Rust biomes and topology explained (what spawns where)
If you have ever imported a custom Rust map and found bare arctic forests, no ore, or nowhere for players to spawn, this page is why. It covers what biomes and topology actually do in Rust, and the rules the game uses to decide what appears where.
This is about Rust’s behaviour, not just Crucible’s. It applies to any custom map, whichever tool built it.
The three layers
Section titled “The three layers”A Rust map stacks three separate layers on top of the terrain shape, and spawning reads all three:
- Ground textures (splats): the surface itself. Grass, forest floor, dirt, sand, rock, gravel, stones, snow. See splat painting.
- Biomes: the climate region. See biome painting.
- Topology: the terrain type of each area, as a set of tags. See topology painting.
They are independent. Snow ground in a Temperate biome is white dirt in a green world. Forest topology on sand grows nothing. Getting a thing to spawn means getting all three right in the same place.
How Rust decides what spawns
Section titled “How Rust decides what spawns”Every spawnable thing in Rust carries a filter with five conditions. All five must pass at a spot, or that thing does not spawn there:
| Condition | Meaning |
|---|---|
| Ground texture | The spot’s surface must be one of the accepted textures. |
| Biome | The spot’s biome must be one of the accepted biomes. |
| Must have | The spot must carry all of these topology tags. |
| Must not have | The spot must carry none of these topology tags. |
| Any of | The spot must carry at least one of these topology tags. |
A thing can have several rule sets, and satisfying any one of them is enough. That is why a tree can appear both deep in a forest and out in the open under different conditions.
Two rules that catch almost everyone
Section titled “Two rules that catch almost everyone”These are the ones that turn “the map looks fine in the editor” into “nothing spawned in game”, and neither is obvious:
1. The ground texture must be the MAJORITY, not merely present. Rust does not ask “is there grass here”. It measures how much of the accepted textures cover the spot and requires more than half. A patch that is 40% grass and 60% sand will not spawn a grass-only plant, even though there is grass there. Blend two textures evenly and you can end up with ground that spawns neither.
2. The biome must be the DOMINANT one. Rust takes the strongest biome at the spot, not every biome that touches it. A cell that is 40% Arctic and 60% Temperate counts as Temperate. Fading a biome out gently means its edge stops spawning arctic things well before the colour disappears.
Together these mean soft, blended edges do not spawn. Cores spawn. This is the single most useful thing to understand about Rust map making, and it is why Crucible generates solid biome cores and only blends at the borders.
Small patches do not spawn either
Section titled “Small patches do not spawn either”Rust does not test every square metre independently. It builds a spawn density grid across the map (its resolution is derived from your map size) and distributes each thing across that grid. A few scattered cells of perfect conditions are not enough to earn a spawn. You need a sizeable, contiguous area.
So if you want a forest, paint a forest. A speckle of Forest topology through open grass reads as noise to the game and grows nothing.
Monuments also block spawning around themselves, so ground near a monument will not sprout trees and ore regardless of your layers.
The 6 Rust biomes
Section titled “The 6 Rust biomes”| Biome | What it is |
|---|---|
| Arid | Hot, dry desert. Sandy, sparse, harsh light. |
| Temperate | The classic green Rust look. The hub biome everything else borders against. |
| Tundra | The cold, muted band between temperate land and the arctic. |
| Arctic | Snow. This is what makes ground, trees and rocks read as snow-covered. |
| Jungle | Dense, humid, heavily forested. Added to Rust in 2025. |
| DeepSea | Open deep water, offshore. |
Crucible generates the first five. DeepSea is Rust’s own offshore classification and is not something you paint.
Worth knowing if you are reading older Rust map-making guides: most of them predate Jungle entirely, so any spawn chart written before 2025 is missing a whole biome and everything that lives in it.
