BuildXDWIKIThe game

Worlds, seeds, and starting landscapes

Choose from ten scenery presets and understand new-world versus existing-save behavior.

Choose your starting place

The Create world gallery offers ten deterministic presets. Each picture is an actual capture from BuildXD's renderer. Click the picture or its label to select that world. Choosing a preset preserves a world name you have typed yourself.

Preset Seed Starting landscape
Mainland woods 1901901 Woodland away from a large surrounding sea.
Islands 1901902 Land surrounded by water in most sampled directions.
Peninsula 1901903 Land with water on several sides.
Coastal town 1901904 A community beside a broad coast.
Inland town 1901905 A community away from the broad coast.
Pirate coast 1901906 A coastal community with a raid scheduled through the actual pirate system.
Snow forest 1901907 A cold forest start.
Mushroom forest 1901908 A giant mushroom grove, corrected in generation ten to avoid overlapping redwoods.
Open ocean 1901909 Offshore water with a real starting rowboat.
Redwood grove 1901910 Tall redwoods and forest-floor vegetation.

Ordinary new worlds begin with an empty inventory; the ocean preset deliberately supplies its boat. The prepared BuildXD Waterside workshop is a separate world, not the starter equipment for ordinary new survival worlds.

Seeds and save generations

Explicit numeric seeds reproduce a world for the same generation version. A text seed is deterministic too; an empty seed request generates a fresh seed value. A save keeps its terrain-generation version, so a new game release does not rebuild a town or forest underneath your existing structures.

Use a new world to see the latest redwoods, deeper ocean terrain, coral/kelp layout, revised mushroom start, and settlement layouts. Existing worlds preserve their original geography and player edits. Current creature models, sky/weather presentation, equipment and interaction fixes still update after restarting the current game.

World scale and loaded simulation

The world is finite-height: 96 blocks tall, with base sea level at 27. Some current oceans deepen to about 25 blocks beneath sea level. Those are game dimensions, not real ocean depths.

Nearby chunks are loaded around active play. Fluid work, wildlife, pathfinding, fires, raids and settlement jobs have local budgets. Leaving an area is not a guarantee that all its farms, babies or production continue progressing elsewhere. Sleeping advances the clock; it does not simulate every skipped night-time moment at accelerated speed.