Wood Farm1
DungeonsAuthored location requirements and possible contents. Layouts and contents depend on world generation and runtime conditions.
Meadows
Possible loot
Each source has its own table activation and draw count, separate from entry weights/chances. These are authored per-selection stack bounds, not total location yield. Container item-data rolls clamp stacks and use inclusive upper bounds; spawned-prefab rolls use exclusive upper bounds. Resource-rate passes and one-of-each selection follow the linked loot mechanics. Do not multiply unrelated room, activation and loot probabilities.
| Source | Item | Authored minimum | Authored maximum | Weight | Selection | Context |
|---|---|---|---|---|---|---|
| Raspberry Bush (3) | Wood | 1 | 1 | 0 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Raspberry Bush | Wood | 1 | 1 | 0 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Raspberry Bush (1) | Wood | 1 | 1 | 0 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Raspberry Bush (4) | Wood | 1 | 1 | 0 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Raspberry Bush (5) | Wood | 1 | 1 | 0 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Raspberry Bush (2) | Wood | 1 | 1 | 0 | weighted table; 1–2 table draws; 100.0% table activation; with replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Beehive | Honey | 1 | 3 | 1 | weighted table; 2–2 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Beehive | Queen Bee | 1 | 1 | 1 | weighted table; 2–2 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Feathers | 1 | 3 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Coins | 5 | 15 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Amber | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Flinthead Arrow | 10 | 20 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Torch | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Flint | 2 | 4 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Wooden Protection Idol | 1 | 1 | 0.1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Wooden Battle Idol | 1 | 1 | 0.05 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Bronze Protection Idol | 1 | 1 | 0.01 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Bronze Battle Idol | 1 | 1 | 0.01 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior |
| Chest | Feathers | 1 | 3 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Coins | 5 | 15 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Amber | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Flinthead Arrow | 10 | 20 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Torch | 1 | 1 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Flint | 2 | 4 | 1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Wooden Protection Idol | 1 | 1 | 0.1 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Wooden Battle Idol | 1 | 1 | 0.05 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Bronze Protection Idol | 1 | 1 | 0.01 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
| Chest | Bronze Battle Idol | 1 | 1 | 0.01 | weighted table; 2–3 table draws; 100.0% table activation; without replacement; resource scaling applies | Conditional room/interior; random hierarchy |
Gathering sources
| Source | Item | Amount | Respawn minutes | Context |
|---|---|---|---|---|
| Raspberry Bush (3) | Raspberries | 1 | 300 | Conditional room/interior; random hierarchy |
| Raspberry Bush | Raspberries | 1 | 300 | Conditional room/interior; random hierarchy |
| Raspberry Bush (1) | Raspberries | 1 | 300 | Conditional room/interior; random hierarchy |
| Raspberry Bush (4) | Raspberries | 1 | 300 | Conditional room/interior; random hierarchy |
| Raspberry Bush (5) | Raspberries | 1 | 300 | Conditional room/interior; random hierarchy |
| Raspberry Bush (2) | Raspberries | 1 | 300 | Conditional room/interior; random hierarchy |
| Pickable Mushroom | Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom (3) | Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom (1) | Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Mushroom (2) | Mushroom | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Dandelion (5) | Dandelion | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Dandelion | Dandelion | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Dandelion (3) | Dandelion | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Dandelion (1) | Dandelion | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Dandelion (2) | Dandelion | 1 | 240 | Conditional room/interior; random hierarchy |
| Pickable Dandelion (4) | Dandelion | 1 | 240 | Conditional room/interior; random hierarchy |
Gathering
Possible creatures
Authored levels and conditional spawn candidates; not guaranteed population or spawn rates.
| Creature | Minimum level | Maximum level | Context |
|---|---|---|---|
| Boar | 1 | 3 | Conditional room/interior; random hierarchy |
Eligible dungeon rooms
| Room template | Eligibility |
|---|---|
| Room template | Eligible room pool; occurrence is conditional |
Practical guidance
EditorialPlacement parameters describe world-generation eligibility. They are not map coordinates or guaranteed location counts. Listed rooms and loot are conditional candidates.