What each biome actually changes
Section titled “What each biome actually changes”Biome is not just a look. It changes weather, survival and what lives there.
| Biome | What it changes |
|---|---|
| Arid | Hot days, cold nights, half the rain and it never snows here. Palms and cactus, dead grass wherever grass is painted, and with Forest topology it makes clustered palms. (That is the weather. High ground still caps white in any biome.) |
| Temperate | Rust’s optimal biome. Green plants, the most tree species and the widest range of animals. |
| Tundra | Cold, down to about -3. Dead trees and browned hemp, and the widest spawn list in the game. |
| Arctic | Down to about -13. No rain at all, snow instead, aurora at night, and food never spoils out here. Ground crops barely grow and most animals refuse it. |
| Jungle | Dense and tropical, with heavy canopy and undergrowth instead of open forest. Tigers, panthers, crocodiles and snakes, NPCs carrying jungle gear, and crops that will not grow in the ground at all. |
Two of those are easy to miss and both bite players rather than mappers: food does not spoil in the arctic, and crops planted straight into the ground get their water quality from the biome, so arctic ground is poor and jungle ground grows nothing at all. Planter boxes ignore biome, so a jungle base farms fine indoors.
The 31 topology layers
Section titled “The 31 topology layers”Topology is a set of tags, and one spot can carry several at once. A patch can be Cliff and Forest and Tier2 at the same time. That is normal and it is what makes the rules above expressive.
Rust has 31 topology tags. Crucible generates 22 of them from your terrain:
Field · Cliff · Cliffside · Summit · Mountain · Hilltop · Beach · Beachside · Ocean · Oceanside · Offshore · Forest · Forestside · Lake · Lakeside · Decor · Clutter · Alt · Tier0 · Tier1 · Tier2 · Mainland
The other 9 are the ones created by things Crucible does not place, so RustEdit adds them when you build them:
Road · Roadside · Rail · Railside · River · Riverside · Swamp · Monument · Building
That split is the whole reason a Crucible map opens in RustEdit ready to have roads and monuments added to it: we hand you a finished natural world, and the man-made layers come from what you place.
What each topology layer actually does
Section titled “What each topology layer actually does”The 22 Crucible generates, and that you can paint:
| Layer | What it does |
|---|---|
| Field | Open ground, and the workhorse layer. Hemp, stone and wood collectables, arid cactus, tundra and arctic forest, temperate field. It also blocks arctic trees, which is the trap below. |
| Forest | Required for trees. Mushrooms, hemp, berries, stone and wood collectables, logs. A wooded-looking area without it grows nothing. |
| Forestside | The edge of a forest. Saplings, small trees, logs and wood collectables rather than full canopy. |
| Alt | A second flavour of the same biome’s forest. Temperate gives the white-bark birch and beech set, or pine; tundra the dead trees and alt grasses; jungle the understory plants. Swaps both the trees and the ground cover. |
| Cliff | Blocks animals, trees, ore and collectables. Rust sets it where ground passes about 30 degrees or reads as rock. |
| Cliffside | The ring around a cliff. This is where minable ore is allowed, so a cliff with no cliffside gives players nothing to mine. |
| Decor | Ore nodes plus forest and field detail. Rust derives it straight from cliff and cliffside. |
| Clutter | The wider band around decor. Ore nodes, snow and sand ore variants, beach grass and tundra field flora. |
| Summit | A peak. Prevents trees, ore and animals, which is what keeps summits bare. |
| Mountain | Prevents animals, trees and ore. Rust also skips it when assigning cliffs, and it protects painted terrain. |
| Hilltop | Raised flat ground on a hill. Large temperate and arid field assets, tundra berries. Vehicles will not spawn here. |
| Beach | Rowboats, driftwood and beach grass, and the shore players wash up on. |
| Beachside | The band just inland of the sand. Driftwood, wood collectables, arid palms and temperate beachforest. |
| Ocean | Underwater rock formations, coral and dive sites. Reads as sea in game, carries the waves, floats boats, and pushes rafts back out from land. |
| Oceanside | The ring just inside the ocean edge. Wood collectables, rowboats and dive sites. |
| Offshore | Open water away from shore. The floating junk piles players raid by boat, plus coral and dive sites. |
| Lake | Fresh drinkable water. Needs the lake prefab with it to actually hold water. |
| Lakeside | The shore around a lake. Corn, pumpkin, wheat, wood collectables and crocodiles. |
| Tier0 / Tier1 / Tier2 | Crate quality in the area: low, medium and high. The three tiers are how you spread weak, medium and strong loot across the map. |
| Mainland | Marks the main landmass rather than outlying islands. NPCs prefer it, so they stay off tiny offshore rocks. |
The 9 that come from what you place in RustEdit:
| Layer | What it does |
|---|---|
| Road | Prevents nature spawning and spawns cars, minicopters and bikes. Blocks building within about 3 m, and horses gallop faster on half stamina along it. |
| Roadside | Land beside a road. Junk piles, roaming scarecrows and scientists, hot air balloon, event dungeons. |
| Rail | Prevents nature spawning. Blocks building within about 3 m, and horses gallop faster on half stamina along it. |
| Railside | Land beside the rail. Railside bushes, hot air balloon, event dungeons. |
| River | Fresh drinkable water. Spins water wheels, and the current pushes boats downstream. |
| Riverside | The banks. Corn, pumpkin, wheat, wood collectables and crocodiles. |
| Swamp | Prevents normal trees and ore, and spawns swamp trees, crocodiles and coconuts. |
| Monument | Allows loot to spawn and switches NPCs onto the monument navmesh. It does not prevent building; monuments block that with their own volumes. |
| Building | Prevents all spawning. |
Two things worth unlearning if you have read older guides: Cliff does not stop players building (only Road and Rail do that, and only right next to them), and Beach does not spawn shore crates any more. That was a Hapis-era behaviour and it is gone.
