Plants & climate

Every plant grows where its climate lets it

No forest here is painted on. Each plant belongs to a family with its own climate: how warm, how wet and how bright it likes its ground. The world works out, spot by spot, which families can live there and how densely.

Dated 19 October 2026. Plant placement is in the game; regrowth runs in the current build and is still being tested.

The game's plant data, 19 Oct 2026 · move across the climate plane

Move your pointer across the left half: the ground on the right grows what fits that climate, in proportion to how well it fits. Axes are relative to this world, not degrees; the drawing uses open daylight.

Twelve families, twelve climates

A family is a way of living — a needle-leaved evergreen, a drought-dropping savanna tree, a moss — and every plant model is assigned to one. Each has its own preferred warmth, moisture and light. in the game

The numbers
FamilyWarmthMoistureLightNote
Conifers0.30 ± 0.220.55 ± 0.300.45 ± 0.40
Broadleaf, deciduous0.55 ± 0.180.60 ± 0.220.60 ± 0.30
Rainforest canopy0.88 ± 0.120.85 ± 0.150.60 ± 0.35cold is fatal to it
Savanna trees0.80 ± 0.150.35 ± 0.200.85 ± 0.25shed leaves in drought
Hard-leaf shrubs0.70 ± 0.160.30 ± 0.180.80 ± 0.25
Succulents0.82 ± 0.160.08 ± 0.140.95 ± 0.20
Temperate grasses0.52 ± 0.400.50 ± 0.340.85 ± 0.30the widest range
Tropical grasses0.82 ± 0.180.40 ± 0.260.90 ± 0.22
Tundra shrubs0.15 ± 0.160.50 ± 0.300.70 ± 0.35
Moss & lichen0.40 ± 0.300.85 ± 0.200.20 ± 0.25dries out in full sun
Water plants0.60 ± 0.301.00 ± 0.150.75 ± 0.35needs standing water
Coastal palms0.88 ± 0.120.35 ± 0.550.95 ± 0.30sand, salt and drought

Optimum ± tolerance on axes from 0 (this world's coldest, driest, darkest) to 1. The data also holds families for stranger worlds — snow algae, plants that need no light, plants that float — not on this world and not shown here. in the data · not yet seen in a world

Gradients, not fences

A family does not stop at a line on a map: a forest thins out into scrub instead of ending at an edge. Only a few limits are hard, as in nature — water plants need standing water, and mosses dry out in full sun. in the game

How it works

How well a family fits a spot falls off smoothly as the climate moves away from its optimum, on each axis at once. One consequence: there are no banana trees on a mountain, because altitude cools the air and cold kills the rainforest family.

What decides a single spot

Temperature, moisture, soil, slope, light, snow and biome are weighed together for every spot; the same world always grows the same plants in the same places. in the game

The factors

For every candidate spot the game multiplies these together. If any one of them is zero, nothing of that kind grows there; the higher the product, the denser the planting:

The draw is deterministic: it comes from the generated world.

What grows back

Fell a tree, blast a clearing or dig the ground out, and the plants return over real time, if the spot can still support them. in today's build · being tested

How regrowth works

Not modelled yet: regrowth reads the world's long-term rainfall, not today's weather, and does not yet ask which way a slope faces (placement already does).

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