Landmarks
| This article relates to content added by Odyssey (DLC). Please note that it will not be present without the DLC enabled. |
| This article is suggested to be rewritten. Reason: Some features may be missing. All features were identified by generating worlds which is not rigorous. In addition, it is unknown if features like groves, and habitats include all possible species or limited subset. You can help the RimWorld Wiki by improving it. |
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Landmarks are special named generated tiles on the world map that come with features that modify or add to the map when settled. The features may include natural landforms such as lakes, fjords, and atolls, or artificial structures such as abandoned colonies, ancient garrisons, and city ruins. Some features may also be modifiers rather than placed structures, such as higher fertility, fogginess, or higher levels of pollution. Most features can be found in any biome. When a map is reset, features do not remain on the tile first found. Names remain the same, but move elsewhere on the planet. This is key when shopping for a good landmark, as rerolling a pawn after a landmark is found, means that landmark is gone when trying again on the same seed.
Landmark-defining features[edit]
Every landmark is associated with a specific feature, or in some cases a set of features. Optionally landmarks can have additional features which can also be found on non-landmark tiles.
Features of both types can be searched for with the Search tool, but it only shows results for landmark tiles, settlements and quest sites. For this reason it is not yet clear if landmark-defining features are always associated with a landmark or if they can sometimes appear in normal tiles.
Landmark-defining features can be combined under some conditions. The primary feature determines the name of the landmark and the way it is drawn on the world map. For example a landmark with the cliffs and lake features will be displayed as a cliffs tile with a cliffs-related name.
Comparison table[edit]
| Name | Description | Fl | SH | LH | Mt | Secondary features |
|---|---|---|---|---|---|---|
| Basin | A natural depression in a mountain range, in which groundwater feeds a small lake. | rare: wetland | ||||
| Cavern | A network of caves formed by various geological processes.
|
frequent: bay
rare: pond, lake, lake with island, wetland | ||||
| Chasm | Geological movement has caused deep fissures in this mountain. | frequent: bay
rare: pond, lake, lake with island, wetland | ||||
| Cliffs | Steep cliffs surround three sides of this area. | rare: pond, lake, lake with island, wetland | ||||
| Crevasse | A massive rift created by glacial movement.
|
|||||
| Dunes | A barren expanse of sand. This area is extremely inhospitable.
|
|||||
| Hollow | A small open area surrounded by cliffs. | occasional: oasis | ||||
| Ice dunes | Massive rolling hills made from compacted windswept snow. | |||||
| Lava flow | The surrounding landscape routinely funnels large amounts of lava into this area, making it extremely inhospitable. | |||||
| Lava lake | A lake of deep lava terrain surrounded by volcanic rock. | |||||
| Plateau | A small rise with sharp cliffs and a flat top. | rare: wetland, pond | ||||
| Terraforming scar | A misaligned blast from an ancient terraforming device has warped the earth into serpentine spirals. The area has since recovered, though the twisted and deformed hills remain. | rare: pond | ||||
| Valley | A steep valley carved through a mountain. | rare: pond, lake, lake with island, bay, wetland | ||||
| Archipelago | A network of several small islands dotting the coast. | |||||
| Bay | A large indentation in the coastline that provides shelter from strong coastal winds.
|
|||||
| Coastal atoll | An island surrounding a large lagoon. There's very little land to build on here. | |||||
| Coastal island | A large island near the shore. | |||||
| Fjord | A long, narrow sea inlet surrounded by steep terrain. | |||||
| Peninsula | An outcropping of land surrounded by ocean. | |||||
| Iceberg | A floating mass of ice, detached from the larger ice sheet.
|
|||||
| Dry lake | The remains of a former lake. | |||||
| Hot springs | A hot water spring, heated by geothermal activity. | occasional: valley, cavern, chasm, terraforming scar
rare: wetland | ||||
| Lake | A large body of fresh water. | rare: wetland | ||||
| Lake with island | A large body of fresh water encircles one or more islands. | rare: wetland | ||||
| Oasis | A lush spring featuring abundant plant life and water. | |||||
| Pond | A small body of fresh water. | rare: wetland | ||||
| Toxic lake | A body of water that has been poisoned by chemicals leaching out of the ground. The water will cause toxic buildup. | |||||
| Wetland | Large interconnected waterways dominate the area. | |||||
| Ancient chemfuel refinery | An abandoned industrial installation containing large quantities of chemfuel. It may also contain dangerous security systems. | rare: hot springs, ancient smoke vent, ancient toxic vent, ancient heat vent | ||||
| Ancient garrison | A long-abandoned military structure. It may still contain valuable items, as well as active security systems. Use caution while exploring these ruins. | rare: hot springs, ancient smoke vent, ancient toxic vent, ancient heat vent | ||||
| Ancient launch site | An abandoned collection of launch pads used to deliver supplies to orbital platforms. It contains working transport pods. | rare: hot springs, ancient smoke vent, ancient toxic vent, ancient heat vent | ||||
| Ancient warehouse | An abandoned warehouse. It still contains valuables. It may also contain dangerous security systems. | rare: hot springs, ancient smoke vent, ancient toxic vent, ancient heat vent | ||||
| Ancient heat vent | Ancient ducts will regularly vent heat from an underground megastructure, dramatically raising the temperature of the surrounding area. | |||||
| Ancient smoke vent | This area has a number of massive exhaust vents. An ancient mechanism buried deep beneath the earth will occasionally vent large amounts of smoke, blocking out the sun for days at a time. | |||||
| Ancient toxic vent | Massive toxic vents will regularly spew toxic fallout into the air. The vents connect to an ancient substructure buried deep beneath the earth. | |||||
| Ancient quarry | This area was once mined for its natural resources, and the remains of the ancient quarry are still here.
