there's no real need to regen the heightmap and fill skylight here, since MCEdit doesn't use setBlockAt by itself.
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@ -1426,7 +1426,8 @@ class MCInfdevOldLevel(EntityLevel):
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return 0
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ch.Blocks[xInChunk, zInChunk, y] = blockID
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ch.chunkChanged(False)
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ch.dirty = True
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ch.needsLighting = True
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def skylightAt(self, x, y, z):
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