Current favorite for custom worlds Community-led Deep POI control

Teragon World Generator for 7 Days to Die

If you want more control than stock RWG but do not want to hand-edit half a world in external tools, Teragon is the map generator most serious 7D2D tinkerers now talk about. It is especially strong when you care about rivers, coastlines, custom POIs, district planning, and repeatable presets.

Teragon map preview for 7 Days to Die
What we verified in May 2026: Teragon is created by Pille and has been in active public development since January 2023. Update 0.51.0 shipped on November 29, 2024 with the full Group POI / Town Property List / Biome Map command set, and Update 0.52.0 shipped on June 29, 2025 with explicit compatibility for 7 Days to Die V2.0. A first experimental Linux build dropped on January 18, 2026 for community testing. The tool's strongest documented advantages remain custom POI import, preset-driven generation, and much finer control over terrain, biomes, roads, and district layout than stock RWG.
What is new for 2026 server maps: the post-0.52 line added biome progression support so presets can opt into the V2.0 biome-hazards mechanic, plus the Merge Height Maps By Image command for stacking multiple heightmaps, the Repopulate Tiles command for retrofitting POI changes onto an existing map without regenerating it from scratch, and a tutorial covering Mountains, Hills, and Depressions for hand-shaping terrain. Early-stage Valheim support is also being tested (with calls for Better Continents users to assist). For setup walkthroughs the Discord and the free community tutorial video series are the canonical learning paths. See the official links section below.
Coming next: Pille has announced a Python API for Teragon currently under development (first disclosed October 13, 2025). The API will let server admins drop Python scripts directly into the world generation pipeline, with access to height maps, biome maps, road maps, and Teragon's internal world building methods. Capabilities are planned to unlock gradually after release. Improvements to the 3D Previewer (including better POI colours) are also on the roadmap. For server hosts running automated map pipelines, the Python API is the integration to watch in 2026.
Custom POI friendly
Teragon shines when you want to import your own prefabs, parts, and tiles instead of accepting whatever stock RWG gives you.
Preset driven
Save command stacks and regenerate a world consistently for wipes, tournaments, or multiple server regions.
Much deeper than RWG
Road placement, water level, biome flow, districts, and coastlines are all far more tunable than in the base game UI.
But not instant
Large maps with road generation can take a long time. Community reports call roads the slowest part on big worlds.

Why people pick Teragon over stock RWG

  • You can shape terrain and water more deliberately instead of hoping RWG lands in the right place.
  • You get better control over districts, tiles, highways, rivers, and coastlines.
  • It is practical for server-grade custom POI workflows, not just solo seed experiments.
  • The community has built a habit of sharing presets, tutorials, and troubleshooting in one place instead of scattering it across dead forum posts.

The most useful documented workflow

One of the clearest pieces of community guidance comes from forum posts explaining how to add your own POIs. The short version:

  1. Create a POI property list for the prefabs you want to add.
  2. Import that property list in Teragon's expert workflow.
  3. Add the source path that contains your prefabs, parts, and tiles, and make sure those commands run before Create POI.
Practical takeaway: Teragon is not just "another seed generator." It becomes much more valuable once you treat it like a repeatable pipeline for importing curated POIs and building worlds around them.

Quickstart for a first serious world

  1. Start with a reusable preset instead of editing defaults directly.
  2. Generate a smaller draft world first, then move to 8K or 10K when the layout is close.
  3. Preview biome flow, coastlines, and road routes before the full export.
  4. If rivers or shorelines look too extreme, revisit water level and terrain settings before regenerating.
  5. Export into GeneratedWorlds, then test trader access, road continuity, and spawn quality before declaring the map finished.

What usually goes wrong

Road generation takes forever
That is normal on big worlds. Several community posts call roads the slowest stage, especially on large or heavily customized maps.
Cities fail to place cleanly
Overly rough heightmaps and aggressive terrain variation can block or distort city placement.
Rivers look too harsh
Users regularly fix that by revisiting water level and terrain shaping rather than abandoning the map.
POI imports break the run
Usually that means the property list or source paths were not imported early enough in the command stack.

How to enable biome progression for V2.0 biome hazards

7 Days to Die added biome progression in V1.0 and expanded it in V2.0. If you want biome hazards enabled on your server, the map needs traders, towns, and the biome layout itself set up so players can progress through the biomes in the canonical order: forest → burnt forest → desert → snowy forest → wasteland. Teragon supports this with three preset edits.

