Yes, that was a huge oversight on my part. Glad that you’ve overcome it thou and could enjoy the intended experience :)
The generation was actually super easy - three small “systems” working together.
- generating not present tiles around a target (player)
- random distribution from a set of objects for each tile (multiple instances - one for “resources” one for “decor”)
- automatic removal based on distance to target (player)
If you want to know more, let me knoww, I’d be happy to respond :)