Diod v0.1.0.50 — Natural world foundations Rebuilt all ten regional archipelagos with connected mountain ranges, irregular coasts, valleys, terrain-derived lakes and drainage, and broad shallow island shelves. Regional landscapes include snowy Nordic highlands, American mountains and forests, Caribbean-style cays, African savanna and forest, Mediterranean terrain, dry Middle Eastern and Asian landscapes, East Asian woods and Oceanian islands. Starting areas, resources and rotated harbours fit the new ground. Local islands can be connected with bridges; the travel boat still connects purchased worlds. Physical world data is versioned and locked separately from art and item content, so future visual and catalogue updates can retain these saves. Queued excavation waits for nearby terrain collision to finish updating, including neighbouring chunk boundaries. Saves This structural world revision requires a new journey. Earlier saves are left untouched in their previous save root and are not migrated. Keep the previous application if you want to continue an older journey. Future ordinary art and content updates preserve the v50 physical baseline. Known limits Original compact 5120m regional interpretations, not geographically accurate continent maps. Terrain and vegetation art remain early work. Ships remain moored; travel uses a menu and loading transition. Additional worlds cost 1,000 coins; inactive worlds and workers pause. Water remains a finite 2m surface simulation, not full 3D cave fluids. Snow is shading and precipitation rather than deformable accumulation. Intel Mac, physical controllers and Windows/Linux GPU gameplay are untested. Performance depends on hardware and activity; no universal FPS guarantee. Source acceptance: all ten worlds rendered and inspected; regional rules, actual excavation/placement/reload, water flow, harbour approaches, worker journeys, boat travel and a 240m bridge crossing checked using isolated saves. Final platform acceptance is recorded in validation.json.