diff --git a/source/cClientHandle.cpp b/source/cClientHandle.cpp
index 8c49411fe..22adc2207 100644
--- a/source/cClientHandle.cpp
+++ b/source/cClientHandle.cpp
@@ -872,21 +872,28 @@ void cClientHandle::HandlePacket( cPacket* a_Packet )
 					case E_ITEM_LAVA_BUCKET:
 						if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )))
 						{
+							PacketData->m_ItemType = E_BLOCK_LAVA;
+							if(m_Player->GetGameMode() == 1)
+								break;						//No new Bucket for creative players
+
 							cItem NewItem;
 							NewItem.m_ItemID = E_ITEM_BUCKET;
 							NewItem.m_ItemCount = 1;
 							m_Player->GetInventory().AddItem( NewItem );
-							PacketData->m_ItemType = E_BLOCK_LAVA;
+							
 						}
 						break;
 					case E_ITEM_WATER_BUCKET:
 						if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )))
 						{
+							PacketData->m_ItemType = E_BLOCK_WATER;
+							if(m_Player->GetGameMode() == 1)
+								break;						//No new Bucket for creative players
 							cItem NewItem;
 							NewItem.m_ItemID = E_ITEM_BUCKET;
 							NewItem.m_ItemCount = 1;
 							m_Player->GetInventory().AddItem( NewItem );
-							PacketData->m_ItemType = E_BLOCK_WATER;
+							
 						}
 						break;
 					case E_BLOCK_WHITE_CLOTH:
diff --git a/source/cFluidSimulator.cpp b/source/cFluidSimulator.cpp
index cd2d1fae2..55a3f549b 100644
--- a/source/cFluidSimulator.cpp
+++ b/source/cFluidSimulator.cpp
@@ -9,9 +9,9 @@ class cFluidSimulator::FluidData
 {
 public:
 	FluidData( cWorld* a_World, cFluidSimulator *a_Simulator )
-		: m_ActiveFluid( new std::vector< Vector3i >() )
+		: m_ActiveFluid( new std::list < Vector3i >() )
 		, m_Simulator (a_Simulator)
-		, m_Buffer( new std::vector< Vector3i >() )
+		, m_Buffer( new std::list< Vector3i >() )
 		, m_World( a_World )
 	{}
 
@@ -71,8 +71,8 @@ public:
 		return Points;
 	}
 
-	std::vector< Vector3i >* m_ActiveFluid;
-	std::vector< Vector3i >* m_Buffer;
+	std::list< Vector3i >* m_ActiveFluid;
+	std::list< Vector3i >* m_Buffer;
 	cWorld* m_World;
 	cFluidSimulator *m_Simulator;
 };
@@ -95,8 +95,8 @@ void cFluidSimulator::AddBlock( int a_X, int a_Y, int a_Z )
 		return;
 
 	// Check for duplicates
-	std::vector< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
-	for( std::vector< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
+	std::list< Vector3i > & ActiveFluid = *m_Data->m_ActiveFluid;
+	for( std::list< Vector3i >::iterator itr = ActiveFluid.begin(); itr != ActiveFluid.end(); ++itr )
 	{
 		Vector3i & Pos = *itr;
 		if( Pos.x == a_X && Pos.y == a_Y && Pos.z == a_Z )
@@ -137,8 +137,8 @@ void cFluidSimulator::Simulate( float a_Dt )
 	std::swap( m_Data->m_ActiveFluid, m_Data->m_Buffer );	// Swap so blocks can be added to empty ActiveFluid array
 	m_Data->m_ActiveFluid->clear();
 
-	std::vector< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
-	for( std::vector< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
+	std::list< Vector3i > & FluidBlocks = *m_Data->m_Buffer;
+	for( std::list< Vector3i >::iterator itr = FluidBlocks.begin(); itr != FluidBlocks.end(); ++itr )
 	{
 		
 		Vector3i & pos = *itr;
@@ -251,6 +251,8 @@ Direction cFluidSimulator::GetFlowingDirection(int a_X, int a_Y, int a_Z, bool a
 
 	std::vector< Vector3i * > Points;
 
