ndef;
 	this->water_level = mg->water_level;
 	this->large_cave = is_large_cave;
 	this->ps  = ps;
 	this->ps2 = ps2;
-	this->c_water_source = c_water;
-	this->c_lava_source  = c_lava;
+	this->c_water_source = mg->c_water_source;
+	this->c_lava_source  = mg->c_lava_source;
 
 	min_tunnel_diameter = 2;
 	max_tunnel_diameter = ps->range(2, 6);
@@ -152,13 +155,6 @@ void CaveV6::makeTunnel(bool dirswitch) {
 		);
 	}
 
-	/*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;
@@ -181,7 +177,7 @@ void CaveV6::makeTunnel(bool dirswitch) {
 
 	float veclen = vec.getLength();
 	// As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
-	if (veclen == 0.0)
+	if (veclen < 0.05)
 		veclen = 1.0;
 		
 	// Every second section is rough
@@ -220,11 +216,7 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
 		for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
 			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;
-				
+			for (s16 y0 = -si2; y0 <= si2; y0++) {				
 				if (large_cave_is_flat) {
 					// Make large caves not so tall
 					if (rs > 7 && abs(y0) >= rs / 3)
@@ -242,7 +234,7 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
 				if (large_cave) {
 					int full_ymin = node_min.Y - MAP_BLOCKSIZE;
 					int full_ymax = node_max.Y + MAP_BLOCKSIZE;
-					
+
 					if (flooded && full_ymin < water_level && full_ymax > water_level) {
 						vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
 					} else if (flooded && full_ymax < water_level) {
@@ -264,3 +256,278 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
 		}
 	}
 }
+
+
+///////////////////////////////////////// Caves V7
+
+CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
+	this->mg   = mg;
+	this->vm   = mg->vm;
+	this->ndef = mg->ndef;
+	this->water_level = mg->water_level;
+	this->large_cave  = is_large_cave;
+	this->ps = ps;
+	this->c_water_source = mg->c_water_source;
+	this->c_lava_source  = mg->c_lava_source;
+
+	dswitchint = ps->range(1, 14);
+	flooded    = ps->range(1, 2) == 2;
+	
+	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));
+		min_tunnel_diameter = 2;
+		max_tunnel_diameter = ps->range(2, 6);
+	}
+	
+	large_cave_is_flat = (ps->range(0, 1) == 0);
+}
+
+
+void CaveV7::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
+	node_min = nmin;
+	node_max = nmax;
+	max_stone_y = max_stone_height;
+	main_direction = v3f(0, 0, 0);
+
+	// Allowed route area size in nodes
+	ar = node_max - node_min + v3s16(1, 1, 1);
+	// Area starting point in nodes
+	of = node_min;
+
+	// Allow a bit more
+	//(this should be more than the maximum radius of the tunnel)
+	s16 insure = 10;
+	s16 more = MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure;
+	ar += v3s16(1,0,1) * more * 2;
+	of -= v3s16(1,0,1) * more;
+
+	route_y_min = 0;
+	// Allow half a diameter + 7 over stone surface
+	route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
+
+	// Limit maximum to area
+	route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
+
+	if (large_cave) {
+		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);
+	}
+
+	s16 route_start_y_min = route_y_min;
+	s16 route_start_y_max = route_y_max;
+
+	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
+	orp = v3f(
+		(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
+	);
+
+	// Generate some tunnel starting from orp
+	for (u16 j = 0; j < tunnel_routepoints; j++)
+		makeTunnel(j % dswitchint == 0);
+}
+
+
+void CaveV7::makeTunnel(bool dirswitch) {
+	if (dirswitch && !large_cave) {
+		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;
+	rs = ps->range(min_d, max_d);
+
+	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;
