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as suggested, here is an alpha preview of advanced trees
September 20, 2026
by
quinnenbestprogrammerever
i think it's cool. still working on liquids; got a first draft down for what the code would look like...
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infinite (maybe?) worlds!
September 15, 2026
by
quinnenbestprogrammerever
there's probably some farlands equivalent, though the consequences of this have been minimized. also this would imply that we need a saving/loading thing, but i want to finish liquids first...
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okay the game will actually try to make the trees look like trees now
September 15, 2026
by
quinnenbestprogrammerever
still not very good at this. also improved collisions n stuff. tried to improve raycasting but it didn't like me...
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the progression update
September 15, 2026
by
quinnenbestprogrammerever
you can now set a somewhat hard goal of getting a polished stone in finite resources mode! i tried before, trust me, it's hard. in order to do this you must: identify a container (crafted from any blo...
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trees are here
September 14, 2026
by
quinnenbestprogrammerever
they're quite small, and can be used in finite resources mode. polished stuff still isn't possible in this mode. you can craft into wood by holding alt, and you can also press 2 keys at once to transf...
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finite resources mode
September 14, 2026
by
quinnenbestprogrammerever
also the placing script is slightly improved (still not perfect). finite resources mode doesn't support polished or wood...
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okay this is cool, polished stone
September 14, 2026
by
quinnenbestprogrammerever
you can polish stone (and also set it to have different sides) by holding UIOJKL (any) while selecting. i should probably polish (haha) this feature more...
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wooden stuff
September 13, 2026
by
quinnenbestprogrammerever
trees might be added soon. but you can press shift to toggle the "wooden" form of a block, and when holding alt, you can place a log...
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added paths
September 13, 2026
by
quinnenbestprogrammerever
you can place paths down using alt, they will also generate automatically. also increased render fidelity of translucent stuff and added ceiling collisions...
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