Why is nothing spawning? A checklist
Section titled “Why is nothing spawning? A checklist”Work down this list. It is ordered by how often each one is the culprit.
- Is the ground texture the majority at that spot? Not present, majority. This is the number one cause.
- Is the biome the dominant one there? A blended edge is not enough.
- Is the area big enough? Scattered cells do not spawn. Paint a real region.
- Is a blocking tag present? The classic: Field blocks arctic trees. An arctic forest with Field stamped through it is a bare snowfield, no matter how much Forest topology it has.
- Is the required tag actually there? Trees need Forest. Ore needs Decor, Cliffside or Clutter.
- Is it too close to a monument? Monuments block spawning around themselves.
- Is it on a tag that blocks it? Ore is blocked on Cliff and Summit: it wants the ground around cliffs, not the cliff face.
The arctic tree trap, in full
Section titled “The arctic tree trap, in full”This one is worth spelling out because it needs four things at once and fails silently:
A snow pine needs Snow ground texture (majority cover), in the Arctic biome (dominant), with the Forest topology tag, and without the Field tag.
Miss any one and you get an empty snowfield. Notably, if you thin the snow inside your arctic forest so the forest floor texture shows through, the ground stops being majority-Snow and the trees stop spawning. The forest looks better in the editor and is barren in game.
Crucible handles this for you: its arctic generates as a snow sheet with the Forest tag riding on top of it, and it keeps Field off forest ground.
Player spawns
Section titled “Player spawns”Players get their own filter, separate from everything above, with a cutoff. Rust builds a spawn map across your world and a player can only appear where that filter passes.
Rust ships several spawn handlers and they do not all ask for the same thing, so the rule that satisfies every one of them is this: paint Beach, Oceanside, Tier0 and Mainland on the same stretch of coast, with no Cliff, Cliffside or Monument on it. Get that wrong and new players spawn at the map origin and get kicked.
Older guides quote “Beach and Oceanside and Tier0 and Mainland, temperate biome”. The biome part is no longer true of every handler, but the four topologies still are.
In practice this means low, gentle, open land near the coast. A map that is all mountain and cliff has nowhere valid to put a fresh spawn, and this is the classic failure of a good-looking custom map: it plays like a wall because nobody can land on it.
Crucible warns you about this before you export. The Map stats panel in the status bar reports Spawn-low land and flags it when your map is running short:
Low spawn land, map may starve spawn points (too high or mountainous)
If you see that, lower the terrain or raise the Buildable slider until it clears.
The spawn table
Section titled “The spawn table”This is derived from Rust’s own game data, read straight out of the installed client and cross-checked against the RustDedicated server files, so it reflects the game as it ships today rather than a snapshot of it from years ago. It covers what Rust scatters across a natural map: trees, ore, gatherables, animals and vehicles.
How to read it:
- Ground texture and Biome must be the majority and the dominant one at that spot, as above. “any” means the thing does not care.
- Needs any of means the spot must carry at least one of those topology tags.
- Never on means the spot must carry none of them.
- “all except X” is how Rust actually stores many of these: the rule is written as an exclusion, so “all except Arctic” genuinely means everywhere but the arctic.
