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 assign a biome to every tile.

Biomes Are Yours to Define

Biomes are authored content, not a fixed list. Every biome is a row you can edit, add to, or delete in the biome editor, and the generator reads your rows — so a sci-fi world can ship with Ash Flats and Crystal Fields and no forests at all.

Each biome defines:

FieldWhat it controls
Id / name / colorIts identity, and how it reads on the minimap and in the editor
Elevation rangeThe heights it appears at (water level up to mountain peaks)
Moisture rangeHow wet the terrain must be
Temperature rangeHow hot or cold
WalkableWhether players can enter it at all
Tile variantsHow many tile variations break up the texture
Prop density + prop poolWhich objects scatter across it, and how thickly
Ambient sound / musicWhat the biome sounds like
Glow configOptional light emission (color, intensity, radius, flicker) for lava, fungus, magic

The generator picks a biome per tile by matching the elevation, moisture and temperature it rolled against those ranges — so adding a biome is a matter of claiming a slice of that space, and deleting one hands its slice to its neighbours.

The starter set

A new world seeds a conventional fantasy set you can keep, rename, recolor, or throw away:

BiomeDescription
PlainsFlat grasslands, gentle terrain
ForestTemperate woods with moderate tree density
DesertArid sand with sparse vegetation
SwampLow-lying wetlands
TundraCold, barren landscape
MountainHigh elevation, rocky terrain
JungleDense tropical vegetation
SavannaWarm grasslands with scattered trees
BeachSandy coastlines
OceanDeep water
RiverFlowing water channels
LakeInland water bodies
VolcanicLava flows and scorched earth
MushroomExotic fungal landscape
CorruptedDark, twisted terrain

Mob spawn rules, resource node placement, crop suitability and biome-painted movement regions all reference biomes by id, so they follow whatever set you author.

World Configuration

World Config — Weather & Config tab showing world name, seed, weather, time of day, season, and noise parameters
World Config — Weather & Config tab showing world name, seed, weather, time of day, season, and noise parameters
① World name, seed, time speed, and day/night cycle settings② Weather system — weather types with seasonal schedules③ Global generation parameters — elevation, moisture, temperature
World Config — Starter Spawn tab: select the starter zone, X/Y coordinates, and activate the zone for new players
World Config — Starter Spawn tab: select the starter zone, X/Y coordinates, and activate the zone for new players
Configure which zone new players spawn into, the exact tile coordinates, and manage zone activation — all from the Starter Spawn tab.
Key settings:
  • 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
Zone resource spawn rules are authoritative — when a zone has explicit spawn rules, the runtime clears any legacy baked resource nodes and repopulates from the rule pipeline. Zones with no rules keep their baked resources untouched.

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)
Lower tiers see these actions disabled with an inline upgrade prompt. Local admin (running on localhost:3002) and Electron installs are unaffected and behave as full-tier.