The world is roughly 7.972 × 6.8 km including sea and void; the usable land mass is about 5.4 × 5.4 km (47.1 km² buildable). Sea level is at Z ≈ −18 m, the highest point (Rocky Desert, with a Uranium node on top) at about Z +470 m. Coordinates in the game and in this planner's map use the same axes: X grows east, Y grows south, Z up; internally the game counts in centimetres (100 000 = 1 km).
Ratings below are on a 1–5 scale from the wiki's biome table: Biomass high = plenty of leaves and wood; Terrain high = difficult to build on; Hostile high = dangerous fauna and gas. Grid cells refer to the community map grid.
All 21 biomes
| Biome | Grid | Character | Biomass | Terrain | Hostile |
|---|---|---|---|---|---|
| Abyss Cliffs | X5Y1 | Small mountain range with stone bridges and mesas at different heights | 1 | 5 | 2 |
| Blue Crater | X4Y0–Y1 | Sunken basin full of multi-storey giant mushrooms with hollows; Mycelia and Bacon Agaric are common | 3 | 4 | 4 |
| Crater Lakes | X2Y3 | Highland with crater lakes, transition to the Red Bamboo Fields | 3 | 3 | 3 |
| Desert Canyons | X2Y4–X4Y3 | Long canyon with indestructible stone mushrooms between Spire Coast and Northern Forest | 2 | 3 | 3 |
| Dune Desert | X5Y3–X6Y5 | Start area; dunes and rock, biomass only in tree oases, cave entrances under rocks | 2 | 2 | 2 |
| Eastern Dune Forest | X3Y1–X4Y1 | Sandy forest in the east, dune patches separated by strips of grass | 3 | 2 | 2 |
| Grass Fields | X2Y0 | Start area; large grass plain, often impure nodes, stone arches, many Hogs | 3 | 1 | 2 |
| Jungle Spires | X1Y1 | Ravines, trees, arch rocks; the highest cave in the world; the “Doggo Cave” | 3 | 5 | 3 |
| Lake Forest | X3Y3 | Forest around a large lake, small patch of swamp at the cliff | 3 | 3 | 3 |
| Maze Canyons | X4Y3 | 3D labyrinth of stone bridges; Gas Pillars on the heights; good coal-power site; night spawners | 2 | 4 | 2 |
| Northern Forest | X2Y4–X4Y3 | Start area; hills, medium biomass, hard to build on without foundations | 4 | 3 | 2 |
| Red Bamboo Fields | X2Y2–X3Y2 | Highland, dense bamboo, indestructible trees; many Spitters, Stingers and Power Slugs | 5 | 4 | 5 |
| Red Jungle | X1Y2–X2Y2 | Highland with red foliage, stone arches, open caves; many enemies | 5 | 5 | 5 |
| Rocky Desert | X0Y3–X1Y4 | Start area; rich in nodes, highest point (Z 470 m, Uranium node on top) and the longest cave | 3 | 3 | 3 |
| Snaketree Forest | X2Y1 | Small hilly forest next to the Grass Fields | 3 | 3 | 2 |
| Southern Forest | X3Y0–Y1 | Dense forest with blue foliage; Stingers at night | 4 | 4 | 3 |
| Spire Coast | X3Y4–X5Y5 | Coast with waterfalls, mesas towards the Dune Desert; many multi-level caves; highest Power Slug density | 3 | 4 | 2 |
| Swamp | X5Y2 | Water, trees, poison gas, Elite Stingers, Alpha Spitters; large caves (Uranium behind a waterfall) | 3 | 5 | 5 |
| Titan Forest | X3Y2–X5Y3 | High plateau with giant indestructible trees, large caves underneath | 3 | 5 | 5 |
| Western Beaches (“Islands”) | X0Y1–Y2 | Island group with Grass-Fields flora, many Crude Oil nodes | 2 | 2 | 3 |
| Western Dune Forest | X1Y2–X2Y1 | Sandy forest in the west with lakes and a waterfall; good coal-power site; hostile at night | 3 | 3 | 2 |
Former biome names: Savanna → Rocky Desert, No Man's Land → Grass Fields. Since 1.0 Paradise Island (south-west) lies inside the world border.
Resources and hazards by region
The biome table above is what the wiki documents per biome; resource nodes are placed individually and are best explored on the map with the resource layers switched on. What the knowledge base notes per region:
| Region | Notable resources | Hazards |
|---|---|---|
| Grass Fields | Iron, Copper and Limestone close by (often impure), Coal a bit further; Uranium cave with 2 entrances; SAM node in the Stone Arch Ravine cave | Many Hogs; few other dangers |
| Rocky Desert | Very node-rich (Iron, Copper, Limestone, Coal); Uranium node on the highest point; Desert Cave with 3 Raw Quartz + 1 SAM node (5 entrances) | Little biomass; Nuclear Hogs near Uranium |
| Northern Forest | Many nodes, Caterium and Raw Quartz nearby | Uneven ground – build on foundations |
| Dune Desert | Very many pure nodes; oasis lakes at 55.3 m for gravity-fed water | Biomass and water only in the oases |
| Western Beaches | Many Crude Oil nodes | Aquatic Spitters |
| Western Dune Forest / Maze Canyons | Water and coal close together – good coal-power sites | Night spawners (Stingers); Gas Pillars on the Maze Canyons heights |
| Swamp | Uranium behind a waterfall, large caves | Poison gas without visible source, Elite Gas Stingers, Alpha Spitters |
| Red Bamboo Fields / Red Jungle | Many Power Slugs | Spitters and Stingers everywhere (hostility 5) |
| Blue Crater | Mycelia and Bacon Agaric in abundance | Stingers, gas |
| Spire Coast | Highest Power Slug density; many multi-level caves | Cliffs – bring a Parachute |
Node counts per resource and purity are listed in Resource nodes & miners; collectible counts in Collectibles.