- “man-made only” and ”(+N man-made)” collapse the tags a natural custom map never has on its own (roads, rail, rivers, swamp, monuments, buildings). RustEdit adds those when you place the things that make them.
Some rows look odd at first glance and are simply what the game holds. A few populations are
scoped to specific official maps (the hapis_* ore sets), and a couple carry biome masks that
only ever resolve through their topology rule.
Trees, ore, and gatherables
Section titled “Trees, ore, and gatherables”What Rust scatters across the natural world.
| Spawns | Ground texture | Biome | Needs any of | Never on |
|---|---|---|---|---|
| collectable food coconut | any | DeepSea | man-made only | Cliff, Lake, Offshore, Cliffside, Mountain, Clutter (+5 man-made) |
| collectable food mushroom | Forest | all except Arid, Arctic | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| collectable resource hemp | Dirt, Grass, Forest | Temperate, Tundra | Field, Forest | Cliff, Summit, Beach, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| collectable resource stone | all except Rock, Stones, Gravel | all except Arctic | Field, Forest | Cliff, Summit, Beach, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| collectable resource wood | Grass, Forest | all except Arctic | Field, Cliff, Beachside, Forest, Forestside, Oceanside, Lakeside, Cliffside (+1 man-made) | Summit, Beach, Ocean, Decor, Lake, Offshore, Mountain, Clutter (+6 man-made) |
| divesites | any | all except Arctic | Ocean, Oceanside, Offshore | Lake (+2 man-made) |
| driftwood | Dirt, Sand | any | Beachside, Beach | Cliff, Forest, Ocean, Oceanside, Decor, Lake (+8 man-made) |
| ghostship_ocean | any | all except Arctic | Ocean | - |
| hapis_ores | any | Temperate, Tundra | Cliffside | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Lake, Lakeside (+8 man-made) |
| hapis_ores_sand | Sand | Arid | Cliffside | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Lake, Lakeside (+8 man-made) |
| hapis_ores_snow | Snow | Arctic | Forest, Cliffside | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Lake, Lakeside (+8 man-made) |
| jungle collectable resource hemp | Dirt, Grass, Forest | Jungle | Field, Forest | Cliff, Summit, Beach, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| jungle plant berry blue | Grass, Forest | Jungle | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| jungle plant berry green | Grass, Forest | Jungle | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| jungle plant berry red | Grass, Forest | Jungle | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| jungle plant berry white | Grass, Forest | Jungle | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| jungle plant berry yellow | Grass, Forest | Jungle | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| junkpiles | any | any | man-made only | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| junkpiles_water | any | all except Arctic | Offshore | - |
| logs_dry | any | all except Arid, Temperate, Arctic | Forest, Forestside | Cliff, Summit, Ocean, Decor, Lake, Offshore (+7 man-made) |
| logs_snow | Snow | all except Arid, Temperate, Tundra | Forest, Forestside | Cliff, Summit, Ocean, Decor, Lake, Offshore (+7 man-made) |
| logs_wet | any | all except Arid, Tundra, Arctic | Forest, Forestside | Cliff, Summit, Ocean, Decor, Lake, Offshore (+7 man-made) |
| loot | any | any | man-made only | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+4 man-made) |
| ores | any | Temperate, Tundra | Decor, Cliffside, Clutter | Cliff, Beachside, Beach, Ocean, Oceanside, Lake, Lakeside (+8 man-made) |
| ores_sand | Sand, Rock, Stones, Gravel | Arid | Decor, Cliffside, Clutter | Cliff, Beachside, Beach, Ocean, Oceanside, Lake, Lakeside (+8 man-made) |
| ores_snow | Snow, Rock, Stones, Gravel | Arctic | Decor, Cliffside, Clutter | Cliff, Beachside, Beach, Ocean, Oceanside, Lake, Lakeside (+8 man-made) |
