Terrain Generators
Every terrain generator a world can be created with, and the kind of landscape each one rolls.
A world picks one generator when it is created and keeps it for life — new worlds start with Biomes, and a world made under an older default keeps rolling the terrain it was born with. Generation is deterministic: the world’s id seeds the noise, and each chunk is generated once — the first time a player roams near it — then persisted, so every visit to the same place finds the same landscape.
Height levels below are the quantized plateaus a chunk’s surface can sit at. Neighbouring chunks a level or two apart are joined by walkable ramps; anything steeper becomes a cliff face that acts as a wall.
Flat World
The original Lorahworld terrain: one endless flat plane at height 0, grass to the north of the origin and ocean to the south.
flat_v1- Surface
- One flat plane at height 0
- MaterialsGrass north of the world origin, ocean south of it
- Grass and ocean
- Voxel decorationsGenerated chunks contain terrain only
- None
Rolling Hills
Seeded value-noise hills: flat grass plateaus joined by walkable ramps, cliff faces sealing every sheer drop, flat ocean in the lowlands and bare stone on the highest hilltops.
hills_v1- Height levelsChunk plateaus joined by ramps, with cliff faces sealing every sheer drop
- -1 to 6
- Ocean levelAll water is flat, one level below the lowest land
- -1
- Bare stone from levelLand this high up is rock instead of grass
- 4
- Spawn plaza radiusChunks this close to the origin stay flat grass at level 0, so fresh spawns land on level ground
- 1 chunk
- Voxel decorationsGenerated chunks contain terrain only
- None
Terraced Biomes
Three seeded noise fields shape every chunk: elevation carves oceans, shores and mountains, while temperature and moisture split the land into cold tundra and taiga, temperate plains, forest and desert, and hot savanna and jungle — with voxel trees great and small (branching giants, tall spruces, forked acacias, birch clumps), cactus columns and saguaros, mossy and snow-capped boulders, meadows of grass and flowers, ferns and mushrooms on the woodland floor, snow and ice in the cold, layered cliffs showing the stone beneath the topsoil, the odd goblin camp or wizard totem with its guards, and, far from spawn, abandoned castles crumbling on their plinths with loot chests inside.
biome_v1- BiomesOcean, Frozen Ocean, Beach, Stony Shore, Desert, Plains, Forest, Cherry Grove, Dead Forest, Savanna, Jungle, Tundra, Taiga, Autumn Forest, Mountains, Snowy Mountains
- 16
- Noise periodsLargest octave first; the wider the periods, the larger every ocean, mountain range and biome region — moisture 42 / 15 chunks, temperature 54 / 18 chunks, spookiness 48 / 15 chunks
- Elevation 36 / 12 chunks
- ClimatesA seeded temperature field: below 0.42 is cold (snow, ice, tundra, taiga), 0.58 and above is hot (desert, savanna, jungle), between is temperate (plains, forest, desert)
- Cold, temperate, hot
- Autumn forests fromThe mild fringe of the cold climate: land between 0.36 and 0.42 that is not dry has turned rather than frozen — autumn forest of maples and aspens, pumpkins and wild turkeys
- 0.36
- MoistureA second field: below 0.42 is dry (desert or tundra), 0.58 and above is wet (forest, jungle or taiga), between is plains, savanna or tundra
- Dry, moderate, wet
- SpookinessA fourth field over temperate land: below 0.42 is serene (cherry groves, unless dry), 0.58 and above is spooky (dead forest), between is the ordinary plains, forest and desert
- Serene, ordinary, spooky
- Cooling per levelTemperature lost for every height level above sea level, so high plateaus turn to tundra and peaks to snow
- 0.02
- Height levelsChunk plateaus joined by ramps; cliffs are layered, a band of topsoil over stone
- -1 to 16
- Mountains from levelLand this high up is bare stone — or snow-capped in a cold climate
- 5
- Shores up to levelLow land bordering the ocean turns to a sandy beach, or a gravel shore in the cold
- 1
- Tree kindsOak (3-8 tall), Pine (5-11 tall), Acacia (4-7 tall), Jungle tree (5-13 tall), Cherry (3-6 tall), Dead tree (4-8 tall), Cactus (1-5 tall), Birch (5-9 tall), Maple (4-8 tall), Aspen (6-8 tall)
