Forest
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.
Wooded grassland with distinctly denser trees than Plains, berry bushes and occasional mushrooms.
| Property | Active V4 rule |
|---|---|
| Category | Land |
| Dimension | overworld |
| Natural trees | Original overhead trees |
Terrain and presentation
Section titled “Terrain and presentation”#3f9f42Base 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 passive animals retain their normal local spawning opportunities here. Wolves stay sparse, and pack howls recruit only wolves already nearby. All encounters share the existing local population limits.
Species share the existing local encounter budget. Listed habitats do not guarantee a spawn. Read attack warnings, wolf packs and poison.