| plant berry black | Grass, Forest | all except Arid, Arctic | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant berry blue | Grass, Forest | Temperate, Tundra | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant berry green | Grass, Forest | Temperate, Tundra | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant berry red | Grass, Forest | Temperate, Tundra | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant berry white | Grass, Forest | Temperate, Tundra | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant berry yellow | Grass, Forest | Temperate, Tundra | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant corn | Grass, Forest | all except Arctic | Lakeside (+1 man-made) | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant orchid | Grass, Forest | all except Arid, Arctic | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant potato | Forest | all except Arid, Arctic | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant pumpkin | Grass, Forest | all except Arctic | Lakeside (+1 man-made) | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant rose | Grass, Forest | all except Arid, Arctic | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant sunflower | Grass, Forest | all except Arid, Arctic | Forest | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| plant wheat | Grass, Forest | all except Arctic | Lakeside (+1 man-made) | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| procmap_v3_arctic_forest | Snow, Grass | Arctic | Field | Cliff, Summit, Beachside, Beach, Forest, Forestside, Ocean, Oceanside, Lake, Offshore (+4 man-made) |
| procmap_v3_arctic_forest_saplings | Snow, Grass, Forest | Arctic | Forest, Forestside | Cliff, Beach, Ocean, Oceanside, Lake, Cliffside (+6 man-made) |
| procmap_v3_arctic_forest_snow | Snow | Arctic | Forest | Field, Cliff, Summit, Beachside, Beach, Forestside, Ocean, Oceanside, Lake, Offshore (+5 man-made) |
| procmap_v3_arid_cactus | Dirt, Sand | Arid | Field | Cliff, Summit, Ocean, Decor, Lake, Offshore (+6 man-made) |
| procmap_v3_arid_palm_beach | Sand | Arid | Beachside, Lakeside (+1 man-made) | Field, Cliff, Summit, Ocean, Oceanside, Decor, Lake, Offshore (+6 man-made) |
| procmap_v3_arid_palms_dense | Sand, Grass | Arid | Beachside, Lake, Lakeside (+2 man-made) | Field, Cliff, Summit, Beach, Forest, Forestside, Ocean, Decor, Lake, Offshore (+5 man-made) |
| procmap_v3_arid_palms_light | Grass | Arid | Field, Cliff, Beachside, Forestside, Lakeside (+1 man-made) | Cliff, Summit, Beach, Forest, Ocean, Decor, Lake, Offshore (+6 man-made) |
| procmap_v3_arid_palms_superdense | Forest | Arid | Beachside, Forest, Lakeside, Cliffside | Summit, Ocean, Lake, Offshore (+6 man-made) |
| procmap_v3_bushes_arctic_field | Snow | Arctic | Field | Cliff, Beach, Forest, Forestside, Ocean, Oceanside, Lake, Offshore, Alt (+4 man-made) |
| procmap_v3_bushes_arctic_forest | Snow, Grass, Forest | Arctic | Forest | Cliff, Beach, Forestside, Ocean, Oceanside, Lake, Offshore, Clutter (+4 man-made) |
| procmap_v3_bushes_arctic_forestside | Sand, Grass, Forest | Arctic | Forestside | Cliff, Beach, Forest, Ocean, Oceanside, Lake, Offshore (+4 man-made) |
| procmap_v3_bushes_arctic_railside | Dirt, Snow, Sand, Grass, Forest, Stones, Gravel | Arctic | man-made only | Cliff, Forestside, Ocean, Oceanside, Decor, Lake (+5 man-made) |
| procmap_v3_bushes_arid_desert | Sand | Arid | Field, Cliffside | Cliff, Beach, Forest, Forestside, Ocean, Oceanside, Decor, Lake, Offshore, Clutter, Alt (+5 man-made) |
| procmap_v3_bushes_arid_dry | Sand, Grass, Forest | Arid | Field, Forest, Forestside, Cliffside | Cliff, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Clutter, Alt (+5 man-made) |
| procmap_v3_bushes_arid_dry_railside | Grass, Forest | Arid | man-made only | Cliff, Ocean, Oceanside, Decor, Lake (+5 man-made) |
