u16 loop_max = g_settings->getU16("liquid_loop_max");
+ //if (m_transforming_liquid.size() > 0) errorstream << "Liquid queue size="<<m_transforming_liquid.size()<<std::endl;
+
while (m_transforming_liquid.size() > 0)
{
// This should be done here so that it is done when continue is used
}
// prevent lakes in air above unloaded blocks
- if (liquid_levels[D_TOP] == 0 && (p0.Y > water_level || !fast_flood) && neighbors[D_BOTTOM].n.getContent() == CONTENT_IGNORE) {
+ if (liquid_levels[D_TOP] == 0 && (p0.Y > water_level) && neighbors[D_BOTTOM].n.getContent() == CONTENT_IGNORE && !(loopcount % 3)) {
--total_level;
}
if (!neighbors[ii].l)
continue;
liquid_levels_want[ii] = want_level;
- if (liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE && total_level > 0
- && liquid_levels[ii] > liquid_levels_want[ii]
- ) {
- ++liquid_levels_want[ii];
- --total_level;
+ if (liquid_levels_want[ii] < LIQUID_LEVEL_SOURCE && total_level > 0) {
+ if (loopcount % 3 || liquid_levels[ii] <= 0){
+ if (liquid_levels[ii] > liquid_levels_want[ii]) {
+ ++liquid_levels_want[ii];
+ --total_level;
+ }
+ } else if (neighbors[ii].l > 0){
+ ++liquid_levels_want[ii];
+ --total_level;
+ }
}
}