- 10
- Tree shapesEach tree rolls one of its kind's shapes, and the procedural ones (every shape but the classics) roll their crowns, stems and roots from the tree's own seed — Oak, Bushy oak, Great oak, Pine, Tall spruce, Acacia, Forked acacia, Jungle tree, Jungle giant, Cherry, Great cherry, Dead tree, Gnarled snag, Cactus, Saguaro, Birch, Tall birch, Birch clump, Maple, Great maple, Aspen, Aspen stand
- 22
- BouldersStone boulder (Stony Shore, Plains, Dead Forest, Mountains); Mossy boulder (Forest, Cherry Grove, Jungle, Autumn Forest); Sandstone boulder (Beach, Desert, Savanna); Snow-capped boulder (Tundra, Taiga, Snowy Mountains)
- 4
- FlowersGrown in patches of one kind, clumped within 2 blocks of the patch's heart — Wildflower (Plains, Forest, Cherry Grove, Jungle); Rose (Plains); Tulip (Plains, Cherry Grove, Jungle); Sunflower (Plains, Savanna, Autumn Forest); Daisies (Plains, Forest, Cherry Grove); Bluebell (Forest, Taiga); Poppy (Plains, Savanna); Lavender (Plains, Cherry Grove); Dandelion (Plains, Savanna, Autumn Forest); Cornflower (Plains, Autumn Forest); Orchid (Jungle); Lily (Forest, Cherry Grove); Edelweiss (Tundra, Taiga, Mountains, Snowy Mountains); Nightshade (Dead Forest)
- 14
- Spawn plaza radiusChunks this close to the origin stay flat grass at level 0, so fresh spawns land on level ground
- 1 chunk
- Voxel decorationsGenerated chunks come with voxel blocks (trees and cactus columns, boulders, grass tufts, flowers in patches of one kind, ferns, mushrooms, stones, bushes, berry bushes, dead bushes and pumpkins), breakable like player-placed ones
- Yes
Biomes
Rolling, curving ground shaped by three seeded noise fields: gentle hills and valleys, ridged mountains, and seas and lakes filling every hollow — shallows to wade along the shore, deep water to drown in further out, frozen over in the cold. Temperature and moisture split the land into tundra and taiga, plains, forest and desert, savanna and jungle, autumn woods, cherry groves and dead forests, with voxel trees great and small, boulders, meadows of grass and flowers, goblin camps and wizard totems on levelled clearings, and, far from spawn, abandoned castles crumbling on their plinths with loot chests inside.
biome_v2- GroundA height at every block corner, blended smoothly in between and continuing seamlessly from chunk to chunk — rolling hills and valleys rather than plateaus and cliffs
- Smooth heightfield
- HillsHills about 52 / 23 blocks across rise over the land, their valleys dipping 35% as deep; a slow hilliness field turns whole regions from gentle lowland (15% of the hills' height) to hill country, and the coasts stay gentle. Finer rolling detail (19 / 7 blocks) covers everything
- Up to 9.9 blocks high
- Mountain cragsOver the mountains (from level 5 up) the hills rise taller, and branching crags about 41 blocks apart run over them
- Up to 3 blocks
- Sea levelWater fills every hollow below this height — the seas, and lakes inland — frozen into walkable ice in the cold
- -0.3
- Deepest waterThe sea bed shelves gently along the shore — shallows to wade through — then falls away into deep water: whoever stays under longer than 10 seconds starts drowning, losing 10% of their health every second
- About 6 blocks
- Plaza blendHow far the level spawn plaza slopes back into the land around it
- 14 blocks
- Levelled clearingsGoblin camps and wizard totems stand on dry ground no steeper than this across its chunk, levelled flat under their clearing
- Up to 4 blocks of fall
- BiomesOcean, Frozen Ocean, Beach, Stony Shore, Desert, Plains, Forest, Cherry Grove, Dead Forest, Savanna, Jungle, Tundra, Taiga, Autumn Forest, Mountains, Snowy Mountains
- 16
- Noise periodsLargest octave first; the wider the periods, the larger every ocean, mountain range and biome region — moisture 42 / 15 chunks, temperature 54 / 18 chunks, spookiness 48 / 15 chunks
- Elevation 36 / 12 chunks
- ClimatesA seeded temperature field: below 0.42 is cold (snow, ice, tundra, taiga), 0.58 and above is hot (desert, savanna, jungle), between is temperate (plains, forest, desert)
- Cold, temperate, hot