|
always: cavern
rare: hot springs, ancient smoke vent, ancient toxic vent, ancient heat vent | ||||
| Harbor | An abandoned coastal settlement. | always: bay | ||||
| Ruins | The remains of an ancient settlement. These ruins may contain a wide variety of possible threats. | rare: pond, lake, lake with island, hot springs, ancient smoke vent, ancient toxic vent, ancient heat vent | ||||
| Frozen ruins | The ruins of an ancient settlement, now encased in solid ice. These ruins may contain untold dangers. | rare: pond, lake, lake with island, hot springs, ancient smoke vent, ancient toxic vent, ancient heat vent | ||||
| Abandoned colony | A recently abandoned colony. | occasional: bay, valley, cavern, chasm
rare: plateau, pond, lake, lake with island, hot springs, ancient smoke vent, ancient toxic vent, ancient heat vent | ||||
| Infested settlement | A once-prosperous settlement that was destroyed by an insect infestation. It may still contain valuable resources.
|
rare: hot springs, ancient smoke vent, ancient toxic vent, ancient heat vent |
Biome compatibility[edit]
| Name | TF | TS | TrR | TrS | AS | D | ED | BF | CB | T | ISh | SI | GP | Gl | Gr | L | S |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Basin | |||||||||||||||||
| Cavern | |||||||||||||||||
| Chasm | |||||||||||||||||
| Cliffs | |||||||||||||||||
| Crevasse | |||||||||||||||||
| Dunes | |||||||||||||||||
| Hollow | |||||||||||||||||
| Ice Dunes | |||||||||||||||||
| Lava flow | |||||||||||||||||
| Lava lake | |||||||||||||||||
| Plateau | |||||||||||||||||
| Terraforming scar | |||||||||||||||||
| Valley | |||||||||||||||||
| Archipelago | |||||||||||||||||
| Bay | |||||||||||||||||
| Coastal atoll | |||||||||||||||||
| Coastal island | |||||||||||||||||
| Fjord | |||||||||||||||||
| Peninsula | |||||||||||||||||
| Iceberg | |||||||||||||||||
| Dry lake | |||||||||||||||||
| Hot springs | |||||||||||||||||
| Lake | |||||||||||||||||
| Lake with island | |||||||||||||||||
| Oasis | |||||||||||||||||
| Pond | |||||||||||||||||
| Toxic lake | |||||||||||||||||
| Wetland | |||||||||||||||||
| Ancient chemfuel refinery | |||||||||||||||||
| Ancient garrison | |||||||||||||||||
| Ancient launch site | |||||||||||||||||
| Ancient warehouse | |||||||||||||||||
| Ancient heat vent | |||||||||||||||||
| Ancient smoke vent | |||||||||||||||||
| Ancient toxic vent | |||||||||||||||||
| Ancient quarry | |||||||||||||||||
| Harbor | |||||||||||||||||
| Ruins | |||||||||||||||||
| Frozen ruins | |||||||||||||||||
| Abandoned colony | |||||||||||||||||
| Infested settlement |
Geographic features[edit]
Basin[edit]
A natural depression in a mountain range, in which groundwater feeds a small lake.
Basins are found exclusively on mountainous terrain, in the temperate forest, temperate swamp, tropical rainforest, tropical swamp, boreal forest, cold bog, tundra, glacial plain, glowforest, grassland, lava field and scarlands biomes. They are occasionally combined with the wetland or ancient quarry features.
Cavern[edit]
A network of caves formed by various geological processes.
Caverns are found exclusively on mountainous terrain. They are occasionally combined with the bay, pond, lake, lake with island or wetland features. They can also appear on a hot springs or an abandoned colony landmark, and are always present on an ancient quarry landmark.
Siege raids will not happen on a cavern tile.
Chasm[edit]
Geological movement has caused deep fissures in this mountain.
