Reading the cards

PRIMARY
The dominant ground of the biome. It shapes the visual palette and what your starting ground looks like.
MOUNTAINS
Each biome still carries mountain rules in its data, but every planet is a perfectly smooth sphere on purpose, so there are no ranges to find on the ground right now.
RESOURCES
Ore, plants, and rare materials that spawn most often here. Some resources are biome-locked.
CLIMATE
The moisture and temperature window the biome claims. The planet type sets which windows a world can reach.
Interactive Selector

Spin the world.

Eleven biomes orbit the center. Hover to pause the rotation. Click any biome to read its identity in one paragraph. Scroll down for the full data cards.

Pick a biome and the world turns to where it grows, outlining its ground and raising its resource nodes as pins sized by their odds. The planet type buttons take you to the worlds that carry the rest.

Planet type

Pick a biome

Each one claims its own slice of the climate table and its own resource table. Click a spoke around the edge.Pick one below or on the globe.

◯ HOVER PAUSES ◯
GRASSLAND
BOREAL FOREST
TEMPERATE
JUNGLE
SAVANNA
DESERT
VOLCANIC HIGHLANDS
TUNDRA
SNOWFIELD
CRYSTAL
DEEP
Full data cards

Every biome, every number.

Click a card for the real spawn table: moisture, temperature and resource roll-table odds straight from the game's own files.

Worldgen

How worlds form.

The ground uses the same kind of noise that shapes worlds in Minecraft and No Man's Sky, called Perlin noise, which looks a lot like TV static smoothed out into soft, cloudy shapes, and the game stacks it in layers called octaves, kind of like painting a landscape with big brushstrokes first and then smaller and smaller brushes for the detail. That noise decides the moisture, latitude decides the temperature just like it does here on Earth, and the two together pick each biome off the planet type's slice of the climate table.

Every planet is a perfectly smooth sphere on purpose. The only dips you'll find are the lakes and oceans, and they're not always water.

Seas fill the low basins on the worlds that have them (water on temperate and frozen worlds, acid on acidic ones, magma on volcanic ones), and the ground near the poles rises above the sea.

Generation Pipeline

  1. 01 Sample warped moisture & temperature
  2. 02 Select biome from the planet type's list
  3. 03 Mountain mask & height noise sit unused (every planet is a smooth sphere on purpose)
  4. 04 Smooth single-cell anomalies
  5. 05 Fill the basins below sea level with the world's sea
  6. 06 Classify each 6 m build cell as land, shore or water
  7. 07 Spawn resources with biome rules

Every seed grows a different planet.

Roll a different seed and you might land on your home world and find a giant ocean sitting right where there wasn't one before, with the ore in different places too, so every playthrough lays out a different factory.