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-ROADMAP
Updated 2 weeks agoThis page is currently available in English only.
Planned direction for TerrainForge. Order and scope may change; done items ship in the listed release.
Done
0.3.x — Brush & UI foundation
- Free-form terrain brush (Flatten, Raise, Lower, Smooth, Ramp, Shore, Paint, Restore, Snow) beyond the vanilla ±8 m limit.
- 5 brush shapes: Circle, Square, Line, Rect, Polygon.
- 3 falloff modes (Two-point, Fixed-angle, Path) and configurable Shore falloff.
- Undo / Redo and terrain snapshots (full backup / restore).
- Terrain stamps (copy / paste) with an on-disk library and preview.
- Rectangle selection stamp (A→B) — copy exactly the marked rectangle, cropped to the vertex level.
- Valheim-native UI (Averia typeface, Valheim palette), radial menu (
Q), keybind remapping (F5), persistent HUD. - Slope heatmap (
H) and height heatmap (J). - Brush profiles and presets.
- 14 in-game languages with auto-detect, plus a full wiki manual in 14 languages.
Planned
0.4.0 — "Advanced Tools"
- Blueprint ghost system: translucent preview with a snap grid (1 m / 2 m / 4 m) and rotation steps (90° / 45° / 15°).
- Stamp Preview Pro: real contour lines drawn over the terrain.
- Live measurement HUD while marking (distance / area / slope).
0.5.0 — "World Building"
- Non-biome textures + a per-biome / custom selector.
- Complete blueprint system (save / load / place).
- Multiplayer: stamp sync between clients and per-rank permissions.
0.6.0 — "World Builder"
- Blueprint library (save / load / share).
- Terrain prefabs (templates) and a biome painter.
- River / road tool driven by a spline.
- Performance: chunk streaming, LOD for large stamps, multithreading.
Under evaluation
- Non-biome textures: the terrain uses a single material per heightmap with a mask that only picks dirt / cultivated / paved / snow inside the biome palette. There is no exposed biome → material map, so this is a client-side, fragile hack. A shader/texture-slot diagnostic has been added to the log to assess feasibility.