Chasms are found exclusively on mountainous terrain. They are occasionally combined with the bay, pond, lake, lake with island or wetland features and can also appear on a hot spring or abandoned colony landmark.
Cliffs[edit]
Steep cliffs surround three sides of this area.
Cliffs are found exclusively on mountainous terrain, in the temperate forest, temperate swamp, tropical rainforest, tropical swamp, arid shrubland, desert, extreme desert, boreal forest, cold bog, tundra, ice sheet, glowforest, grassland and lava field biomes. They are occasionally combined with the pond, lake, lake with island or wetland features.
Crevasse[edit]
A massive rift created by glacial movement.
Crevasses are found exclusively on flat terrain, in the glacial plain biome. They are not combined with other landmark features. The only type of caves found in crevasses is ice caves.
Dunes[edit]
A barren expanse of sand. This area is extremely inhospitable.
Dunes are found exclusively on flat terrain, in the extreme desert biome. They do not combine with other landmark features.
Dunes are the extreme version of extreme desert. The ground is made of sand and soft sand, with no soil for farming and no plants. There are no geysers and nothing to mine, although there are stone chunks on the ground.
Hollow[edit]
A small open area surrounded by cliffs.
Hollows are found exclusively on mountainous terrain. They are occasionally combined with the wetland, pond or oasis features.
Ice dunes[edit]
Massive rolling hills made from compacted windswept snow.
Ice dunes are found exclusively on flat terrain, in the ice sheet and sea ice biomes. They do not combine with other landmark features.
Lava flow[edit]
The surrounding landscape routinely funnels large amounts of lava into this area, making it extremely inhospitable.
Lava flows are found on small hills terrain, in the lava field biome. They do not combine with other landmark features.
Lava lake[edit]
A lake of deep lava terrain surrounded by volcanic rock.
Lava lakes are found in the lava field biome. They do not combine with other landmark features.
Plateau[edit]
A small rise with sharp cliffs and a flat top.
Plateaux are found on mountainous terrain, in the arid shrubland, desert, tundra, grassland and glowforest biomes. They occasionally combine with the wetland or pond features and can also appear on an abandoned colony landmark.
Terraforming scar[edit]
A misaligned blast from an ancient terraforming device has warped the earth into serpentine spirals. The area has since recovered, though the twisted and deformed hills remain.
Terraforming scars are found on large hills terrain, in the temperate forest, temperate swamp, tropical rainforest, tropical swamp, arid shrubland, desert, extreme desert, boreal forest, cold bog, tundra, glowforest, grassland, lava field and scarlands biomes. They occasionally combine with the pond feature and can appear on a hot spring landmark.
Valley[edit]
A steep valley carved through a mountain.
Valleys are found on mountainous terrain. They occasionally combine with the pond, lake, lake with island, bay or wetland features and can appear on hot springs or abandoned colony landmarks.
Coastal features[edit]
Coastal features only appear on the shore of oceans, inner seas and lakes. Unlike other coastal tiles, landmarks with these features don't have the coast or lakeshore additional features.
In general coastal features do not combine with other landmark features, with the exception of bays.
Archipelago[edit]
A network of several small islands dotting the coast.
Archipelagos are found in all biomes except sea ice and ice sheet.
Bay[edit]
A large indentation in the coastline that provides shelter from strong coastal winds.
Bays are found in all biomes except sea ice and ice sheet. They are always present on harbor landmarks and can occasionally appear as a secondary landmark feature on valley, cavern, chasm and abandoned colony landmarks.
Coastal atoll[edit]
An island surrounding a large lagoon. There's very little land to build on here.
Coastal atolls are found on flat or small hills terrain in temperate forest, tropical rainforest, arid shrubland, desert and grassland biomes.
Coastal island[edit]
A large island near the shore.
Coastal islands are found in all biomes except sea ice and ice sheet.
Fjord[edit]
A long, narrow sea inlet surrounded by steep terrain.
Fjords are found on mountainous terrain in all biomes except sea ice and ice sheet.
Peninsula[edit]
An outcropping of land surrounded by ocean.
Peninsulas are found in all biomes except sea ice and ice sheet.
Iceberg[edit]
A floating mass of ice, detached from the larger ice sheet.
Icebergs are found in the boreal forest, cold bog, tundra, ice sheet and sea ice biomes.
The average temperature is always below freezing. There are no geysers, even when there is coastal land on the map in addition to the iceberg.
Inland water features[edit]
Dry lake[edit]
The remains of a former lake.
Dry lakes can be found in the arid shrubland, desert, extreme desert, tundra and grassland biomes. They do not combine with other landmark features.
Hot springs[edit]
A hot water spring, heated by geothermal activity.
Hot springs can be found on mountainous terrain in the temperate forest, boreal forest, tundra, glacial plain and lava field biomes. They can occasionally be combined with the valley, cavern, chasm or terraforming scar features, more rarely with the wetland feature. They can also rarely appear as a secondary landmark feature on ruins, ancient quarry, abandoned colony and ancient structures landmarks.
