Every new world needs a starting point. The generator searches for one, and the game then looks for a spot close by where a player can actually stand. Those two searches asked different questions, so a start could pass the first and fail the second.
Automated tests that left the seed field blank received a brand-new world on every run, and one run produced exactly that failure. On the seed that reproduced it, all 625 candidate spawn positions near the start were too steep. The flattest one missed the limit by half a degree.
The start search now asks the game’s own question: is there dry, walkable ground inside the area the spawn search covers, measured on the same terrain surface the game draws. Across 80 test seeds, no existing start moved.
A coastline nobody was allowed to see
The same sweep found a seed with no start at all. It was mostly ocean, with chaparral and oak woodland along the coast, and it was rejected because starts were only accepted in two conifer forest types out of the generator’s twenty biomes. Quietly, that rule had become a filter that only allowed one kind of place.
A second pass now runs only when the first finds nothing, and it also accepts oak woodland, temperate forest, rainforest and subalpine forest: places with enough fuel and cover for a survivable first hour. All 80 test seeds now start. A tree standing exactly where the player would appear is still checked separately, and worlds with no tree-bearing land nearby are still refused.

