These are turning out extremely well! Keep it up!
Amazing!
Thanks!
Will it work for mod-terrain?
I am planning on adding Modular Terrain support later on. It's going to be kinda difficult to get it to work with infinite terrain, but it's still possible.
Progress info: Custom Biomes have been added; just like in the previous version, you can setup up to 3 biomes to be generated, along with the default, shore and underwater / submarine biomes. But, now you have the option of choosing 12 detail bricks to be generated per biome. I'm also planning on making caves a biome option, so you can generate details for them as well.
Multiplayer for infinite terrain has been added! I've tested it already on my server, and it works fairly well - the rate at which chunks are generated needs to be tweaked though. It also saves and loads player builds lawlessly (I still need to add support for loading events, emitters, etc.).
Players' bricks are now handled as simsets, which means that each player's bricks stay within their brickgroups, but are also removed / saved to the terrain once distant chunks are culled. Brickownership should also be loaded when players' bricks are loaded from file with the terrain. The host now has the option of choosing whether or not to generate / load bricks publically. If not, terrain will be handled in the host's own brickgroup, thus they will "own" them. Otherwise, bricks are loaded in the public brickgroup, so other players can build on the terrain, but not edit it (useful for dedicated servers).
Pathways, toggleable solid ground, waterbrick placement, chunk-saving options, chunk-radius setting per player, function delays, and many other features have been added! Also, new server commands have been added, which allow you to display your position / the current chunk you are in, display the current number of chunks and to toggle setting the chunk you're in to static or not (static chunks don't get removed when other distance chunks are removed - useful for spawn areas).