Lake[edit]
A large body of fresh water.
Lakes can be found in the temperate forest, tropical rainforest, boreal forest, tundra, glacial plain, glowforest and grassland biomes. They can rarely be combined with the wetland feature. They can also rarely appear as a secondary landmark feature on valley, cavern, chasm, cliffs, ruins and abandoned colony landmarks.
Lake with island[edit]
A large body of fresh water encircles one or more islands.
Lakes with islands are a variation of the lake feature which spawns in the same conditions.
Oasis[edit]
A lush spring featuring abundant plant life and water.
Oases can be found in the desert and extreme desert biomes. They occasionally appear as a secondary landmark feature on hollow landmarks.
Pond[edit]
A small body of fresh water.
Ponds can be found in the temperate forest, tropical rainforest, arid shrubland, boreal forest, tundra, glacial plain, glowforest and grassland biomes. They can rarely be combined with the wetland feature. They can also rarely appear as a secondary landmark feature on valley, cavern, chasm, cliffs, plateau, hollow, terraforming scar, ruins and abandoned colony landmarks.
Toxic lake[edit]
A body of water that has been poisoned by chemicals leaching out of the ground. The water will cause toxic buildup.
Toxic lakes can be found in the glowforest and scarlands biomes. They do not combine with other landmark features.
Wetland[edit]
Large interconnected waterways dominate the area.
Wetlands can be found in the temperate forest, temperate swamp, tropical rainforest, tropical swamp, boreal forest, cold bog, tundra and glowforest biomes. They can rarely appear as a secondary landmark feature on valley, cavern, chasm, cliffs, plateau, hollow, basin, hot springs, lake, lake with island and pond landmarks.
Man-made structures[edit]
Ancient chemfuel refinery[edit]
An abandoned industrial installation containing large quantities of chemfuel. It may also contain dangerous security systems.
Ancient chemfuel refineries can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.
Ancient garrison[edit]
A long-abandoned military structure. It may still contain valuable items, as well as active security systems. Use caution while exploring these ruins.
Ancient garrisons can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.
Ancient launch site[edit]
An abandoned collection of launch pads used to deliver supplies to orbital platforms. It contains working transport pods.
Ancient launch sites can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.
Ancient warehouse[edit]
An abandoned warehouse. It still contains valuables. It may also contain dangerous security systems.
Ancient warehouses can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.
Ancient heat vent[edit]
Ancient ducts will regularly vent heat from an underground megastructure, dramatically raising the temperature of the surrounding area.
Ancient heat vents can be found in the arid shrubland, desert and extreme desert biomes. They have a low chance to appear as a secondary landmark feature on the ruins, ancient quarry, abandoned colony, ancient chemfuel refinery, ancient garrison, ancient launch site, ancient warehouse and infested settlement landmarks.
Ancient smoke vent[edit]
This area has a number of massive exhaust vents. An ancient mechanism buried deep beneath the earth will occasionally vent large amounts of smoke, blocking out the sun for days at a time.
Ancient smoke vents can be found in the arid shrubland, desert, extreme desert, boreal forest, temperate forest, tropical rainforest, grassland and scarlands biomes. They have a low chance to appear as a secondary landmark feature on the ruins, ancient quarry, abandoned colony, ancient chemfuel refinery, ancient garrison, ancient launch site, ancient warehouse and infested settlement landmarks.
Ancient toxic vent[edit]
Massive toxic vents will regularly spew toxic fallout into the air. The vents connect to an ancient substructure buried deep beneath the earth.
Ancient toxic vents can be found in the arid shrubland, desert, extreme desert, boreal forest, temperate forest, tropical rainforest, grassland and scarlands biomes. They have a low chance to appear as a secondary landmark feature on the ruins, ancient quarry, abandoned colony, ancient chemfuel refinery, ancient garrison, ancient launch site, ancient warehouse and infested settlement landmarks.
Ancient quarry[edit]
This area was once mined for its natural resources, and the remains of the ancient quarry are still here.
Ancient quarries are found on mountainous terrain on any biome. They are always twinned with the cavern feature, and have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.
Ancient quarries always have the ore-rich additional feature.
Harbor[edit]
An abandoned coastal settlement.
Harbors can be found on all biomes except sea ice, ice sheet and scarlands. They are always twinned with the bay feature and do not combine with other landmark features.
Ruins[edit]
The remains of an ancient settlement. These ruins may contain a wide variety of possible threats.
Ruins can be found in all biomes except sea ice, ice sheet and glacial plain. They have a low chance of being combined with the pond, lake, lake with island, hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.
Frozen ruins[edit]
The ruins of an ancient settlement, now encased in solid ice. These ruins may contain untold dangers.
