🏘ïļ
Massive Village
  • Massive Village
  • ðŸ’ĄQuick Start
  • ðŸ’ĄPreparing for future updates
  • ⚒ïļMassive Village Toolset
    • Village
    • Farm
    • Cemetery
    • Zone
    • Fence
    • Road
    • Add Exit
    • Remove Spline
    • Utilities
  • 🏠Customization
    • 🏠Create a new village/farm/cemetery
    • ðŸ’ūData Assets (5.5)
      • ðŸ’ūData Assets (5.4)
    • 🏠Building and Place of Interest (POI)
    • 🏚ïļBuilding
    • 💰Zone
    • 🏚Village Object
    • ðŸ’ĄVillage Actor
    • ðŸŒģVegetation
    • 🏘ïļVillage Database
    • 🐔Farm Database
    • ⛩Cemetery Database
    • ðŸ›ĢïļRoad and Exits
  • ðŸ›ĢïļRuntime Virtual Texture (RVT)
  • 🔄Toggle auto-update
  • ðŸ—ŧMassive World integration
  • 🐞Debug Mode
  • ðŸŽŊTip: Change building origin
  • ðŸ§ĐPatch note - Massive Village
  • Legacy
    • ðŸ§ĐSockets (door, light, flattening) (5.4 only)
      • 🚊Doors
      • ðŸ•ŊïļLight
      • ⛰ïļFlattening the ground
    • ðŸŠĶDeleting a village/farm
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  • 1.3.7
  • 1.3.6
  • 1.3.5
  • 1.3.4
  • 1.3.3
  • 1.3.2
  • 1.3.1
  • 1.3
  • 1.2.4
  • 1.2.3
  • 1.2.2
  • 1.2.1
  • 1.2
  • 1.1
  • 1.0

Patch note - Massive Village

1.3.7

Fix on the house "look at" location infinitely looping

Fix on the fence generation being extremely slow

1.3.6

Fix on the Houses not always spawning due to PCG Partition

1.3.5

Update the shared folder to match Massive Dungeon and integration

1.3.4

Improved the demo forest to use Data Assets and provided a demo forest, making it more user-friendly.

1.3.3

Fix on the road generating a false error

1.3.2

Fixed the NoBiome not working on the forest sample

1.3.1

Fixed some PCG warning

Corrected the drawing tool to see Massive World properly and ignore PCG partition content in the drawing

1.3

Massive update for Unreal 5.5!

Massive Village can now spawn Place of Interest (POI), those are level instances that can spawn procedurally in the world with a certain logic using tags and a tag generator (ex: snap to ground, rotate, chance to spawn, etc...).

Now use PCG partition by default for better performance and speed.

Advanced integration with Massive World, MW can now see inside the villages, farms, and cemeteries and spawn seamlessly in them while avoiding the buildings and roads.

Various performance improvements.

1.2.4

Fixed the road meshes to not follow the landscape's slope

Improved the fence placement of the village

1.2.3

Improvement to all the fence logic

Fix the spline road being ignored inside the village/farm/cemetery

1.2.2

Fix the house/farm fences not following the landscape properly

1.2.1

Added vegetation to the farm. They can be added directly to the database or existing farm actors

Reordered the variable on farms

Fixed the fences on the farm to not follow the landscape slope

1.2

Now with cemeteries! You can draw cemeteries in a few clicks now!

Place Catedral

Add tombs and pantheon around the cemetery

Add lightning along the roads (torch, lamps, etc...)

Can be fences or not, with gates

Max building, vegetation, and rock slope have also been added.

1.1

Added spawner inside the villages and farm (placement only) for enemies, NPC, and animals

Complete integration with Massive World, you can now share the vegetation data so that one biome works on both tools

Added the option to draw the crops only for the farm

PCG integration with Hi Gen World Partition

Performance optimization

1.0

Massive Village first release

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Last updated 15 days ago

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