Surface regions
Modern worlds have four broad terrain biome classes: temperate land, hot dry desert, cold snowy land, and giant mushroom regions. Climate and terrain noise determine them. Transition bands blend scenery rather than replacing every surface along an abrupt line.
Temperate land includes meadows and mixed woodland. Deserts occupy the hotter, drier range. Spruce belongs to snowy regions, with thin snow on the ground and exposed leaf tops. Giant mushroom forests contain red and brown crowns with dedicated flesh and gill surfaces.
Redwoods are a regional overlay, rather than a fifth value in that four-way biome selector. Suitable mild moist areas grow rooted trunks, high tapered crowns, duff, ferns, needle litter, fallen branches, mossy stones, wood sorrel, saplings and hollow fallen logs. Hold Shift to crawl through a low fallen-log opening. New trees avoid protected settlement space.
Shore and ocean habitat
Shorelines can use mud, pebbled mud, clay, sand, silt or rock. Sand is not the universal surface at every river and inland water margin. Offshore terrain includes shelves, channels, trenches, underwater cliffs and flooded gaps.
Warm shallow water produces coherent coral patches. Cooler shelves support kelp stands. Very deep water has sparse frond gardens with occasional luminous accents. The source uses temperature, depth and regional noise patches instead of placing all marine plants uniformly.
Caves
Newer worlds have winding galleries, wider chambers, descending surface cave mouths, water-filled spaces and deep lava pools/falls. Settlement mines have authored stair entrances. Glowcaps, glow lichen, glowroot vines, crystal druse, limestone spires and cave moss add underground variety.
Natural stone and cobblestone are different materials. Stone has its own continuous rock surface; ordinary mining still gives the separate cobblestone block. Remove the ground under flowers, grass, crops and similar decorations and they break, rather than levitating indefinitely.