Frozen ruins can only be found in the ice sheet and glacial plain biomes. They have a low chance of being combined with the pond, lake, lake with island and hot springs features (on glacial plain only, since those features are not available on ice sheet).
Abandoned colony[edit]
A recently abandoned colony.
Abandoned colonies can be found on all biomes except sea ice, ice sheet and scarlands. They are occasionally combined with the bay, valley, cavern or chasm features, and more rarely with the plateau, pond, lake, lake with island, hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.
Infested settlement[edit]
A once-prosperous settlement that was destroyed by an insect infestation. It may still contain valuable resources.
Infested settlements can be found in all biomes except sea ice and ice sheet. They have a low chance of being combined with the hot springs, ancient smoke vent, ancient toxic vent or ancient heat vent features.
Infested settlements contain dormant insect hives guarded by insects.
Additional features[edit]
Those features do not define landmarks but can be present on landmarks in addition to the landmark feature. Some of those features can also exist on normal tiles but they will not be found with the Search tool, only by checking tiles individually.
Terrain features[edit]
Mountain, caves, coast and river are the only features generated in the base game. They have multiple variants in Odyssey.
Mountain
[edit]
A mountain fills one side of this tile.
Mountains spawn on mountainous and impassable terrain.
Variants: All mountain variants are landmark-defining features: valley, cavern, chasm, crevasse, plateau, ice dunes, cliffs, hollow, basin, terraforming scar, ancient quarry.
Caves
[edit]
Small cave networks can be found within the rocks.
Caves only appear on mountainous terrain and large hills, with a 50% chance for mountainous terrain and 25% for large hills. Plateaus have a 40% chance of spawning with caves.
Variants: Cave pools, lava caves, ice caves. Those variants don't spawn on non-landmark tiles.
Coast
[edit]
This tile borders the coast.
All coast tiles either have the coast feature or one of the coastal landmark features.
Variant: Lakeshore
River
[edit]
A stream of fresh water flows through here.
Rivers are labelled according to size: huge river, large river, river, and creek.
Variants: Headwater, river confluence, river island, delta
Cave pools[edit]
Small bodies of water can be found within caves in this area.
Cave pools don't spawn on non-landmark tiles. They have a 15% chance to spawn on the following landmarks: valley, chasm, plateau, cliff, hollow, basin.
Lava caves[edit]
Small lava-filled cave networks can be found here.
Lava caves don't spawn on non-landmark tiles. They have a 10% chance to spawn on the following landmarks: valley, plateau.
Ice caves[edit]
Small cave networks can be found within the ice.
Ice caves don't spawn on non-landmark tiles. They only spawn on crevasse landmarks, with a 50% chance.
Lakeshore[edit]
This tile borders a lake.
Tiles bordering a lake have the lakeshore feature instead of the coast feature.
Headwater[edit]
A river's origin point.
Headwaters only spawn at the start of a river. Not all rivers have a headwater, some have a lake as their source.
River confluence[edit]
A merging of two rivers.
River island[edit]
A river splitting into two and then merging again.
Delta[edit]
A river splitting into many branches as it enters the ocean.
Deltas occasionally spawn where rivers meet the sea. Not all rivers end in a delta.
Biological features[edit]
Decreased fish[edit]
This area has fewer fish than normal.
This feature reduces the amount of fish to 35% of its normal quantity. It can occur in all biomes except scarlands.
It has a 1% chance of spawning on lakes, pond, wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, iceberg, basin, and harbor.
It does not spawn on non-landmark tiles.
Increased fish[edit]
This area has more fish than normal.
This feature multiplies the amount of fish by 150%. It spawns on tiles with less than 25% pollution and can occur in all biomes except scarlands, desert and extreme desert.
It has a 5% chance of spawning on lakes, pond, wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, iceberg, basin, and harbor.
It does not spawn on non-landmark tiles.
Decreased animal life[edit]
Animals are less abundant here than normal.
This feature reduces by half the number of animals spawned on the tile.
It has the following chances of spawning on landmarks:
- 100% on toxic lake
- 50% on lava flow, ancient toxic vent, ancient heat vent
- 15% on dry lake, cavern, chasm, crevasse, ice dunes, lava lake, ruins, frozen ruins, ancient quarry, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
- 5% on ancient smoke vent
It has a 1% chance of spawning on a non-landmark tile.
Increased animal life[edit]
Animals are more abundant here.
This feature multiplies the animal density by 150%.
It spawns on tiles with less than 25% pollution and an appropriate animal density. Biomes outside the allowed range of animal density are:
- too sparse: sea ice, ice sheet, extreme desert
- too crowded: temperate swamp, tropical rainforest, tropical swamp, glowforest
It has the following chances of spawning on landmarks:
- 75% on oasis
- 5% on lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, plateau, cliffs, hollow, basin, terraforming scar, abandoned colony
It has a 2% chance of spawning on a non-landmark tile.