World mechanics
| Topic | Value |
|---|---|
| Day/night | 1 day = 60 real minutes: 45 min day, 15 min night, 30 s of darkness at each transition. Two stars: Massage-2A (yellow) and Massage-2B (blue-white dwarf – the “moon”) |
| Weather | Rain was removed in Update 8 and returned in 1.2 (presets Default / Dry / Wet / The Great MASSAGE-2 (AB)b / Clear / Raining Kittens and Puppies / Extreme; wetness effect, thunderstorms, fog slider). No effect on factories or spawns; foundations and walls shield rain; rainbows possible; aurora (FICSMAS 2024+, 13 % chance on a clear night) |
| Gravity | ≈ 11.85 m/s²; terminal fall speed 40 m/s; jump height still 2 m |
| Build volume | Z limit −244 … +1 997 m → at least 68 storeys of Particle Accelerators (32 m each); 47.112 km² / 105.578 km³ buildable |
| Seas | Two seas (north/west and east), sea level Z −18 m (the wiki counts heights from sea level) |
| Void | Below the world and in openings: 5 HP/s at the bottom, instantly lethal below a certain Z; the death boundary in X/Y is polygonal, building is possible up to 100 m beyond it; vehicles protect |
| Currents | Since 1.0 rivers and waterfalls push swimming players and creatures (not vehicles) |
| World grid | One global foundation grid (hold Ctrl while placing to align north); nodes and wells are not on the grid |
| Caves | More than 52 mapped; see Hazards |
| Manta routes | The Giant Flying Manta circles over Grass Fields and Northern Forest, 5 min per lap |
Water bodies and heights
Height differences replace pumps: water from an elevated lake flows by gravity to lower factories (a Water Extractor is still needed – see Belts & pipes). Water Extractors need ≥ 9 m of water depth; west of the Oil Islands and south-east of the Swamp the water does not count as a water volume.
| Water body | Height (m above sea level) |
|---|---|
| Red Bamboo Jungle Lake | 233 |
| Dune Desert Abyss Cliffs | 228 |
| Crater Lakes | 154 |
| Twin Falls Lake (Bamboo Fields / Northern Forest) | 130 |
| Lake Forest Lake | 97.3 |
| Lake above the Giant Falls (Swamp) | 93.5 |
| Dune Desert Oasis Lakes | 55.3 |
| Western Dune Forest (upper lake) | 2.3 |
| Grass Fields upper lake | −7.3 |
| Swamp | −17 |
| Gold Coast shore | −17.5 |
| Rocky Desert Lake | −17.7 |
| Dune Desert north coast | −18.4 |
| Grass Fields Lake (north) | −26.8 |
| Western Dune Forest (lower lake) | −55.4 |
| Blue Crater Lake | −93.9 |
Game modes (1.2)
Chosen when starting a new game; achievements stay enabled. Planning tools have to scale recipe, elevator and power values when non-default multipliers are used; the node counts in this wiki apply to “Default” only. This planner's World seed reproduces the node randomisation and purity options.
| Setting | Options (default in bold) |
|---|---|
| Space Elevator Deliverable Cost Multiplier | 0.25 / 0.5 / 0.75 / 1 / 2 / 5 / 10 / 25 / 50 / 100 |
| Recipe Parts Cost Multiplier | 0.25 / 0.5 / 0.75 / 1 / 1.25 / 1.5 / 1.75 / 2 (rounded to whole numbers) |
| Power Consumption Multiplier | 0.25 / 0.5 / 0.75 / 1 / 2 / 5 (all buildings) |
| Resource Node Randomization | Default / Random (types swapped, positions unchanged; wells swap fluid type among themselves) / Basic Resource Rich (Iron, Coal, Copper, Caterium, Limestone) / Advanced Resource Rich (Quartz, Sulfur, Bauxite, SAM, Uranium) / Fossil Fuel Rich (Coal, Oil, Sulfur) |
| Resource Node Purity | Default / All Pure / Mostly Pure (+1 step) / Average (all normal) / Mostly Impure (−1) / All Impure / Random – geysers unchanged |
| World Seed | Shown and shareable; vanilla seed 1 (patch notes: 0); range −2 147 483 648 … 2 147 483 647; only affects the “Random” options |