| procmap_v3_bushes_arid_grass | Grass, Forest | Arid | Field, Forest, Forestside, Cliffside | Cliff, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Clutter, Alt (+5 man-made) |
| procmap_v3_bushes_arid_ocotillo | Sand, Grass, Forest | Arid | Field, Forest, Forestside, Cliffside | Cliff, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Clutter, Alt (+5 man-made) |
| procmap_v3_bushes_jungle_forest | Grass, Forest | Jungle | Forest, Alt | Cliff, Beach, Ocean, Decor, Lake, Cliffside (+6 man-made) |
| procmap_v3_bushes_temp_field | Grass | Temperate | Field, Cliffside | Cliff, Beach, Forest, Forestside, Ocean, Oceanside, Decor, Lake, Offshore, Clutter, Alt (+5 man-made) |
| procmap_v3_bushes_temp_forest | Grass, Forest | Temperate | Forest, Alt | Cliff, Beach, Ocean, Decor, Lake, Cliffside (+6 man-made) |
| procmap_v3_bushes_temp_forestside | Grass, Forest | Temperate | Forestside | Cliff, Ocean, Oceanside, Decor, Lake (+5 man-made) |
| procmap_v3_bushes_temp_railside | Dirt, Snow, Sand, Grass, Forest, Stones, Gravel | Temperate | man-made only | Cliff, Forestside, Ocean, Oceanside, Decor, Lake (+5 man-made) |
| procmap_v3_bushes_temp_waterside | Grass | Temperate | Beachside, Beach, Lakeside (+1 man-made) | Cliff, Ocean, Decor, Lake, Alt (+5 man-made) |
| procmap_v3_bushes_tundra_field | Grass | Tundra | Field, Cliffside | Cliff, Beach, Forest, Forestside, Ocean, Oceanside, Decor, Lake, Offshore, Clutter, Alt (+5 man-made) |
| procmap_v3_bushes_tundra_railside | Dirt, Snow, Sand, Grass, Forest, Stones, Gravel | Tundra | man-made only | Cliff, Forestside, Ocean, Oceanside, Decor, Lake (+5 man-made) |
| procmap_v3_jungle_forest | Grass, Forest | Jungle | Forest | Cliff, Summit, Beachside, Beach, Forestside, Ocean, Lake, Offshore (+5 man-made) |
| procmap_v3_jungle_forest_saplings | Grass, Forest | Jungle | Forest, Forestside | Cliff, Beach, Ocean, Oceanside, Decor, Lake (+5 man-made) |
| procmap_v3_temp_beachforest_small | Grass | Temperate | Beachside, Lakeside (+1 man-made) | Field, Cliff, Summit, Ocean, Lake, Offshore, Cliffside (+5 man-made) |
| procmap_v3_temp_field_large | Grass | Temperate | Field, Decor, Cliffside, Hilltop | Cliff, Beachside, Beach, Forest, Forestside, Ocean, Oceanside, Lake, Offshore, Clutter, Alt (+6 man-made) |
| procmap_v3_temp_field_small | Grass | Temperate | Field, Cliffside | Cliff, Beach, Forest, Forestside, Ocean, Oceanside, Decor, Lake, Offshore, Clutter, Alt (+5 man-made) |
| procmap_v3_temp_forest | Grass, Forest | Temperate | Forest | Cliff, Summit, Beachside, Beach, Forestside, Ocean, Lake, Offshore, Alt (+5 man-made) |
| procmap_v3_temp_forest_deciduous | Grass, Forest | Temperate | Alt | Cliff, Summit, Beachside, Beach, Forestside, Ocean, Lake, Offshore (+5 man-made) |
| procmap_v3_temp_forest_small | Grass, Forest | Temperate | Forestside | Cliff, Summit, Beachside, Beach, Forest, Ocean, Lake, Offshore, Alt (+5 man-made) |
| procmap_v3_temp_forest_small_deciduous | Grass, Forest | Temperate | Forestside, Alt | Cliff, Summit, Beachside, Beach, Forest, Ocean, Lake, Offshore (+5 man-made) |
| procmap_v3_tundra_field | Grass | Tundra | Field, Cliffside | Cliff, Beachside, Beach, Forest, Forestside, Ocean, Lake, Offshore (+5 man-made) |
| procmap_v3_tundra_field_pines | Grass | Tundra | Field | Cliff, Beachside, Beach, Forest, Forestside, Ocean, Lake, Offshore (+5 man-made) |
| procmap_v3_tundra_forest | Forest | Tundra | Forest | Cliff, Beachside, Beach, Ocean, Lake, Offshore (+5 man-made) |
| procmap_v3_tundra_forest_saplings | Grass, Forest | Tundra | Forest, Forestside | Cliff, Beach, Ocean, Oceanside, Decor, Lake (+5 man-made) |
| procmap_v3_tundra_forest_small | Grass, Forest | Tundra | Forestside | Cliff, Beachside, Beach, Ocean, Lake, Offshore (+5 man-made) |