Animal Habitat[edit]
A natural habitat for <animal>. They appear in greater numbers here.
This feature has the effect of multiplying by 10 the likelihood that the target animal will be picked for spawning.
The animal is selected from the list of land animals that spawn within the biome, excluding animals with a low chance of spawning. For example, in the temperate forest excluded animals are: yak, bison, rhinoceros, mink, swan and all predators. In the case of a mixed biome, only the primary biome is taken into account.
This feature spawns on tiles with less than 25% pollution and a sufficient animal density. Sea ice, ice sheet, and extreme desert are too sparse to have animal habitats.
It has the following chances of spawning on landmarks:
- 25% on oasis
- 15% on wetland, hot springs, archipelago, coastal island, bay, valley, plateau, cliffs, basin
- 5% on lakes, peninsula, fjord, coastal atoll, cavern, chasm, hollow, terraforming scar, abandoned colony
It has a 2% chance of spawning on a non-landmark tile.
Insect megahive[edit]
This area hosts a massive subterranean insect hive.
Insect megahives only appear when the insectoid faction is present and only on mountainous terrain.
This feature spawns an insect lair entrance and 1-2 dormant hives with a few insects. Note that this is in addition to any hives naturally spawned in caves.
It has the following chances of spawning on landmarks:
- 2% on valley, cavern, chasm, plateau, cliffs, basin, terraforming scar
- 1% on toxic lake, hot springs, hollow, lava lake, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
It does not spawn on non-landmark tiles.
Decreased plant life[edit]
Plant life is less abundant here.
This feature reduces by half the number of plants spawned on the tile.
It only spawns on tiles with sufficient plant density. The following biomes are too sparse: tundra, ice sheet, sea ice, arid shrubland, desert, extreme desert.
It has a 1% chance of spawning on non-landmark tiles and no particular association with any landmark.
Increased plant life[edit]
Plant life is more abundant here.
This feature multiplies the number of plants by 130%.
It only spawns on tiles with less than 25% pollution. It can occur in all biomes except for ice sheet and sea ice, where plants can't grow, and temperate swamp, tropical rainforest, tropical swamp, glowforest, and grassland, where plants are already abundant.
It has the following chances of spawning on landmarks:
- 10% on valley
- 5% on wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, plateau, cliffs, abandoned colony
- 3% on lakes, pond, hot springs, hollow, basin, terraforming scar
It has a 2% chance of spawning on a non-landmark tile.
Grove[edit]
This area contains a large number of <plant>.
A grove is home to a large number of plants of the same species. Only the following species can form groves: birch tree, cecropia tree, maple tree, oak tree, pine tree, poplar tree, willow tree, boomshroom, timbershroom, willowgill.
This feature only spawns on tiles with less than 25% pollution. It can be found in the temperate forest, temperate swamp, cold bog, boreal forest, tropical swamp, tropical rainforest and glowforest biomes.
It has the following chances of spawning on landmarks:
- 15% on archipelago, peninsula
- 10% on bay, valley, plateau, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
- 5% on lakes, pond, wetland, hot springs, coastal island, fjord, coastal atoll, cliffs, hollow, basin, terraforming scar, ruins, abandoned colony
It has a 2% chance of spawning on a non-landmark tile.
Wild plant[edit]
When warm enough, this area can grow a large number of <plant>.
This feature generates a large number of a crop wild relative. The base crop is chosen among the following: cotton, fibercorn
, psychoid, smokeleaf, strawberry, tinctoria.
This feature only spawns on tiles with less than 25% pollution. It is found in the boreal forest, cold bog, temperate forest, temperate swamp, tropical rainforest, tropical swamp, glacial plain, grassland and lava field biomes.
It has the following chances of spawning on landmarks:
- 10% on wetland, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, chasm, plateau, hollow, basin, terraforming scar, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
- 5% on lakes, pond, hot springs, cliffs
It has a 3% chance to spawn on non-landmark tiles.
Wild Tropical Plant[edit]
This area can grow a large number of <plant>s.
This is a variant of the Wild Plant feature that grows wild cocoa trees. It only spawns in the tropical rainforest and tropical swamp biomes.
It has a 3% chance to spawn on the following landmarks: lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.
It has a 1% chance to spawn on non-landmark tiles.
Archean trees[edit]
This area contains ancient archean trees. These trees host a special microbial community in their roots which converts nearby terrain into rich soil. Their delicate root system makes it impossible to replant them.
This feature generates 10 to 15 archean trees on the tile.
It spawns on tiles with less than 25% pollution, on the following biomes: arid shrubland, boreal forest, cold bog, glacial plain, grassland, lava field, temperate forest, temperate swamp, tropical rainforest, tropical swamp, tundra.
It has a 1% chance to spawn on lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.
It does not spawn on non-landmark tiles.
