🧠 Training Infinite Terrain + Ally Model

Initializing neural networks...
Terrain loss: --

🧠 NEURAL VOXELS v5.5

Infinite world, friendly transformer ally
The terrain is generated chunk-by-chunk by the terrain transformer, and a second transformer powers an allied companion that follows, bridges, and clears obstacles. Because apparently one neural network ruling the landscape was not enough.
Seed: --
World: Infinite
Save slot: Empty
WASD move • SPACE jump • SHIFT sprint • MMB pick block • Hearts & breath track damage
LMB break (hold) • RMB place • E inventory • 1-9 hotbar
K save • L load • R regenerate • F regroup ally • T chat • TAB players
Y sleep (night) • CTRL sneak (edge-safe) • Torches light up caves
F2 screenshot • F3 debug overlay • LMB hits mobs (cows, pigs • zombies, skeletons + creepers spawn at night)
2x SPACE creative fly toggle (Space = up, Ctrl = down while flying)
TNT: place & break to ignite (3s fuse, R=4 blast)

Inventory

Building Blocks

Hotbar Picks

Click a block to select • E to close • MMB copies block
YOU DIED
z z z ...
FPS: 0
Position: 0, 0, 0
Biome: --
Day 1--:--
Selected: Grass
Loaded chunks: 0
Edits: 0
Seed: --
Kills 0z/0m • Mined 0Placed 0Best Day 1
K save • L load • R regen • E inventory • F regroup ally • Y sleep • Ctrl sneak

🧠 Terrain + Ally Transformers

Terrain input: sin/cos pos_encode(x,z) → R48
3× Transformer blocks, 8 world signals
Infinite chunk synthesis around player
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Ally brain: compact transformer policy
Inputs: relative target, local terrain, motion
Outputs: forward, strafe, turn, jump, place, dig
Terrain params: ~?K
Terrain epochs: 0/280
Terrain loss: --
Ally loss: --
Dirty chunks: 0
Terrain at player: --
Ally outputs: --

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