+	Points.reserve(4);	//Already allocate 4 places :D
+
 	//add blocks around the checking pos
 	Points.push_back(new Vector3i(a_X - 1, a_Y, a_Z));
 	Points.push_back(new Vector3i(a_X + 1, a_Y, a_Z));
diff --git a/source/cPickup.cpp b/source/cPickup.cpp
index 7b6e9e1d1..c665577f0 100644
--- a/source/cPickup.cpp
+++ b/source/cPickup.cpp
@@ -169,13 +169,17 @@ void cPickup::HandlePhysics(float a_Dt)
 		{
 			m_bOnGround = false;
 		}
-		char block = World->GetBlock( BlockX, (int)m_Pos->y - (int)m_bOnGround, BlockZ );
-		if( block == E_BLOCK_STATIONARY_LAVA || block == E_BLOCK_LAVA ) {
+		char Block = World->GetBlock( BlockX, (int)m_Pos->y - (int)m_bOnGround, BlockZ );
+		char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
+
+		if( IsBlockLava(Block) || Block == E_BLOCK_FIRE
+			|| IsBlockLava(BlockIn) || BlockIn == E_BLOCK_FIRE)
+		{
 			m_bCollected = true;
 			m_Timer = 0;
 			return;
 		}
-		char BlockIn = World->GetBlock( BlockX, (int)m_Pos->y, BlockZ );
+
 		if( BlockIn != E_BLOCK_AIR && !IsBlockWater(BlockIn) ) // If in ground itself, push it out
 		{
 			m_bOnGround = true;
diff --git a/source/cSandSimulator.cpp b/source/cSandSimulator.cpp
index 65516178b..c27607f73 100644
--- a/source/cSandSimulator.cpp
+++ b/source/cSandSimulator.cpp
@@ -7,8 +7,8 @@
 
 cSandSimulator::cSandSimulator( cWorld* a_World )
 	: cSimulator(a_World)
-	, m_Blocks(new std::vector <Vector3i *>)
-	, m_Buffer(new std::vector <Vector3i *>)
+	, m_Blocks(new std::list <Vector3i *>)
+	, m_Buffer(new std::list <Vector3i *>)
 {
 
 }
@@ -24,7 +24,7 @@ void cSandSimulator::Simulate( float a_Dt )
 	m_Buffer->clear();
 	std::swap( m_Blocks, m_Buffer );
 
-	for( std::vector<Vector3i *>::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
+	for( std::list<Vector3i *>::iterator itr = m_Buffer->begin(); itr != m_Buffer->end(); ++itr )
 	{
 		Vector3i *Pos = *itr;
 		char BlockID = m_World->GetBlock(Pos->x, Pos->y, Pos->z);
@@ -57,7 +57,7 @@ void cSandSimulator::AddBlock(int a_X, int a_Y, int a_Z)
 	Vector3i *Block = new Vector3i(a_X, a_Y, a_Z);
 	
 	//check for duplicates
-	for( std::vector<Vector3i *>::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
+	for( std::list<Vector3i *>::iterator itr = m_Blocks->begin(); itr != m_Blocks->end(); ++itr )
 	{
 		Vector3i *Pos = *itr;
 		if( Pos->x == a_X && Pos->y == a_Y && Pos->z == a_Z )
diff --git a/source/cSandSimulator.h b/source/cSandSimulator.h
index a3809850d..3a086e8cc 100644
--- a/source/cSandSimulator.h
+++ b/source/cSandSimulator.h
@@ -1,7 +1,7 @@
 #pragma once
 #include "cSimulator.h"
 #include "cBlockEntity.h"
-#include "vector"
+#include <list>
 
 class Vector3i;
 class cWorld;
@@ -20,6 +20,6 @@ public:
 protected:
 	virtual void AddBlock(int a_X, int a_Y, int a_Z);
 
-	std::vector <Vector3i *> *m_Blocks;
-	std::vector <Vector3i *> *m_Buffer;
+	std::list <Vector3i *> *m_Blocks;
+	std::list <Vector3i *> *m_Buffer;
 };
\ No newline at end of file