Weather features[edit]
Foggy[edit]
Fog is common in this area.
This feature increases the frequency of foggy weather.
It is found in the following biomes: boreal forest, cold bog, temperate forest, temperate swamp, tropical rainforest, tropical swamp, grassland, glowforest, scarlands.
It has the following chances of spawning on landmarks:
- 30% on wetland
- 5% on lakes, pond, toxic lake, hot springs, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
It has a 1% chance of spawning on a non-landmark tile.
Sunny[edit]
Clear weather is much more common here.
This feature increases the frequency of clear weather.
It is found in all biomes except glowforest.
It has the following chances of spawning on landmarks:
- 25% on dry lake
- 15% on iceberg, ice dunes
- 10% on lava lake, lava flow
- 5% on oasis, lakes, pond, toxic lake, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, crevasse, plateau, cliffs, hollow, basin, terraforming scar, dunes, ruins, frozen ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
It has a 2% chance of spawning on a non-landmark tile.
Wet climate[edit]
Precipitation is much more common here.
This feature increases the frequency of the following weather types: rain, rainy thunderstorm, gentle snow, hard snow, blizzard, and foggy rain.
It is found in the following biomes: boreal forest, cold bog, ice sheet, sea ice, temperate forest, temperate swamp, tropical rainforest, tropical swamp, glowforest.
It has the following chances of spawning on landmarks:
- 25% on peninsula, harbor
- 20% on wetland
- 15% on archipelago, coastal island, bay, fjord, coastal atoll, iceberg
- 10% on lakes, pond
- 5% on toxic lake, hot springs, valley, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
- 0% on dry lake (doesn't spawn)
It has a 1% chance of spawning on a non-landmark tile.
Windy[edit]
Winds are much stronger in this area.
This feature increases the frequency of windy weather.
It is found in the following biomes: arid shrubland, desert, extreme desert, ice sheet, sea ice, tundra, grassland, glacial plain, lava field, scarlands.
It has the following chances of spawning on landmarks:
- 25% on peninsula
- 15% on archipelago, coastal island, fjord, coastal atoll, iceberg
- 5% on lakes, pond, toxic lake, hot springs, plateau, ice dunes, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, dunes, ruins, frozen ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
It has a 1% chance of spawning on a non-landmark tile.
Ground features[edit]
Dry ground[edit]
The ground in this area is drier than normal. There are no small ponds or bodies of water.
This feature prevents the generation of bodies of water on the tile.
It only occurs in the scarlands, boreal forest and tundra biomes.
It has the following chances of spawning on landmarks:
- 15% on plateau, cliffs, hollow
- 5% on cavern, chasm, terraforming scar, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
It has a 2% chance of spawning on a non-landmark tile.
Fertile[edit]
This area contains more fertile soil than normal.
This feature produces more rich soil than usual.
It spawns on tiles with less than 25% pollution, on the following biomes: boreal forest, cold bog, glowforest, grassland, temperate forest, temperate swamp, tropical rainforest, tropical swamp.
It has a 5% chance of spawning on the following landmarks: lakes, pond, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ruins, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.
It has a 1% chance of spawning on a non-landmark tile.
High geothermal activity[edit]
Steam geysers are more common in this area.
This feature doubles the number of geysers on the tile.
It can spawn on all biomes except grassland and glacial plain.
It has the following chances of spawning on landmarks:
- 25% on hot springs, lava lake, lava flow
- 10% on ancient smoke vent, ancient toxic vent, ancient heat vent
- 3% on cavern, chasm, terraforming scar
It has a 1% chance of spawning on a non-landmark tile.
Marshy[edit]
Patches of marsh break up this area.
This feature generates marshes and marshy soil.
It only occurs in the grassland, temperate forest and tundra biomes.
It has a 5% chance of spawning on the following landmarks: lakes, pond, toxic lake, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.
It has a 1% chance of spawning on a non-landmark tile.
Muddy[edit]
This area is muddier than normal.
This feature produces lots of mud patches.
It is found in the following biomes: grassland, temperate forest, tundra, cold bog, temperate swamp, tropical swamp.
It has a 5% chance of spawning on the following landmarks: lakes, pond, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.
It has a 1% chance of spawning on a non-landmark tile.
Sandy[edit]
Large patches of sand are scattered throughout this area.
This feature generates patches of sand.
It occurs in the following biomes: tropical rainforest, temperate forest, tundra, grassland, lava field, glowforest, scarlands.
It has a 5% chance of spawning on the following landmarks: lakes, pond, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.
It has a 1% chance of spawning on a non-landmark tile.
Increased pollution
[edit]
This area is contaminated with toxic pollutants.
This feature adds 10 to 20% pollution to the tile, up to a maximum of 100%.
It has the following chances of spawning on landmarks:
- 100% on toxic lake, ancient toxic vent
- 5% on ruins, frozen ruins, ancient smoke vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
- 2% on dry lake, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, dunes
- 1% on lakes
It does not spawn on non-landmark tiles.
