Use when changing the first-class Island Viewer shell, sequential generated-island viewer routing, or viewer-scoped graphics defaults.
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Island Viewer is the first-class generated-island viewing surface:
island-viewer.htmlstyles/island-viewer.cssscripts/island-viewer-sequential-generator.jsscripts/island-viewer-engine-runtime.jsscripts/island-viewer.jsrandom-island-preview.htmlRules:
island-viewer.html
should load scripts/island-viewer-sequential-generator.js, not the giant
scripts/tinyworld-island-core.js copied random-island bundle.scripts/island-viewer-renderer.js on island-viewer.html while
scripts/island-viewer-engine-runtime.js provides the current look.v:4 world cells,
use normal terrain: "path" cells for public path output, and expose
TinyWorldIslandGenerator.generate(...) and .profile(...).water-bridge or bridgeAxis metadata from the active viewer
generator. Bridges are allowed only through the new local detector: after
water carving, scan local crossings with path cells on one axis and water
cells on the perpendicular axis, then turn only the center water cell into a
normal kind: "bridge".kind: "lamp-post" cells placed after bridge
detection. Keep them on empty grass cells that touch exactly two perpendicular
path cells, and keep every pair more than 3 Manhattan spaces apart.house with buildingType: "manor", not a promoted
cottage. Only roll the 25% manor chance after at least three normal houses
exist, reserve its footprint during generation, and connect a path from the
cell in front of its door back into the existing path network before plots,
rocks, water, or lanterns run.kind: "tree" / kind: "bush" decoration placed
after the functional path/water/bridge/lamp layers. Only use empty grass cells,
keep trees spaced out, and let bushes fill smaller remaining border/garden
opportunities without occupying paths.kind: "rock" with appearance.oreMetal covering copper, iron,
silver, and gold once each. Extra infill ore may still pick a deterministic
metal, but the core patch should visibly expose all four variants. Prefer a
2x2 quarry; if earlier sequential layers leave no legal 2x2 space, place a
compact connected four-cell quarry without overwriting paths, water, fences,
structures, or reserved manor footprint cells.8 x 8.clearViewerWorld() + full reapply double pass, and do not force
every tile rebuild during initial load. Use the
window.__tinyworldIslandViewerLoading guard to suppress interleaved renders,
then render once after the island settles.10.0 (1000%). Migrate the old viewer
default 1.1 only when it still looks untouched; user-edited values should
stay user-owned.tinyworld:island-viewer:*. Do not write
viewer graphics into normal builder tinyworld:render:* keys.npm run stats:island-viewer -- --count 1000 for on-demand sequential
generator sweeps. The CLI loads the shared Raw Yield economy helper plus the
viewer generator directly, validates schema/invariants, reports Raw Yield
score/rarity/leader/resource summaries, and writes reports under
stats-runs/island-viewer-sequential/.Validation:
npm testnpm run buildnpm run stats:island-viewer -- --count 1000/island-viewer or /island-viewer.html: page loads through the
builder-engine renderer, generated saves contain no legacy bridge metadata,
and the shell does not request scripts/tinyworld-island-core.js or
scripts/island-viewer-renderer.js.f21f84b
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