* possible fix for large cubic holes in map
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@ -1317,7 +1317,8 @@ void make_block(BlockMakeData *data)
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data->seed, v2s16(blockpos.X, blockpos.Z), 1);
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// Maximum amount of ground above the bottom of the central block
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s16 maximum_ground_depth = maximum_groundlevel - node_min.Y;
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#if 0
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/*
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Special case for high air or water: Just fill with air and water.
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*/
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@ -1351,6 +1352,7 @@ void make_block(BlockMakeData *data)
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// We're done
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return;
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}
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#endif
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/*
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If block is deep underground, this is set to true and ground
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