Man-made structures[edit]
Ancient uplink[edit]
This area contains an uplink used for communication with a low orbit satellite. Hacking the uplink will reveal a hidden location in orbit.
This feature causes an ancient uplink building to spawn on the tile.
It can occur on all biomes.
It has the following chances of spawning on landmarks:
- 15% on ice dunes, dunes, ruins, frozen ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
- 2% on oasis, lakes, pond, dry lake, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, crevasse, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow
It does not spawn on non-landmark tiles.
Junkyard[edit]
An old dumping ground for various kinds of junk.
This feature multiplies by 15 the amount of junk generated on the tile.
It spawns on all biomes but only on flat or small hills terrain.
It has the following chances of spawning on landmarks, but only if Ideology is enabled:
- 25% on toxic lake, ruins
- 20% on ancient smoke vent, ancient toxic vent, ancient heat vent
- 10% on dry lake, abandoned colony, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
- 5% on terraforming scar, frozen ruins
It has a 1% chance of spawning on a non-landmark tile, even if Ideology is not present.
Stockpile[edit]
This area contains an underground stockpile of resources. Be careful, some of the ancient defense systems may still be active.
The stockpile feature is an underground facility which contains certain materials. It is locked by a hatch that requires to be hacked in order to open. Similar to the pit gate
, entering it leads to a new separate map. There are 5 types of stockpile, where the following resources can be found:
- Chemfuel stockpile: 750-1200 chemfuel
- Component stockpile: 25-50 components and 2-3 advanced components
- Drug stockpile: 25-100 flake, 25-60 yayo, 5-20 smokeleaf joints, 5-15 luciferium, 0-10 go-juice, 0-10 wake-up
- Medicine stockpile: 30-60 medicine and 5-10 glitterworld medicine
- Weapons stockpile: 2-3 guns of advanced industrial or spacer tech level and excellent to legendary quality
This feature can be found in all biomes except sea ice.
It has the following chances of spawning on landmarks:
- 25% on frozen ruins
- 15% on ice dunes, dunes, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent
- 5% on oasis, lakes, pond, dry lake, toxic lake, wetland, hot springs, archipelago, coastal island, peninsula, bay, fjord, coastal atoll, valley, cavern, chasm, crevasse, plateau, cliffs, hollow, basin, terraforming scar, lava lake, lava flow, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement
It does not spawn on non-landmark tiles.
Ore rich[edit]
Mineral rich[edit]
This area has more <Mineral> deposits than normal.
A tile with the mineral rich feature contains great quantities of a single ore, which means the feature exists in several versions: Compacted plasteel rich, compacted machinery rich, compacted steel rich, gold ore rich, jade rich, silver ore rich, uranium ore rich.
The mineral rich feature only spawns on landmark tiles, on any biome except sea ice and ice sheet. The ancient quarry landmark always comes with the mineral rich feature.
It has the following chances of spawning on landmarks:
- 100% on ancient quarry
- 20% on terraforming scar
- 15% on ancient smoke vent, ancient toxic vent, ancient heat vent
- 10% on cavern
- 5% on lava lake, lava flow
- 3% on hot springs, valley, chasm, plateau, cliffs, hollow, basin
Obsidian deposits[edit]
This area has deposits of volcanic obsidian, which can be mined for obsidian glass.
Obsidian deposits only spawn in the lava field biome. They have a 25% chance to spawn on the lava lake and lava flow landmarks. They also have a 5% chance to spawn on non-landmark tiles.
Special[edit]
Mixed biome[edit]
This area is at the boundary of two distinct biomes and has elements of both.
This feature only spawns on a tile located on the border to another biome. The tile gains the neighboring biome as a secondary biome. Its map is divided into 2 zones, each with the characteristics of one of the biomes, with wildlife from both biomes. If the tile is adjacent to multiple biomes, only one is picked as the secondary biome.
Both biomes must be one of the following biomes: arid shrubland, boreal forest, cold bog, desert, extreme desert, glacial plain, grassland, ice sheet, temperate forest, temperate swamp, tropical rainforest, tropical swamp, tundra. In other words the feature will not occur along the borders of sea ice, scarlands, glowforest, or lava field.
As far as other features are concerned, only the primary biome is relevant when checking for compatibility.
The mixed biome feature has a 20% chance to spawn on any tile that meets the criteria, with a further 50% chance on the following landmarks: lakes, pond, hot springs, bay, valley, cavern, chasm, plateau, cliffs, hollow, basin, terraforming scar, ruins, ancient smoke vent, ancient toxic vent, ancient heat vent, ancient quarry, abandoned colony, harbor, ancient launch site, ancient garrison, ancient warehouse, ancient chemfuel refinery, infested settlement.