Step 1: pin each trader to their canonical biome

In your Read POI Property List command, find the trader rows (usually near the bottom of the default presets) and append a ;biome:<name> tag to the end of each line. The canonical TFP mapping is:

  • Trader Rekt;biome:forest
  • Trader Jen;biome:burnt
  • Trader Bob;biome:desert
  • Trader Hugh;biome:snow
  • Trader Joel;biome:wasteland

Step 2 (optional): assign town types to specific biomes

If you skip this step the map will scatter regular_town, small_town, and oldwest_town randomly, which often leaves one biome stuffed with large cities and another with only small towns. To get large cities in every biome (or to make Old West towns desert-only, large-cities-only wasteland, etc.) copy each town row in Read Town Property List once per biome and append ;biome:forest / ;biome:burnt / ;biome:desert / ;biome:snow / ;biome:wasteland. Prefix the town label with the biome name (e.g. forest_regular_town) to keep the preset readable.

Step 3: use a progression-compatible biome map

Disable Create Directional Environmental Biome Map and add Create Directional Biome Map instead. The directional biome map lays biomes out in a fixed order, which is what biome hazards need so players are not forced to cross wasteland just to reach burnt forest. Layout options include stripes (west-to-east or south-to-north), circles, asteroid, diagonal, curved, pie chart, and pie chart with center biome. Whichever layout you pick, set the biome order in the command's biome list to forest, burnt forest, desert, snowy forest, wasteland.

Step 4: link the biome map to Create Towns

In the Create Towns command, set the Biome Map Name parameter to whatever name your directional biome map uses (the default is my biome map). If this field is empty, Create Towns ignores the biome map entirely and all of your trader and town biome assignments quietly fail to take effect.

Server admin shortcut: the four steps above are the minimum to get a biome-hazard-compatible map. Skip Step 2 if you do not care about per-biome town variety. Skip the whole flow if you intend to leave biome hazards disabled on your server.

Repopulate Tiles: change POI on a finished map without regenerating

The Repopulate Tiles command (added in Teragon 0.52.12) lets you change POI on tiles of an already-generated map. You do not have to regenerate from scratch when you add a new POI pack, when a 7DTD update introduces new POI, or when you want a familiar map with a fresh set of buildings. The command works on any Teragon-generated map and on the pregen maps that ship with 7 Days to Die, but it does not work on Navezgane (the water map import fails).

Workflow

  1. Use the World Previewer preset to load the existing map.
  2. Add the Repopulate Tiles command. Best to run it individually rather than as part of the full preset.
  3. Choose a Selection Mode:
    • Tile At Position: change POI on a single tile. Hover your mouse on the tile in the preview, CTRL-C to copy the position, paste into the command's Position field.
    • Town At Position: change POI in an entire town. Wilderness POI outside that town stay put.
    • All Tiles: change every tile on the map. Position is ignored. Wilderness POI and region POI are unaffected.
  4. Optionally add a POI Wish List (comma-separated POI names) to bias placement toward POI you want on the map.
  5. Hit Run on the command (not on the preset, or you will regenerate the whole world).
  6. Update the preview to see the new POI placements.

Restrictions to know

Repopulate Tiles exposes a long list of restriction toggles. Defaults are usually correct, but a few are worth knowing:

  • Elevation restrictions: leave enabled. Disabling can cut off the top or bottom of POI that do not fit the chosen height.
  • Game version restrictions: leave enabled unless you are intentionally crossing versions.
  • Distance to duplicate: disable if you want a specific POI (for example, an extra trader) placed near an existing duplicate.
  • Use max spawn count: disable to exceed a POI's normal cap on the map.
  • Biome restriction: only effective if the Biome Map Name is also filled in (typically my biome map).
  • Permissive Size Check for Wish List POIs: usually leave off; otherwise a 25x25 POI can land on a 100x100 slot and look wrong.

Use cases for server admins

  • Replay a familiar map with fresh POI. Town locations and terrain stay the same, but the buildings inside the towns change. Same map, new game.
  • Adopt a new POI pack mid-season. Add the new pack's source path, run Repopulate Tiles with All Tiles, and the new POI appear without rebuilding the map.
  • Pick up new game-version POI. When 7DTD ships a content patch that adds POI, Repopulate Tiles brings them into your existing world.
  • Force a stubborn POI onto a tile. Especially useful for 100x100 cap-tile POI (industrial cap, downtown cap) that rarely land where you want them. Pick the cap tile, set Wish List to the target POI, run.

Who should use Teragon

  • Server admins: yes, especially if you want curated wipe maps.
  • Map hobbyists: absolutely, if stock RWG feels too opaque.
  • Players who only want "one random world tonight": stock RWG is still simpler.
  • NitroGen fans moving forward: Teragon is the more modern path for current 7D2D experimentation.
Best pairing: use Teragon to design the world, then upload that world to a hosted server. If you also need a ready-made download instead of building from scratch, our maps page is the faster route.

Primary community links

Preview video

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