Say what lives in a biome so generated maps are not empty.

Encounters & Resources

A generated world can be beautiful and completely dead. Terrain, buildings, villages and roads all arrive without a single creature in them and nothing to gather — because mobs and resource nodes spawn from per-map rules, and a map that was just generated has none.

Rather than making you write those rules for every map you generate, you say once what lives in each biome. Generation copies that into the map.

Where to Author It

WhatWhere
What lives in a biomeZones → Biomes → open a biome → World Gen
What grows in a biomeSame panel, below
The rules it producedDatabase → Mobs → Spawn Rules and Database → Resources → Spawn Rules

Setting It Up

1. Author the monster parties and resource nodes first. A biome pool points at things that already exist. 2. Open a biome and go to its World Gen tab — the same panel as its tile palette. 3. Add creatures under "Creatures that live here." Each entry sets how many may be alive at once and how long a defeated one takes to come back. 4. Add nodes under "Resources that grow here." Same two numbers. 5. Generate a map in that biome. The rules are written for you.

The Fields

FieldWhat it does
Creatures that live hereMonster parties, not single mobs — a party is what a spawn rule takes, so one entry can be "three wolves and a pack leader".
Resources that grow hereResource node definitions: ore veins, herb patches, trees.
At onceHow many of this entry may be alive in a generated map of this biome at any moment.
Respawn sSeconds before a defeated creature or a depleted node returns.

What Generation Does With It

Generation reads the biomes that actually appeared in the finished map — not just the one you picked, because water gets its own biome and a map seeded only for its land would have nothing living in its lakes — and writes a spawn rule for each pool entry.

It is strictly additive. A rule that already exists for that map, biome and creature is left exactly as it is. Regeneration owns the terrain, not the numbers you tuned afterwards, so re-generating a map never resets a respawn timer or a population cap you deliberately changed.

Gotchas

> An empty biome makes an empty world. A biome with no creatures listed produces generated maps with nothing to fight, and the editor warns you in place rather than letting you find out in game.

> These apply at generation time only. Adding a creature to a biome does not populate maps you already generated. Re-generate those maps, or add the rule to them directly under Database → Mobs → Spawn Rules.

> A pool entry naming something deleted is skipped, not fatal. Delete a monster party that a biome still lists and generation says which one it skipped rather than failing the whole seeding and leaving the map empty.

> Tune per map, not in the pool, once a map exists. The pool is a starting point. After a map is generated its rules are its own, and the pool never overwrites them.

> Studio or Enterprise tier, like the rest of map generation.