Biomes and Islands
Solarpunk biomes and islands reference for default and winter island progression, airship planning, plants, loot, and exploration goals.
Solarpunk exploration is easiest when you treat islands as planned routes. Early islands support food, water, and base growth; winter routes need better airship preparation.
Verified Counts
| What | Verified Value | Still Missing |
|---|---|---|
| Biome labels | 0 | Spawn rates, resource counts, route distance, and airship range requirements. |
| Island labels | 16 | Coordinates, chest counts, and exact resource distribution. |
| Biome | How To Use This |
|---|
Map Labels
| Island Label | Route Planning Use |
|---|---|
| Chair | Use the island shape as a reminder to bring enough inventory space and traversal planning before leaving the dock. |
| Donut | Use the island shape as a reminder to bring enough inventory space and traversal planning before leaving the dock. |
| Flat Big | Use this as a material or build-route target once airship travel is routine. |
| Golden Mid | Use this as a material or build-route target once airship travel is routine. |
| Land | Use this as a material or build-route target once airship travel is routine. |
| Lower Nice | Use this as a material or build-route target once airship travel is routine. |
| New Start | Treat this as early-route context for basic gathering, farming, water, and crafting setup. |
| Snow Cave | Plan this as a colder or later exploration route after the airship, food, and inventory plan are stable. |
| Stairs | Use the island shape as a reminder to bring enough inventory space and traversal planning before leaving the dock. |
| Start | Treat this as early-route context for basic gathering, farming, water, and crafting setup. |
| Tiny Double | Use this label as an exploration checklist entry while tracking plants, loot chests, and return-trip materials. |
| Tiny Start | Treat this as early-route context for basic gathering, farming, water, and crafting setup. |
| Tri | Use the island shape as a reminder to bring enough inventory space and traversal planning before leaving the dock. |
| U Shape | Use the island shape as a reminder to bring enough inventory space and traversal planning before leaving the dock. |
| Wild Winter | Plan this as a colder or later exploration route after the airship, food, and inventory plan are stable. |
| Worm | Use the island shape as a reminder to bring enough inventory space and traversal planning before leaving the dock. |
Exploration Checklist
- Keep airship upgrades moving before stretching routes into distant islands.
- Bring food, repair support, and enough inventory space before hunting plants, loot chests, or winter goals.
- Connect winter exploration to Winter Flight and long-term plant or chest completion.
How To Use This Reference
Biomes are route-planning context. Early islands are for food, water, research, and base stability; winter routes are for later airship range and completion goals. Do not turn winter exploration into random flying unless the airship, food, and inventory plan can support it.
Related
Airships, Airship Repair And Exploration, Airship Upgrades, Loot Chests, Winter Flight