- reintroduced highways
- reintroduced skyscrapers & apartments
- fixed bug with presets not autonaming correctly
- reintroduced cities
- added key prompts for doing actions
- cities now generate freeform the same as towns instead of being mostly static
- cities now only generate when a highway meets a road
- roads will now do a height distance check when connecting regions to hopefully ensure no more big road going up big mountain lmao
- key prompts now also show mouse actions
- towns & cities will now also do an elevation check
- significantly improved mountain generation... hopefully should be no more sticky uppy goofy looking mountains
- shifted vertical biome generation upwards
- increased elevation-based blending
- fixed map breaking showing destroyed turbines
- parachute now inherits current speed instead of instantly dropping it to 0
- readusted parachute position
- reintroduced highway road events
- highways now have a proportional chance of spawning depending on loot stage
- towns & cities now follow a proportional curve of spawning depending on loot stage i.e more towns at lower loot stage more cities at higher loot stage
- changed highway from 4 lane to 2 lane as it was a bit big for new worldgen
- more robust structure generation checking should ensure no more structures placing over each other for the most part hopefully well see lmao
- highways now limit the amount of other paths that can spawn in the region to reduce clutter in high densisty regions
- regions now do a preemptive check for citities as it takes up almost the entire region so cant rlly spawn anything else
- new music !!
- road region connections now retries if placing in a non ideal location
- switched out title screen music for some new tracks
- aparentments can now rarely spawn in towns (instead of just cities and not skyscrapers)
- fixed jungle biome having concrete ground lol
- added 8 new residential POIs
- reintroduced highrise construction sites
- reintroduced railyard POI
- added barn silo small (industrial barn silos would b rlly cool)
- new medium sized house
- siginficantly increased town & city spawning further out
- fixed enumeration execution operation runtime error
- fixed some houses having unwanted grass
- fixed vehicles on fences being scuffed
- increased base region generation range should lead to better generation results
- structure generation now does a more advanced check to hopefully not generate ontop of other roads passing by
- fixed weather engine sometimes initializing before server init causing mismatch of weather data i.e showing the wrong weather on client
- significantly increased randomness of temperate based biome generation
- fixed biome generation bricking when generating distant rocks
- temperature is now based on seed instead of directly being thematic with latitude... this makes things more interesting and different but will likely also become a server setting aas you might prefer knowing north will ALWAYS be colder
- fixed short bridges going into water
- fixed distant chunk loading runtime error
- distant biomes now also precalculate biome data... sometimes on world init this would cause issues for starting distant chunks
- significantly improved hill & river generation (check it out it looks cool af)
- fixed church object spawns
- fixed item generation something breaking at high lootstage if it couldent find any high-tier items in specific loot table
- nolonger anticheat checks for chunk requests when in noclip
Source: Steam Community (opens in a new tab)
