Check out the Farthest Frontier Official World Generation Guide for basics on world generation.
"Before your people can venture forth into the untamed frontier, you must first generate a world for them to inhabit! When starting a new settlement, you are faced with several options to cater to your desired experience." - Crate Official Game GuideOne of the critical game design elements of Farthest Frontier is not all maps are created equal for resource availability and diversity. Each map generated will change how the player begins and progresses their Settlement. Resources of a particular type are not always guaranteed, and it's encouraged to explore and exploit the land for healthy coffers and villagers.
Basic Settings[edit | edit source]Each respective difficulty setting sets it globally for each of the Advanced Settings below. These are the specific details players begin with in their Storage Cart.
Pacifist Mode[edit | edit source]
This is an optional setting which gives the player the option of a peaceful playstyle by disabling raiders, armies, and aggressive animals.
Advanced Settings[edit | edit source]
Map Seed and Size[edit | edit source]
A map seed is an 11-character hexadecimal hash unique to a world's generation. Clicking the dice randomizes a new map seed based on the current Biome selection.
Seed values shared with other players allows them to generate an identical map with largely identical resource placement, contingent on the map size being the same as the original inputs.
Note: Some map features are not contained in the hash, such as wildlife spawn. Don't expect abundant deer spawns, boars and predator wildlife to remain in the same location when another player imports the hash.
Seed Functions[edit | edit source]
- Manually entering a seed ignores initial biome selection by the player, defaulting to the seed's biome instead
- Changing the biome or map size re-rolls the assigned map Seed, any changes should be done before entering a seed value.
- Seeds initially produced from Random biomes retain the same biome combination + terrain configuration at each map size
- Seeds do NOT override map size selection but will produce a consistent biome, terrain and resource output unique to each map size.
Best practice when sharing seed information is to provide the 11-character value, the biome used to generate it, and the map size you generated.
Seed Special Rules[edit | edit source]
All rules contained below are from wiki-team testing and have not received developer input. Use at your own minor peril.
- The first 6 characters of a seed must contain at least one non-zero value. If all six are Zero, then the seed will be replaced with a randomly rolled seed on map load.
- The first six characters seem to be variables that derive terrain shape but not elevation/water
- The seventh character in a seed controls the biome of the map in question. List of biome types:
- 0 - "lush" (not yet properly implemented, currently unused as of 0.7.5)
- 1 - Plains
- 2 - Lowland Lakes
- 3 - Alpine Valleys
- 4 - Arid Highlands
- 5 - Wasteland (not yet properly implemented, currently unused as of 0.7.5)
- 6 - Idyllic Valley
- 7-F - Not valid, redirected to 6
- Characters 8 and 9 appear to drive terrain height - inconsistent results
- Characters 10 and 11 appear to drive terrain depth - inconsistent results
Map Size[edit | edit source]
The precise size of world maps isn't known, but it is estimated by the developers that large maps are approximately 6,553,600m2 (~6.5km2 or 2.5mi2).
The wiki team has done additional testing to attempt to quantify map size in-game, numbers provided below are guidance only.
Estimated Map Size (1 square = 5 m2):
- Small: 200x200 squares (1 km2 or 0.62mi2)
- Medium: 333x333 squares (2.77 km2 or 1.72mi2)
- Large: 460x460 squares (5.34 km2 or 3.32mi2)
Extra Resources[edit | edit source]
The details are explained in the Basic Settings table above and when hovering the mouse pointer over each.
Maladies[edit | edit source]
- Pioneer: Lowers the chance of disease to spread to other villagers by 60%
- Trailblazer: Lowers the chance of disease to spread to other villagers by 60%
- Vanquisher: Does not lower the chance of diseases to spread
Wildlife[edit | edit source]
Farthest Frontier has 4 different kinds of wildlife. Deer are timid and pose no threats to player settlements while boar, wolves, and bear are aggressive predators that will attack villagers. This setting allows the player to determine the frequency of which types show up in the world.
Raiders[edit | edit source]
- Pioneer: Raiders occasionally invade, attack, and steal goods
- Trailblazer: Same as Pioneer but the player is extorted by local armies and lords for settling. Payback is demanded or the Settlement will be razed.
- Vanquisher: Elite raiders spawn that are highly aggressive, along with much more extortion and violence.
Terrain and Biomes[edit | edit source]
Idyllic Valley[edit | edit source]
|Idyllic Valley (introduced in 0.7.5) is the default starting Biome for all new settlement maps.
Abundant in wildlife and resources, this map is guaranteed to contain every single resource a player would need to grow their settlement to its greatest heights along with the available land to do so. Recommended for those looking for a creative-friendly map or players that are entirely new to the genre.
Arid Highlands[edit | edit source]
|Arid Highlands are desolate and infertile, hard-difficulty terrains. The environment is harsh and water is scarce, but these challenges can be overcome with thoughtful Farming.
The terrain is relatively flat and highly infertile in large patches but highly abundant in resources like Stone, Sand, and Gold. Trees and shrubbery aren't as common and forageable resources are rare, so it is important to get crop fields down as soon as possible to start working the soil for fertility and future crops.
Alpine Valleys[edit | edit source]
|Alpine Valleys are mountainous, medium-difficulty terrains. They are abundant in minerals like Iron Ore, Gold Ore, Coal, and Stone, while resources like fresh water and clay will be difficult to find.
The terrain is very uneven and fertility can be sporadic for farming. Players will need to plan accordingly to begin their Settlement and a lot of labor will be required to flatten terrain.
Lowland Lakes[edit | edit source]
|Lowland Lakes are easy-difficulty terrain, falling somewhere between Plains and Alpine Valleys for level ground to build.
Wildlife to hunt are common as are trees and freshwater to fish. New players, especially new players to the genre can start here to get a feel for the game mechanics without too many environmental difficulties to overcome.
Plains[edit | edit source]
|Plains are highly fertile and level medium-difficulty terrain. Trees, water, and stone are not as commonly found as Lowland Lakes, but the area is rich with forageable items like greens, and players will find clay and deer abundant.|
Random[edit | edit source]
|Entirely random experience of any of the above biomes, but may present variability of terrain/resources uncommon to other maps of the biome type randomly chosen by the engine. (e.g. unusually-mountainous Plains biome)|
Map Re-Roll[edit | edit source]
Using the in-game 're-roll' feature will generate a new map with the same size and selected biome, while retaining all difficulty settings.
If Random was initially chosen as the biome type, it will re-roll a new map within the same biome selected by the engine, though variability uncommon to the normal biome will still be found. (e.g. If the first map received w/ random is a plains with unusually frequent mountains, a re-roll of Random will stick to Plains but may have wildly different terrain features equally-uncommon to the plains biome)
References[edit | edit source]
-  June 24th dev stream: https://forums.crateentertainment.com/t/q-a-ff-dev-streams/115021