Merry Christmas everybody. I finally realised the smooth graph based world generation that can be included in my Don't Starve replica. Enjoy! Controls: * Click the flag to generate a graph * Press [Space] to show the world turfs, * To change back to the graph view, press the V key. * To change again back to the map view fast, press B. * To configure the generation, press O, and you will be able to change the variables. (O to hide them again) * To reset the variables to default press R. Variables: * ISLAND #: The number of separate tree graphs to be generated. Note that these trees might coalesce. * WORLD SIZE: Length and height of the map in tiles. * NODE #: How many nodes should be generated. (Increase it to cram your world with more biomes.) * RANGE OF NODES: The distance from a node, in which a tile should inherit its biome. The range of its "influence". Note that setting it to 0 will mean an infinite range, which will result in a Voronoi diagram. * MIN DISTANCE BETWEEN NODES: The minimum length of the graph edges. * MAX DISTANCE BETWEEN NODES: The maximum length of the edges. * GRAPH EDGES OPACITY: Only configures the appearance of the edges. Low values will result in a high transparency. * REMOVE SINGLE BIOMES: If 1, then it will remove biomes consisting of only 1 nodes. Decreases the "diversity" of the map. PS: Oh, and use TurboWarp, because in Scratch, it's pretty slow. Credits: The python script is from here: https://gamedev.stackexchange.com/questions/149796/how-can-i-implement-world-generation-like-in-dont-starve (It was first further developed in Python, then converted into a Scratch project.) Changelog: 02/01/2025: Added customisation. 02/01/2025: Fixed a bug that caused the formation of multiple islands even if the islands count was set to 1 (The graph "broke apart"). 02/01/2025: Tried to improve the performance of covering the graph with world tiles. 24/12/2024: Released.