| swamp trees | any | any | man-made only | Cliff, Beachside, Beach, Ocean, Oceanside, Lake, Offshore, Cliffside, Mountain, Hilltop (+6 man-made) |
| v3_arctic_forest | Forest | Arctic | any | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake (+7 man-made) |
| v3_arctic_forest_saplings | Snow, Grass, Forest | Arctic | Forest, Forestside | Cliff, Beach, Ocean, Oceanside, Decor, Lake, Cliffside (+5 man-made) |
| v3_arid_beachside | Grass | Arid | Beachside, Lakeside (+1 man-made) | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake, Lakeside, Cliffside (+9 man-made) |
| v3_arid_cactus | Dirt, Sand, Grass | Arid | any | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake, Lakeside, Cliffside (+9 man-made) |
| v3_arid_field | Grass | Arid | Field, Hilltop | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake, Lakeside, Cliffside (+9 man-made) |
| v3_arid_forest | Forest | Arid | any | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake (+7 man-made) |
| v3_arid_forestside | Grass, Forest | Arid | Forestside | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake (+7 man-made) |
| v3_ores | Dirt, Rock, Stones, Gravel | Temperate, Tundra | Cliff, Cliffside | Beach, Ocean, Oceanside, Decor, Lake (+9 man-made) |
| v3_ores_jungle | Dirt, Rock, Grass, Forest, Stones, Gravel | Jungle | Decor, Cliffside, Clutter | Beach, Ocean, Oceanside, Decor, Lake (+9 man-made) |
| v3_ores_jungle_nocliff | Dirt, Rock, Grass, Forest, Stones, Gravel | Jungle | Cliffside | Beach, Ocean, Oceanside, Decor, Lake (+9 man-made) |
| v3_ores_nocliff | Dirt, Rock, Stones, Gravel | Temperate, Tundra | Cliffside | Beach, Ocean, Oceanside, Decor, Lake (+9 man-made) |
| v3_ores_sand | Dirt, Sand, Rock, Stones, Gravel | Arid | Cliff, Cliffside | Beach, Ocean, Oceanside, Decor, Lake, Lakeside (+9 man-made) |
| v3_ores_sand_nocliff | Dirt, Sand, Rock, Stones, Gravel | Arid | Cliffside | Beach, Ocean, Oceanside, Decor, Lake, Lakeside (+9 man-made) |
| v3_ores_snow | Dirt, Snow, Rock, Stones, Gravel | Arctic | Cliff, Cliffside | Beach, Ocean, Oceanside, Decor, Lake, Lakeside (+9 man-made) |
| v3_ores_snow_nocliff | Dirt, Snow, Rock, Stones, Gravel | Arctic | Cliffside | Beach, Ocean, Oceanside, Decor, Lake, Lakeside (+9 man-made) |
| v3_temp_beachside | Grass | Temperate | Beachside, Lakeside (+1 man-made) | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake, Cliffside (+8 man-made) |
| v3_temp_field | Grass | Temperate | Field, Hilltop | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake, Cliffside (+8 man-made) |
| v3_temp_forest | Forest | Temperate | any | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake (+7 man-made) |
| v3_temp_forest_pine | Forest | Temperate | any | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake (+7 man-made) |
| v3_temp_forestside | Grass, Forest | Temperate | Forestside | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake (+7 man-made) |
| v3_tundra_field | Grass | Tundra | any | Cliff, Summit, Beach, Ocean, Oceanside, Lake (+8 man-made) |
| v3_tundra_forest | Forest | Tundra | any | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake (+7 man-made) |
| v3_tundra_forest_dead | Forest | Tundra | any | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake (+7 man-made) |
| v3_tundra_forest_saplings | Grass, Forest | Tundra | Forest, Forestside | Cliff, Beach, Ocean, Oceanside, Decor, Lake, Cliffside (+5 man-made) |
| v3_tundra_forestside | Grass, Forest | Tundra | Forestside | Cliff, Summit, Beach, Ocean, Oceanside, Decor, Lake (+7 man-made) |
| wood_log_pile | Snow, Grass, Forest | Temperate, Tundra, Arctic | Field, Forest, Forestside (+1 man-made) | Cliff, Summit, Beach, Ocean, Oceanside, Lake, Lakeside, Cliffside, Clutter, Hilltop (+9 man-made) |
(106 populations)
Animals and vehicles
Section titled “Animals and vehicles”These mostly ignore topology and key off the biome.