+	// 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,
+			(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
+		);
+	} else {
+		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
+		);
+	}
+
+	// Do not make large caves that are above ground.
+	// It is only necessary to check the startpoint and endpoint.
+	if (large_cave) {
+		v3s16 orpi(orp.X, orp.Y, orp.Z);
+		v3s16 veci(vec.X, vec.Y, vec.Z);
+		v3s16 p;
+		
+		p = orpi + veci + of + rs / 2;
+		if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+			p.X >= node_min.X && p.X <= node_max.X) {
+			u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+			s16 h = mg->ridge_heightmap[index];
+			if (h < p.Y)
+				return;
+		} else if (p.Y > water_level) {
+			return; // If it's not in our heightmap, use a simple heuristic
+		}
+		
+		p = orpi + of + rs / 2;
+		if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
+			p.X >= node_min.X && p.X <= node_max.X) {
+			u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
+			s16 h = mg->ridge_heightmap[index];
+			if (h < p.Y)
+				return;
+		} else if (p.Y > water_level) { 
+			return;
+		}
+	}
+
+	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;
+
+	float veclen = vec.getLength();
+	if (veclen < 0.05)
+		veclen = 1.0;
+		
+	// Every second section is rough
+	bool randomize_xz = (ps->range(1, 2) == 1);
+
+	// Make a ravine every once in a while if it's long enough
+	float xylen = vec.X * vec.X + vec.Z * vec.Z;
+	bool is_ravine = (xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
+
+	// Carve routes
+	for (float f = 0; f < 1.0; f += 1.0 / veclen)
+		carveRoute(vec, f, randomize_xz, is_ravine);
+	
+	orp = rp;
+}
+
+
+void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
+	MapNode airnode(CONTENT_AIR);
+	MapNode waternode(c_water_source);
+	MapNode lavanode(c_lava_source);
+	MapNode liquidnode = ps->range(0, 4) ? lavanode : waternode;
+	
+	v3s16 startp(orp.X, orp.Y, orp.Z);
+	startp += of;
+	
+	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);
+	}
+	
+	bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
+	
+	for (s16 z0 = d0; z0 <= d1; z0++) {
+		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++) {
+			s16 maxabsxz = MYMAX(abs(x0), abs(z0));
+	
+			s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
+								 rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
+			
+			for (s16 y0 = -si2; y0 <= si2; y0++) {
+				// Make better floors in small caves
+				if(flat_cave_floor && 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;
+				}
+
+				v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
+				p += of;
+
+				if (vm->m_area.contains(p) == false)
+					continue;
+
+				u32 i = vm->m_area.index(p);
+				
+				// Don't replace air or water or lava
+				content_t c = vm->m_data[i].getContent();
+				if (c == CONTENT_AIR || c == c_water_source || c == c_lava_source)
+					continue;
+					
+				if (large_cave) {
+					int full_ymin = node_min.Y - MAP_BLOCKSIZE;
+					int full_ymax = node_max.Y + MAP_BLOCKSIZE;
+
+					if (flooded && full_ymin < water_level && full_ymax > water_level)
+						vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
+					else if (flooded && full_ymax < water_level)
+						vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
+					else
+						vm->m_data[i] = airnode;
+				} else {
+					vm->m_data[i] = airnode;
+					vm->m_flags[i] |= VMANIP_FLAG_CAVE;
+				}
+			}
+		}
+	}
+}
diff --git a/src/cavegen.h b/src/cavegen.h
index 979226b3ef47c43675a85e026124755ae133427f..7822816d6abc9a828c0291ac29358d521860bd49 100644
--- a/src/cavegen.h
+++ b/src/cavegen.h
@@ -22,9 +22,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
 