- Autumn forests fromThe mild fringe of the cold climate: land between 0.36 and 0.42 that is not dry has turned rather than frozen — autumn forest of maples and aspens, pumpkins and wild turkeys
- 0.36
- MoistureA second field: below 0.42 is dry (desert or tundra), 0.58 and above is wet (forest, jungle or taiga), between is plains, savanna or tundra
- Dry, moderate, wet
- SpookinessA fourth field over temperate land: below 0.42 is serene (cherry groves, unless dry), 0.58 and above is spooky (dead forest), between is the ordinary plains, forest and desert
- Serene, ordinary, spooky
- Cooling per levelTemperature lost for every height level above sea level, so high plateaus turn to tundra and peaks to snow
- 0.02
- Tree kindsOak (3-8 tall), Pine (5-11 tall), Acacia (4-7 tall), Jungle tree (5-13 tall), Cherry (3-6 tall), Dead tree (4-8 tall), Cactus (1-5 tall), Birch (5-9 tall), Maple (4-8 tall), Aspen (6-8 tall)
- 10
- Tree shapesEach tree rolls one of its kind's shapes, and the procedural ones (every shape but the classics) roll their crowns, stems and roots from the tree's own seed — Oak, Bushy oak, Great oak, Pine, Tall spruce, Acacia, Forked acacia, Jungle tree, Jungle giant, Cherry, Great cherry, Dead tree, Gnarled snag, Cactus, Saguaro, Birch, Tall birch, Birch clump, Maple, Great maple, Aspen, Aspen stand
- 22
- BouldersStone boulder (Stony Shore, Plains, Dead Forest, Mountains); Mossy boulder (Forest, Cherry Grove, Jungle, Autumn Forest); Sandstone boulder (Beach, Desert, Savanna); Snow-capped boulder (Tundra, Taiga, Snowy Mountains)
- 4
- FlowersGrown in patches of one kind, clumped within 2 blocks of the patch's heart — Wildflower (Plains, Forest, Cherry Grove, Jungle); Rose (Plains); Tulip (Plains, Cherry Grove, Jungle); Sunflower (Plains, Savanna, Autumn Forest); Daisies (Plains, Forest, Cherry Grove); Bluebell (Forest, Taiga); Poppy (Plains, Savanna); Lavender (Plains, Cherry Grove); Dandelion (Plains, Savanna, Autumn Forest); Cornflower (Plains, Autumn Forest); Orchid (Jungle); Lily (Forest, Cherry Grove); Edelweiss (Tundra, Taiga, Mountains, Snowy Mountains); Nightshade (Dead Forest)
- 14
- Spawn plaza radiusChunks this close to the origin stay flat grass at the height of the land around them (never below the sea), blending into it, so fresh spawns land on level, dry ground
- 1 chunk
- Voxel decorationsGenerated chunks come with voxel blocks (trees and cactus columns, boulders, grass tufts, flowers in patches of one kind, ferns, mushrooms, stones, bushes, berry bushes, dead bushes and pumpkins), breakable like player-placed ones
- Yes
Test world generators
Hand-authored fixtures behind the hardcoded test worlds the e2e gameplay tests run in. Unlike the generators above they ignore the world’s seed entirely, laying out the exact same scene every time so tests can assert on exact coordinates. Players’ worlds are never created with them — a server only serves one when it is deliberately booted into a test world, or when an admin creates a copy of one from the worlds page.
Flat Test World
E2e test fixture: one endless flat grass plane at height 0 — no ocean, no slopes, no generated blocks. Terrain can never interfere with whatever mechanic a test is exercising.
test_flat_v1- Serves test worldHand-authored e2e fixture — boot a server into it with DEFAULT_WORLD_ID="test-flat", or create a copy from the admin worlds page
- test-flat
- Mob spawningNo mob ever spawns, animals included, so nothing can wander into a non-combat test
- No mobs
- Mob despawningHand-placed mobs stay where a test left them, however far its player walks
- Never
- Inventory on deathA killed test player respawns with everything, so nothing litters the fixture
- Keep all
- Dungeon riftsNo rift ever opens, so nothing appears in the fixture's laid-out scene
- Never
- BuildingPlayers place and break blocks, till and sow
- Allowed
- Movement frictionPer-second friction on players' horizontal velocity on the ground and in the air (0 = frictionless); the world's setting, so tests walking exact coordinates keep the shipped feel
- 11 ground / 1.9 air
- AtmosphereOpen sky that follows the world's day/night cycle, with the moon and stars at night and clear, cloudy, foggy, rainy and stormy weather rolling through.
