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Procedural terrain-generation is usually made using Perlin Noise. This noise acts like a smoothly transitioning, seemingly random function of input coordinates.
A hallmark for procedural terrain-generation is its repeatability per "seed," allowing for entire maps to regenerate from previously saved game sessions.
The current Signal Generator can be tantalizingly close to 1D Perlin Noise if the ranges are set to -1, 1, -1, 1. But alas... it's only a function of time (Phase offset kind-of works, but it's finnicky), and you can't modify its seed value.
Unlocking the internal workings of the Signal Generator, and possibly allowing us to input fatwires as coordinates, would be an amazing addition for open-world game dev.