+class MapgenV6;
+class MapgenV7;
+
 class CaveV6 {
 public:
+	MapgenV6 *mg;
 	ManualMapVoxelManipulator *vm;
+	INodeDefManager *ndef;
 
 	s16 min_tunnel_diameter;
 	s16 max_tunnel_diameter;
@@ -40,10 +45,10 @@ class CaveV6 {
 	v3s16 node_min;
 	v3s16 node_max;
 	
-	v3f orp;  //original point
-	v3s16 of;
+	v3f orp;  // starting point, relative to caved space
+	v3s16 of; // absolute coordinates of caved space
 	v3s16 ar; // allowed route area
-	s16 rs;   // radius size
+	s16 rs;   // tunnel radius size
 	v3f main_direction;
 	
 	s16 route_y_min;
@@ -58,11 +63,53 @@ class CaveV6 {
 	int water_level;
 
 	CaveV6() {}
-	CaveV6(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave,
-			content_t c_water, content_t c_lava);
+	CaveV6(MapgenV6 *mg, PseudoRandom *ps, PseudoRandom *ps2, bool large_cave);
 	void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
 	void makeTunnel(bool dirswitch);
 	void carveRoute(v3f vec, float f, bool randomize_xz);
 };
 
+class CaveV7 {
+public:
+	MapgenV7 *mg;
+	ManualMapVoxelManipulator *vm;
+	INodeDefManager *ndef;
+
+	s16 min_tunnel_diameter;
+	s16 max_tunnel_diameter;
+	u16 tunnel_routepoints;
+	int dswitchint;
+	int part_max_length_rs;
+
+	bool large_cave;
+	bool large_cave_is_flat;
+	bool flooded;
+
+	s16 max_stone_y;
+	v3s16 node_min;
+	v3s16 node_max;
+	
+	v3f orp;  // starting point, relative to caved space
+	v3s16 of; // absolute coordinates of caved space
+	v3s16 ar; // allowed route area
+	s16 rs;   // tunnel radius size
+	v3f main_direction;
+	
+	s16 route_y_min;
+	s16 route_y_max;
+	
+	PseudoRandom *ps;
+	
+	content_t c_water_source;
+	content_t c_lava_source;
+	
+	int water_level;
+
+	CaveV7() {}
+	CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool large_cave);
+	void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
+	void makeTunnel(bool dirswitch);
+	void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
+};
+
 #endif
diff --git a/src/mapgen_indev.cpp b/src/mapgen_indev.cpp
index ce5cfbfeb6836f20b81df357801e0f7a324d78c2..2eeaf13ebc7c7b20a14357e95084aaca05063041 100644
--- a/src/mapgen_indev.cpp
+++ b/src/mapgen_indev.cpp
@@ -274,23 +274,21 @@ void MapgenIndev::generateCaves(int max_stone_y) {
 	
 	for (u32 i = 0; i < caves_count + bruises_count; i++) {
 		bool large_cave = (i >= caves_count);
-		CaveIndev cave(this, &ps, &ps2, node_min, large_cave,
-						c_water_source, c_lava_source);
+		CaveIndev cave(this, &ps, &ps2, node_min, large_cave);
 
 		cave.makeCave(node_min, node_max, max_stone_y);
 	}
 }
 
-CaveIndev::CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2,
-				v3s16 node_min, bool is_large_cave,
-				content_t c_water, content_t c_lava) {
+CaveIndev::CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
+				v3s16 node_min, bool is_large_cave) {
 	this->vm = mg->vm;
 	this->water_level = mg->water_level;
 	this->large_cave = is_large_cave;
 	this->ps  = ps;
 	this->ps2 = ps2;
-	this->c_water_source = c_water;
-	this->c_lava_source  = c_lava;
+	this->c_water_source = mg->c_water_source;
+	this->c_lava_source  = mg->c_lava_source;
 
 	min_tunnel_diameter = 2;
 	max_tunnel_diameter = ps->range(2,6);
diff --git a/src/mapgen_indev.h b/src/mapgen_indev.h
index bd6faa21c59dd09db3054d50c38617020e25d496..87ae39d0993798e97c2b1b3757b19fd9836203e9 100644
--- a/src/mapgen_indev.h
+++ b/src/mapgen_indev.h
@@ -153,8 +153,8 @@ struct MapgenFactoryIndev : public MapgenFactoryV6 {
 
 class CaveIndev : public CaveV6 {
 public:
-	CaveIndev(Mapgen *mg, PseudoRandom *ps, PseudoRandom *ps2, v3s16 node_min,
-			bool is_large_cave, content_t c_water, content_t c_lava);
+	CaveIndev(MapgenIndev *mg, PseudoRandom *ps, PseudoRandom *ps2,
+			v3s16 node_min, bool is_large_cave);
 };
 
