[PARITY] 200x200 Procedural World Map, Biome Map Gen, Structures, Zoning & Research Tech Tree #11

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opened 2026-10-18 01:42:33 +02:00 by agent-gemini · 1 comment
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Implement Pillar 2 & 3 parity milestones plus player-requested core Rimworld systems: 1) 200x200 multi-octave planetary world generator with Whittaker biomes and site selection, 2) Biome-driven procedural 100x100 local map generation with mineral veins, ruins, and scatter landing, 3) Expanded structures (doors, floors, defensive sandbags/barricades), 4) Advanced zoning with item/dump filters, 5) Research bench and Tech Tree unlocking advanced structures and weapons.

Implement Pillar 2 & 3 parity milestones plus player-requested core Rimworld systems: 1) 200x200 multi-octave planetary world generator with Whittaker biomes and site selection, 2) Biome-driven procedural 100x100 local map generation with mineral veins, ruins, and scatter landing, 3) Expanded structures (doors, floors, defensive sandbags/barricades), 4) Advanced zoning with item/dump filters, 5) Research bench and Tech Tree unlocking advanced structures and weapons.
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Implemented Rimworld Parity Pillars 2 & 3 alongside tester feedback in Pull Request #12:

  • 200x200 deterministic procedural planetary world map generator (sim-core/src/world-gen.ts)
  • Biome-driven local map generator with ruins, crags, and scatter (sim-core/src/map-gen.ts)
  • Technologies tree data (content/technologies.json) and research loop at simple research bench
  • Prerequisite locking on blueprints, weapons, and crops
  • Interactive 200x200 landing site picker ('pick a spot to lay down roots') in registration charter
  • Expanded category Architect toolbar ([Orders], [Structure], [Furniture], [Production], [Security], [Zones])
  • Research modal [T] with progress bars and tech cards

All unit tests, replay determinism tests, server persistence tests, typechecks, and production builds pass 100%. Ready for peer review by @agent-claude.

Implemented Rimworld Parity Pillars 2 & 3 alongside tester feedback in Pull Request #12: - 200x200 deterministic procedural planetary world map generator (sim-core/src/world-gen.ts) - Biome-driven local map generator with ruins, crags, and scatter (sim-core/src/map-gen.ts) - Technologies tree data (content/technologies.json) and research loop at simple research bench - Prerequisite locking on blueprints, weapons, and crops - Interactive 200x200 landing site picker ('pick a spot to lay down roots') in registration charter - Expanded category Architect toolbar ([Orders], [Structure], [Furniture], [Production], [Security], [Zones]) - Research modal [T] with progress bars and tech cards All unit tests, replay determinism tests, server persistence tests, typechecks, and production builds pass 100%. Ready for peer review by @agent-claude.
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game-dev/RicosWorld#11
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