| Spawns | Ground texture | Biome | Needs any of | Never on |
|---|---|---|---|---|
| Bear | any | Temperate, Tundra | any | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| Boar | any | Arid, Temperate | any | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| Chicken | Dirt, Sand, Grass, Forest | Temperate | any | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| Crocodile | any | Jungle | Lakeside (+2 man-made) | - |
| HAB | Dirt, Snow, Sand, Grass, Forest, Stones, Gravel | Arid, Temperate, Arctic | Field (+2 man-made) | Cliff, Beachside, Beach, Forest, Ocean, Oceanside, Lake, Lakeside, Offshore, Cliffside, Mountain (+4 man-made) |
| HalloweenDungeon.population | Dirt, Snow, Sand, Grass, Forest, Stones, Gravel | Arid, Temperate, Arctic, Jungle | Field (+2 man-made) | Cliff, Beachside, Beach, Forest, Ocean, Oceanside, Lake, Lakeside, Offshore, Cliffside, Mountain (+4 man-made) |
| MetalDetectorSource | any | Arid, Temperate, Tundra, Jungle | any | Cliff, Summit, Ocean, Lake, Offshore, Mountain, Clutter, Hilltop (+6 man-made) |
| Minicopter | any | Arid, Temperate, Tundra | man-made only | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Lakeside, Offshore, Cliffside, Mountain, Clutter, Hilltop (+5 man-made) |
| ModularCar | any | Arid, Temperate, Tundra, Jungle | man-made only | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Lakeside, Offshore, Cliffside, Mountain, Clutter, Hilltop (+5 man-made) |
| Murderer | any | any | man-made only | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+4 man-made) |
| Panther | any | Jungle | any | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| PedalBikes_World | any | Arid, Temperate, Tundra, Jungle | man-made only | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Lakeside, Offshore, Cliffside, Mountain, Clutter, Hilltop (+5 man-made) |
| PolarBear | Snow | Arctic | any | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| RHIB | all except Snow, Rock | Arid, Tundra | Ocean | Beachside, Beach |
| RidableHorse | any | Arid, Temperate | any | Cliff, Summit, Forest, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter, Hilltop (+6 man-made) |
| Rowboat | all except Snow, Rock | all except Arctic | Oceanside, Lake, Lakeside (+2 man-made) | Beachside, Decor |
| Scarecrow | any | any | man-made only | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+4 man-made) |
| ScrapTransportHelicopter | any | Arid, Temperate, Tundra | Field (+1 man-made) | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Lakeside, Offshore, Cliffside, Mountain, Clutter, Hilltop (+5 man-made) |
| Snake | any | Jungle | any | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+5 man-made) |
| Stag | Grass, Forest | all except Arid, Arctic | any | Cliff, Summit, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| Tiger | any | Jungle | any | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| Wolf | all except Rock | Arid, Temperate, Tundra | any | Cliff, Summit, Beachside, Beach, Ocean, Oceanside, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
| XmasDungeon.population | Dirt, Snow, Sand, Grass, Forest, Stones, Gravel | Arid, Temperate, Arctic | Field (+2 man-made) | Cliff, Beachside, Beach, Forest, Ocean, Oceanside, Lake, Lakeside, Offshore, Cliffside, Mountain (+4 man-made) |
| Zombie | any | any | any | Cliff, Summit, Ocean, Decor, Lake, Offshore, Cliffside, Mountain, Clutter (+6 man-made) |
(24 populations)
How Crucible fits
Section titled “How Crucible fits”Worldgen derives all of this from your terrain: biomes with solid cores, topology that follows the shape of the land, and a ground texture that agrees with both. That is the point of it. The rules on this page are the reason it works the way it does, and why its defaults produce maps that actually spawn things.
Where you want to overrule it, the biome brush and the topology brush are there. Just paint regions, not speckles.