Procedural terrain with biomes, resources, and terrain variation.
World Generation
ED5 can procedurally generate entire continents at the click of a button — or you can manually paint every tile. Most creators use a mix of both: generate a base world, then hand-edit the important areas.
How Generation Works
The generator uses layered noise algorithms to create natural-looking terrain:
1. Elevation — determines water vs land, mountains vs valleys 2. Moisture — wet vs dry areas 3. Temperature — cold vs hot regions 4. Vegetation — tree and plant density 5. Continentalness — island and continent shapes
These layers combine to automatically assign one of 15 biomes to every tile.
Biomes
| Biome | Description |
|---|---|
| Plains | Flat grasslands, gentle terrain |
| Forest | Temperate woods with moderate tree density |
| Desert | Arid sand with sparse vegetation |
| Swamp | Low-lying wetlands |
| Tundra | Cold, barren landscape |
| Mountain | High elevation, rocky terrain |
| Jungle | Dense tropical vegetation |
| Savanna | Warm grasslands with scattered trees |
| Beach | Sandy coastlines |
| Ocean | Deep water |
| River | Flowing water channels |
| Lake | Inland water bodies |
| Volcanic | Lava flows and scorched earth |
| Mushroom | Exotic fungal landscape |
| Corrupted | Dark, twisted terrain |
Each biome defines its own tile sets, ambient lighting, mob spawns, resource nodes, and background audio.
World Configuration


- Seed — a number that determines the world layout. Same seed = same world every time
- Noise parameters — control how smooth or chaotic the terrain looks
Deterministic Generation
The same seed always produces the exact same world. This means you can share a world seed and get identical terrain — useful for consistent testing or community sharing.
Resource Node Placement
Resource nodes (trees, ore veins, herb patches, fishing spots) are placed automatically based on biome:
- Required biome — where the node spawns
- Harvest skill + level — what skill is needed to gather
- Loot table — items and quantity ranges
- Respawn timer — how long until regrowth after harvesting
Per-State Node Visuals
Resource node definitions can configure independent Full / Half / Depleted visuals using either a sprite asset or a map object definition per state. Full falls back to the default sprite; Half and Depleted inherit Full when unset. Nodes swap visuals in real time as players harvest them down.
License Tier Gating (Studio Web)
On the hosted Studio Web environment, the following map tools require a Studio or Enterprise license tier:
- Generate Zone (procedural chunk generation)
- Add Streaming Zone (attach a streaming child zone)
localhost:3002) and Electron installs are unaffected and behave as full-tier.