Desert
Content Expansion 1 is activated on EU #1. It is a guarded content layer over unchanged Worldgen V4, not another biome or generator profile.
See Resources by Biome for the content-layer sources.
EU #1 uses Worldgen V4. Its environments are Plains, Forest, Desert, Swamp, River, Sea, Ocean and Caves. Terrain, water depth and resource placement follow the authoritative server generator.
Water regions: Rivers stay inland and meet the coast. Below sea level, Sea or Ocean takes precedence, including swimming depth and fishing catches. Rivers do not form freshwater corridors across open marine water.
Dry sand with cacti and occasional dead bushes. Ordinary trees do not naturally grow in the sandy interior.
| Property | Active V4 rule |
|---|---|
| Category | Land |
| Dimension | overworld |
| Natural trees | No ordinary naturally generated trees |
Terrain and presentation
Section titled “Terrain and presentation”#d9c46cBase colors come from the game renderer. Gentle, stable tile noise adds shade variation without flicker. Plains keeps fewer trees and more open, flowery space; Forest keeps its denser tree cover.
Resources and travel
Section titled “Resources and travel”Gather the natural resources present on each tile. Trees yield common Wood and Pine cone under their normal mining rules. Plant a cone on clear, suitable dry ground to grow another tree.
Wildlife and threats
Section titled “Wildlife and threats”Ordinary chickens, pigs, cows, sheep and wolves have zero natural spawn probability here. Forest bears and ridge boars do not naturally spawn here either. Dune Scorpions remain valid desert inhabitants. Animals may still walk or be transported into Desert; crossing the boundary does not remove them.
Species share the existing local encounter budget. Listed habitats do not guarantee a spawn. Read attack warnings, wolf packs and poison.