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:
| Field | What it controls |
|---|---|
| Id / name / color | Its identity, and how it reads on the minimap and in the editor |
| Elevation range | The heights it appears at (water level up to mountain peaks) |
| Moisture range | How wet the terrain must be |
| Temperature range | How hot or cold |
| Walkable | Whether players can enter it at all |
| Tile variants | How many tile variations break up the texture |
| Prop density + prop pool | Which objects scatter across it, and how thickly |
| Ambient sound / music | What the biome sounds like |
| Glow config | Optional 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:
| 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 |
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


- 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.