 #endif
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
index 352afd2f30d39dd9d4307d7de56cbd9dec6bf04a..d90d142d50ed75d911c1c686ba356a7656934809 100644
--- a/src/mapgen_v6.cpp
+++ b/src/mapgen_v6.cpp
@@ -948,7 +948,7 @@ void MapgenV6::generateCaves(int max_stone_y) {
 	
 	for (u32 i = 0; i < caves_count + bruises_count; i++) {
 		bool large_cave = (i >= caves_count);
-		CaveV6 cave(this, &ps, &ps2, large_cave, c_water_source, c_lava_source);
+		CaveV6 cave(this, &ps, &ps2, large_cave);
 
 		cave.makeCave(node_min, node_max, max_stone_y);
 	}
diff --git a/src/mapgen_v7.cpp b/src/mapgen_v7.cpp
index efcf7867203d39772047e45b52bebe525620d093..4bfc866e246ccaad962b2139f56e44b3055e0254 100644
--- a/src/mapgen_v7.cpp
+++ b/src/mapgen_v7.cpp
@@ -78,7 +78,7 @@ MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *params, EmergeManager *emerge)
 	this->water_level = params->water_level;
 	this->flags   = params->flags;
 	this->csize   = v3s16(1, 1, 1) * params->chunksize * MAP_BLOCKSIZE;
-//	this->ystride = csize.X; //////fix this
+	this->ystride = csize.X; //////fix this
 
 	this->biomemap  = new u8[csize.X * csize.Z];
 	this->heightmap = new s16[csize.X * csize.Z];
@@ -187,7 +187,6 @@ void MapgenV7::makeChunk(BlockMakeData *data) {
 	
 	generateCaves(stone_surface_max_y);
 	addTopNodes();
-	//v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
 
 	if (flags & MG_DUNGEONS) {
 		DungeonGen dgen(ndef, data->seed, water_level);
@@ -452,7 +451,8 @@ void MapgenV7::addTopNodes() {
 				vm->m_area.add_y(em, i, 1);
 			}
 			// If dirt, grow grass on it.
-			if (vm->m_data[i].getContent() == CONTENT_AIR) {
+			if (y > water_level - 10 &&
+				vm->m_data[i].getContent() == CONTENT_AIR) {
 				vm->m_area.add_y(em, i, -1);
 				if (vm->m_data[i].getContent() == c_dirt)
 					vm->m_data[i] = MapNode(c_dirt_with_grass);
@@ -489,7 +489,8 @@ void MapgenV7::addTopNodes() {
 				vm->m_area.add_y(em, i, 1);
 			}
 			// If dirt, grow grass on it.
-			if (vm->m_data[i].getContent() == CONTENT_AIR) {
+			if (y > water_level - 10 &&
+				vm->m_data[i].getContent() == CONTENT_AIR) {
 				vm->m_area.add_y(em, i, -1);
 				if (vm->m_data[i].getContent() == c_dirt)
 					vm->m_data[i] = MapNode(c_dirt_with_grass);
@@ -502,22 +503,22 @@ void MapgenV7::addTopNodes() {
 #include "mapgen_v6.h"
 void MapgenV7::generateCaves(int max_stone_y) {
 	PseudoRandom ps(blockseed + 21343);
-	PseudoRandom ps2(blockseed + 1032);
 
 	int volume_nodes = (node_max.X - node_min.X + 1) *
-					   (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
+					   (node_max.Y - node_min.Y + 1) *
+					   (node_max.Z - node_min.Z + 1);
 	float cave_amount = NoisePerlin2D(&nparams_v6_def_cave,
 								node_min.X, node_min.Y, seed);
-	
-	u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 50000;
+
+	u32 caves_count = MYMAX(0.0, cave_amount) * volume_nodes / 250000;
 	for (u32 i = 0; i < caves_count; i++) {
-		CaveV6 cave(this, &ps, &ps2, false, c_water_source, c_lava_source);
+		CaveV7 cave(this, &ps, false);
 		cave.makeCave(node_min, node_max, max_stone_y);
 	}
-	
-	u32 bruises_count = (ps.range(1, 6) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
+
+	u32 bruises_count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;
 	for (u32 i = 0; i < bruises_count; i++) {
-		CaveV6 cave(this, &ps, &ps2, true, c_water_source, c_lava_source);
+		CaveV7 cave(this, &ps, true);
 		cave.makeCave(node_min, node_max, max_stone_y);
 	}	
 }