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Roadmap

Marcelo Anton edited this page Oct 21, 2026 · 2 revisions

Roadmap

This 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) beyond the vanilla ±8 m limit; Snow is a Paint type (DeepSnow).
  • 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.
  • Dedicated Copy/Paste Q-wheel mode — select a rectangle, line, polygon, circle, or square footprint, then preview and place terrain stamps.
  • F5 menu improvements — six-tab layout, responsive sizing, dimmed background, and frozen local player/camera controls while open.
  • 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"

  • Circular ramps — explore two variants: a level ring/annular terrace and a connected spiral that gains or loses height around a center. Final controls and behavior to be chosen after prototyping.
  • 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.

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