- Overworld
- DeterminismLays out the exact same scene whatever the world id, so tests can assert on exact coordinates
- Seed-independent
- Voxel decorationsGenerated chunks contain terrain only
- None
Voxel Bridge Test World
E2e test fixture: flat grass at height 0 split by a north-south stone trench one chunk wide and four height levels deep, crossed in chunk row 0 by a one-block-wide stone walkway whose top is flush with the rims. Exercises voxel block collision: crossing dry-shod is only possible if players stand on blocks.
test_bridge_v1- Serves test worldHand-authored e2e fixture — boot a server into it with DEFAULT_WORLD_ID="test-bridge", or create a copy from the admin worlds page
- test-bridge
- Mob spawningNo mob ever spawns, animals included, so nothing can wander into a non-combat test
- No mobs
- Mob despawningHand-placed mobs stay where a test left them, however far its player walks
- Never
- Inventory on deathA killed test player respawns with everything, so nothing litters the fixture
- Keep all
- Dungeon riftsNo rift ever opens, so nothing appears in the fixture's laid-out scene
- Never
- BuildingPlayers place and break blocks, till and sow
- Allowed
- Movement frictionPer-second friction on players' horizontal velocity on the ground and in the air (0 = frictionless); the world's setting, so tests walking exact coordinates keep the shipped feel
- 11 ground / 1.9 air
- AtmosphereOpen sky that follows the world's day/night cycle, with the moon and stars at night and clear, cloudy, foggy, rainy and stormy weather rolling through.
- Overworld
- DeterminismLays out the exact same scene whatever the world id, so tests can assert on exact coordinates
- Seed-independent
- Voxel decorationsGenerated chunks come with voxel blocks (trees and cactus columns, boulders, grass tufts, flowers in patches of one kind, ferns, mushrooms, stones, bushes, berry bushes, dead bushes and pumpkins), breakable like player-placed ones
- Yes
Parkour Test World
E2e test fixture: flat grass at height 0 with a block parkour course east of spawn — a one-block ledge, a two-block wall, a staircase, a one-block-wide hallway, a roofed tunnel three blocks high, a gap between pillars, two pillars touching at a corner, an overhead beam and a flight of stone stairs. Exercises player body collision: climbing what a jump reaches, fitting through what the body fits, and never passing into a wall.
test_parkour_v1- Serves test worldHand-authored e2e fixture — boot a server into it with DEFAULT_WORLD_ID="test-parkour", or create a copy from the admin worlds page
- test-parkour
- Mob spawningNo mob ever spawns, animals included, so nothing can wander into a non-combat test
- No mobs
- Mob despawningHand-placed mobs stay where a test left them, however far its player walks
- Never
- Inventory on deathA killed test player respawns with everything, so nothing litters the fixture
- Keep all
- Dungeon riftsNo rift ever opens, so nothing appears in the fixture's laid-out scene
- Never
- BuildingPlayers place and break blocks, till and sow
- Allowed
- Movement frictionPer-second friction on players' horizontal velocity on the ground and in the air (0 = frictionless); the world's setting, so tests walking exact coordinates keep the shipped feel
- 11 ground / 1.9 air
- AtmosphereOpen sky that follows the world's day/night cycle, with the moon and stars at night and clear, cloudy, foggy, rainy and stormy weather rolling through.
- Overworld
- DeterminismLays out the exact same scene whatever the world id, so tests can assert on exact coordinates
- Seed-independent
- Voxel decorationsGenerated chunks come with voxel blocks (trees and cactus columns, boulders, grass tufts, flowers in patches of one kind, ferns, mushrooms, stones, bushes, berry bushes, dead bushes and pumpkins), breakable like player-placed ones
- Yes
Farm Test World
E2e test fixture: flat grass at height 0 with a small farm near spawn — wheat at every growth stage beside bare tilled soil, bee hives at every fill stage beside a flower bed, and a full hive on its own. Exercises farming (growth, harvesting, sowing, the bees) without waiting for anything to grow.
test_farm_v1- Serves test worldHand-authored e2e fixture — boot a server into it with DEFAULT_WORLD_ID="test-farm", or create a copy from the admin worlds page
- test-farm
- Mob spawningNo mob ever spawns, animals included, so nothing can wander into a non-combat test
- No mobs
- Mob despawningHand-placed mobs stay where a test left them, however far its player walks
- Never
- Inventory on deathA killed test player respawns with everything, so nothing litters the fixture
- Keep all
- Dungeon riftsNo rift ever opens, so nothing appears in the fixture's laid-out scene
- Never
- BuildingPlayers place and break blocks, till and sow
- Allowed
- Movement frictionPer-second friction on players' horizontal velocity on the ground and in the air (0 = frictionless); the world's setting, so tests walking exact coordinates keep the shipped feel
- 11 ground / 1.9 air
- AtmosphereOpen sky that follows the world's day/night cycle, with the moon and stars at night and clear, cloudy, foggy, rainy and stormy weather rolling through.
- Overworld
- DeterminismLays out the exact same scene whatever the world id, so tests can assert on exact coordinates
- Seed-independent
- Voxel decorationsGenerated chunks come with voxel blocks (trees and cactus columns, boulders, grass tufts, flowers in patches of one kind, ferns, mushrooms, stones, bushes, berry bushes, dead bushes and pumpkins), breakable like player-placed ones
- Yes