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1. I'll reduce the density of trees slightly.
2. There are limits with generating land masses per game seed.
3. ???
4. It's too peaceful and not challenging.
5. There are limits with height varibility.
6. There are already rivers in the world generation.
7. I would, but I'm not great at drawing game textures and making 3D models. I would want to make Cactus models, but I like to code things most often, even if I'm a slow typer.
8. There are limits with what I can do with world generation.
9. Sure, I'm planning to add those in the upcoming Redwood biome, since @RedMissile never answered my question.
10. Are you sure about this?
Giant Trees: I don't have to make static tiles to make giant trees because the branches are separate assets than the trunk of the tree. Giant trees are more nature.
Unclimbable Hills: That sort of generation is hard to blend with the terrain height properly.
1 make trees and grass less dense
2 make bigger land masses, the world i generated is just a big ocean
3 generate more random objects like giant trees and rocks randomly scattered, add a few tile like structures if possible like the small stream tile of default scrap mechanic, details like that give tile generation charm
4 spawn less mobs, at night its a mess default survival you might find like 2-3 mobs not 10
5 add more cliffs and mountains and generally height variability
6 if possible make rivers
7 find someway to make deserts more full
8 more random openings in the trees and similar things to make the world feel more alive
9 more survival friendly-ness is needed ex. beeswax is more common
10 make loot chests slightly more rare and make less stuff dependent on them
a few last things, make giant trees spawn i love tree houses, and by more height variance i mean survival additions which makes unclimbable hills similar to that
1. I would have to create some sort of large teleporter from the world to the caves. Laziest option, but I cannot cut open ground terrain.
2. I would rather add in caves once Chapter 2 is out because fully mine-able caves!
3. I would have to randomly generate a lot of terrain assets that are rocks. That may lag your game, especially minimal enough with patches. Would you rather have cube styled assets in caves instead?
4. A partial limitation, mentioning the natural spawning and Chapter 1, I do not want enemies spawning right outside of the cave map. I'll think of something.
5. I prefer less lethal enemies in the caves, but the classic Totebot and Haybot wouldn't cut it, so...
In my opinion, Chapter 1 styled caves would suck.
What else on that What if? I'd significantly reduce the initial spawn rate of crates that should be smashed with delicacy and add in respawnable crates in those buildings, to match the Scrap Mechanic Survival rules.