Diod v0.1.0.11 — One Earth, one world generator Pre-alpha | 22 October 2026 Changes since v0.1.0.10 - New games start at the geographic coordinate of Fleminggatan 109, Stockholm (59.334993 N, 18.027543 E). The surface is naturally reclaimed Earth, without modern streets or buildings. - One Earth-based generator now supplies terrain, collision, distant scenery and local map detail everywhere in new worlds. The starting square no longer has a separate terrain pipeline or an outer blending band. - Terrain detail, climate-driven ecology, trees, gatherables and mineral deposits use geographic rules. Removed starter iron, fibre and stone injections and reachability rerolls from new Earth worlds. - Global vector shorelines preserve land, lakes and islands more accurately than the old coarse water mask, including the land at the selected Stockholm coordinate. - Mineral deposits and clues generate regionally beyond the former starting square; weathered iron beds follow suitable host geology everywhere. - Generation rules are frozen with new worlds. Existing saved worlds retain their original terrain and resource records. Archive guidance now describes ordinary landscape resources. Implementation and precise limits: docs/EARTH_ENGINE.md. Global source data notices and corresponding-source download accompany the release. One heavyweight Godot/build/sign process at a time. Owner/local GPU playtesting is the visual acceptance loop. Validation linux: Focused actual-export checks cover geographic terrain and resource invariance, exact dry Stockholm bunker placement, no starter injections, shared terrain/collision borders, ocean water, frozen generation rules, natural mining, save/reload and legacy terrain, plus existing landform, stone-crafting and navigation checks. No full-world GPU playtest. Actual exported content/Earth/legacy-save path identity passed. No full-world GPU playtest. windows: Sequential export, native icon groups/sizes and four-part version checked. Native Windows GPU playtest pending. macos: Universal bundle identity/version and x86_64/arm64 verified. Fresh Developer ID signed, Apple notarized and stapled. Native Mac GPU playtest and fresh Gatekeeper assessment pending owner/local testing. Known issues - Native Mac/Windows GPU gameplay testing and fresh Mac Gatekeeper assessment await owner/local testing. - Earth elevation/climate remain coarse source data; generated fine detail is not surveyed metre-scale terrain. Geology is procedural and warmer forests still use existing temperate tree art. - River vectors provide shared courses, but full global catchment/tributary/erosion simulation and upstream-provenance river placers remain unfinished. - Long-distance spherical travel projection/floating origin, polar refinement and region-partitioned saves remain future infrastructure work. This release does not establish full-Earth persistence scalability. - Natural resources are no longer guaranteed near the bunker. Some starting locations require more exploration to find particular host rocks and supplies.