Biome field guide
Saffron Wastes
Current Saffron Wastes dimensions use ten authored modules in the same 8-core/2-offshoot structure as standard Mosswild shards. Landing and Boss bookend six seed-shuffled interior modules; Sunspire and one seed-selected two-portal module form distinct side branches from the critical route.
8 core + 2 offshoots2 layoutsDesert-only art
Landing pad3×3
Safe radius9 tiles
Worn route3 tiles
Outpost module27×23
Waystation30×24
Current module set
Generation 34 always places all ten authored modules in the standard Mosswild structure: Landing, six shuffled interiors, and Boss form the eight-module core, while Sunspire and one seed-selected two-portal module form distinct offshoots. Every module remains entirely Saffron-owned and does not borrow Mosswild content.
| Module | Purpose | Protected space |
|---|---|---|
| Landing Site | A basic arrival point centered on a protected three-by-three landing pad. | 3×3 landing pad; 9-tile spawn-safe radius |
| Fortified Desert Outpost | An occupied desert settlement protected by a stone courtyard, a flat-roof compound, and an active market-service yard. | Three-tile south arrival gate; Two-tile seeded side exit; Clear compound and market aprons; Spawn-safe occupied courtyard |
| Saffron Waystation | A seeded occupied roadside market built around a protected north-south trade lane, adobe houses, palm yards, and service supplies. | Five- or seven-tile through-route; Clear market apron; Spawn-safe inner yard and work ring; Protected south-facing market view |
| Oasis Waystation | A seasonal tent waystation arranged around a connected oasis, with an accessible shore and an open east-west route. | Connected oasis pool; Three-tile internal routes; Clear tent apron and shoreline access |
| Nomad Pilgrimage Camp | An active pilgrimage camp organized around a blue nomad tent, offering pyramid, and fenced service yard. | Connected west/east route gates; Clear tent and shrine aprons; Spawn-safe occupied yard |
| Scorchwind Reliquary | An ancient raised reliquary framed by paired guardians, maintained offerings, wind-scoured remains, and a seeded lateral route exit. | Connected three-tile south arrival route; Seeded east or west traversal exit; Clear 5×2 gate forecourt; Protected south-facing landmark reveal |
| Wind-Cut Canyon | A wind-scoured desert crossing enclosed by layered canyon shelves and centered on an ancient runic waystone. | Connected five-tile west/east route; Clear monolith reveal; At least 55% open walkable ground |
| Sirocco Gate Oasis | An ancient animated world gate beside a seasonal desert camp, cave shelter, and seed-dependent oasis pool. | Connected five-tile west/east route; Clear south-facing gate apron; Protected portal reveal; Dry or connected wet oasis variant |
| Sunspire Obelisk Court | An ancient solar court that fills one current-generation side branch, with a cross-shaped shrine, obelisk markers, paired colonnades, guardians, and palm-framed ruins. | Five-tile side branch; South-facing three-tile threshold; Clear 5×3 arrival apron; Protected shrine view |
| Boss Clearing | An undecorated arena reserved for the shard boss and future authored modules. | Clear 22×22 boss footprint |
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Shard layouts
Both layouts keep Landing first and Boss last, seed-shuffle six interior core modules, and attach two single-module offshoots to distinct interior parents. Open Expanse fits that topology inside a roomier desert-tuned version of Mosswild's irregular single-mass macro island, with clear empty-sand gaps between authored sites, while Clearing Network keeps separated desert regions. Replaying the same seed preserves the complete topology.
| Layout | Structure |
|---|---|
| Clearing Network | Eight distinct critical desert regions in seeded order, plus two single-module side branches. |
| Open Expanse | One continuous 3/5/7-harmonic desert macro island containing the same eight-module spine and two offshoots. |
Field notes
- Sparse perimeter
- Small desert rocks and cacti dress the outer sand perimeter without entering protected landing, route, or boss spaces.
- Landing safety
- The three-by-three landing pad sits inside a nine-tile radius where ambient monsters cannot originate.
- Fortified Desert Outpost
- A flat-roof compound, stone-walled paved courtyard, market canopy, carpets, pottery, guard supplies, roof plants, palms, rocks, cacti, and dry desert detail form an occupied safe settlement inspired by the ERW Desert mockup. Its three-tile south gate and two-tile west or east service gate let it occupy any shuffled interior route position.
- Occupied camp
- A blue tent, pilgrimage pyramid, purposeful carpets, offerings, provisions, palms, cacti, rocks, and an animated wind flag organize the guaranteed middle clearing.
- Oasis Waystation
- A connected irregular pool, three-tile internal route, accessible shore, south-facing tent apron, purposeful supplies, and seeded Caravan Pool, Pilgrim Rest, Southern Market, Cavewatch, or Palm Court composition fill a 27-by-23 environmental module.
- Oasis movement
- Oasis water and blocking scenery stop movement, but projectiles can cross the pool. The waystation adds no NPC, shop, healing, quest, or Oasis-specific safe zone.
- Scorchwind Reliquary
- A raised sanctuary terrace places an ancient gate, paired guardians, fresh offerings, wind-scoured remains, and a protected south-facing vista at any shuffled interior route position.
- Wind-Cut Canyon
- Layered two- and three-tile cliffs frame a protected west-east crossing that bends around an ancient runic monolith, with purposeful palm, cactus, rock, and dry-growth communities.
- Sirocco Gate Oasis
- Generation 32 adds a required 27-by-23 module with an animated non-interactive world gate, clear south apron, seasonal tent, cave shelter, purposeful supplies, palms, and an isolated oasis presentation. In Generation 34 it can occupy any core position or the seed-selected two-portal offshoot.
- Sunspire Obelisk Court
- The 37-by-21 ancient solar court always fills one Generation 34 offshoot because its authored module has a single south entrance. Its fixed threshold opens into a clear 5-by-3 apron, cross-shaped shrine, paired colonnades, glowing obelisks, guardians, ritual offerings, palms, and wind-broken ruins. Generations 26–33 retain its historical 50% inclusion roll.
- Saffron Waystation
- The 30-by-24 occupied adobe market has a protected five- or seven-tile north-south trade lane, service house, clustered goods, potted plants, gated palm yards, well, palms, cacti, rocks, and dry growth. Generation 34 always includes it, either on the shuffled core or as the seed-selected two-portal offshoot; Generations 31–33 retain its historical 50% inclusion roll. Its maintained inner yard and work ring are spawn-safe; it adds no NPC, shop, healing, or quest behavior.
- General world rules
- The Saffron Waystation consumes Rules 1, 2, 3, 6, 7, 8, 9, 14, 15, 19, and 20 for its market anchor, south-facing facade and north-south route, occupied land use, purpose clusters, service relationships, maintenance, palm-yard boundaries, arid groves, market vista, current-use classification, and static heartbeat. Bridge, water, farm, wildlife, and abandoned-site history stay absent.
- Boss court
- The 22-by-22 court stays clear of props so the boss footprint and combat approach remain readable.
- Compatibility
- Generations 26 and 27 use the five-clearing Oasis/Nomad/Reliquary route. Generation 28 adds Wind-Cut Canyon; Generation 29 adds Fortified Desert Outpost. Generation 30 adds Sunspire's optional cross-version side-branch policy. Generation 31 adds the optional Saffron Waystation only to new shards. Generation 32 adds required Sirocco Gate Oasis. Generation 33 shuffles its spawned traversable modules. Generation 34 adds the fixed 8-core/2-offshoot topology while preserving every earlier descriptor.
- Generation modifiers
- Shard generation modifiers can change map scale, region footprint, spacing, and perimeter-prop density without removing required modules.