Biome

Description
A  is a part of the world of 7 Days to Die with certain characteristics, such as climate, resources and types of zombies. There are five s in 7 Days to Die, which differ vastly from each other. Some Point of Interest buildings are specific to a biome, whether many can appear on any type of "soil". This also extends to City areas which group together a number of Point of Interest buildings.

When a survivor is looking for a place to build a home/fort/base, he should consider the pros and cons of each biome, as they will determine the difficulty by zombie spawns and available resources. From Alpha 17 it is also important to look out for clothing which can help alleviate negative effects of overheating in hot areas, as well as freezing in cold areas.

Biome Types
There are currently five s in Navezgane and four in Random World Generation. Burnt Forest is not present in Random World Generation.

Descriptions in square brackets show the first method (in many cases the best) of obtaining resources from the objects:
 * punch - object can be punched and destroyed on hit, getting resources
 * stone axe - punching requires a few hits and don't give resources with each hit, whether using stone axe destroys it on one hit, getting resources or allows gathering them from the object at a steady pace per 1-2 hits (for example trees or boulders)
 * pickup - object can be picked up
 * loot - object is a container and can be looted
 * wrench - object can be wrenched for additional resources
 * shovel - using a shovel allows fast gathering of the block, compared to stone axe or punching

UNDERGROUND ORES: As of Alpha 17 indication of underground ores have changed. Some are mostly abundant in specific biomes, although digging gravel patches gives a little of the same resource that is underground (breaking Boulders should also indicate similarly). Each biome can have any of the 4 ores indicated by the dug up gravel patch: Iron Ore, Lead Ore, Nitrate Powder, Lump of Coal. Snowy Forest is an exception with only Iron Ore and Lead Ore found. An explanation to this can be (yet to be confirmed) that gravel patches show the dominant ore that is underground, where Boulders show all in their proportions (which constitutes from giving more resources when mined).

Comparison of how gravel patches look like in various biomes at the end.

Desert
RESOURCES:
 * Small Stones laying very rarely around [pickup]
 * Boulders in low scarcity [stone axe]
 * Yellow Grass gives Plant Fibers [punch]
 * Small bare bushes give wood [punch]
 * Yucca Plants growing in abundance [punch], edible with 10% poisoning (but gives also water), used for crafting Yucca Juice (no skill needed)
 * Aloe Vera plants growing in abundance [punch], used for crafting Aloe Cream (recovers little health)
 * Saguaros growing commonly all around, give Plant Fibers and Yucca Plants when destroyed [stone axe]
 * Occasional Trees give wood [stone axe]
 * Quite common is Driftwood laying around, which give a bit of wood [stone axe]
 * Occasional various piles of trash [loot], pretty visible due to lack of plants and grass being smaller than in the Forest
 * Rare abandoned Cars in various stages of disrepair [pickup, wrench]
 * Bird Nests quite visible due to lack of plants and grass being smaller than in the Forest, but still not as common as elsewhere [loot]
 * Ground made up mostly of Sand blocks [shovel], surface layer gives Sand and a little Clay Soil, where deeper levels give Sand and Small Stones
 * Gravel patches have very good visibility on sand ground

HAZARDS:
 * Common Vulture enemies
 * Most common zombies present
 * Occasional Snakes present
 * Hot temperatures often going pretty high, speeds up water usage
 * No rain present, even though in other biomes can occur at the same time

BUILDINGS:
 * More common are types of tents and desert outposts (open structures), as well as wooden structures

Forest
RESOURCES:
 * Small Stones laying in large quantities [pickup], hard to spot in the tall grass
 * Boulders in medium scarcity [stone axe]
 * Tall Grass and its variety gives Plant Fibers [punch]
 * Small tree midgets that give wood [stone axe, but has low durability so punches can work too]
 * Regular Trees of various types give wood and seeds [stone axe]
 * Quite common patches of Cotton Plant [punch] clumped together or in single occurrences, used for Cloth Fragment crafting
 * Quite common patches of Chrysanthemum [punch] clumped together or in single occurrences, used for Red Tea crafting (need skill)
 * Quite common patches of Goldenrod Flower [punch] clumped together or in single occurrences, used for Golden Rod Tea crafting (need skill)
 * Rare occurrence of Snowberry Plants [punch], give Snowberries, edible with 1% poisoning, used for crafting some food (need skill)
 * Bird Nests hard to spot in tall grass [loot], but are quite common
 * Occasional various piles of trash [pickup]
 * Ground made up mostly of regular dirt [shovel], gives Clay Soil
 * Gravel patches have very good visibility on grass ground

HAZARDS:
 * Most common zombies present according to Gamestage, very rarely vultures
 * Various animals appear more frequently
 * Regular temperatures, no need for special clothes
 * Rain falls normally

BUILDINGS:
 * Regular Point of Interests with mostly full walls (depends on POI), the biggest variety of buildings loot

Snowy Forest
RESOURCES:
 * Small Stones laying in abundant quantities [pickup], very visible due to lower grass amounts
 * Boulders in medium scarcity [stone axe]
 * Small patches of Grass gives Plant Fibers [punch]
 * Small bare bushes give wood [punch]
 * Spruce Trees give wood [stone axe]
 * Quite common patches of Snowberry Plants [punch], give Snowberries, clumped together or in single occurrences are edible.
 * Rare Blueberry Bushes [punch] found in single occurrences, give Blueberries, edible with 0% poisoning, used for crafting some food (need skill), easy to spot as they're green in a white landscape
 * Occasional various piles of trash, pretty visible due to lack of plants and grass being smaller [pickup]
 * Bird Nests very visible on white landscape [pickup]
 * Ground made up mostly of Snow blocks [shovel], gives Snow - can easily be turned into water
 * Underneath snow (a couple layers) is regular dirt ground [shovel], gives Clay
 * Gravel patches have good visibility on snow ground

HAZARDS:
 * Frozen Lumberjacks with high health and average speed
 * Occasional Wolf in single occurrences or packs
 * Cold temperatures often going down pretty low, speeds up food usage
 * Rain changes into snowfall

BUILDINGS:
 * A variety of winter lodges and POIs dedicated to cold climate, a variety of loot inside

Burnt Forest
RESOURCES:
 * Small Stones laying in large quantities [pickup]
 * Boulders in medium scarcity [stone axe]
 * Yellow Grass giving Plant Fibers [punch]
 * Small tree midgets that give wood [stone axe, but has low durability so punches can work too]
 * Burnt piles of wood give little wood and rarely Coal [stone axe]
 * Burnt trees give little Coal alongside wood [stone axe]
 * No other plants
 * Occasional various piles of trash, pretty visible due to lack of plants and grass being smaller [pickup]
 * Bird Nests more visible than in Forest [pickup]
 * Ground made up mostly of burnt dirt [shovel], gives Clay Soil
 * Gravel patches are hard to distinguish from burnt ground

HAZARDS:
 * Mostly slow moving Burn Victims, not too tough, but can set on fire
 * Occasional regular Zs
 * Common Vulture enemies
 * Various animals may appear, although Bears tend to appear here more often
 * Walking over burning wood piles may set you on fire
 * Regular temperatures, no need for special clothes
 * Rain falls normally

BUILDINGS:
 * Many burnt corners of buildings contain Ovens, Sinks, Cupboards and Toilets - good for looting Cooking Pots, Cooking Grills, Acid and Faucets
 * Burnt or partially collapsed buildings provide easy access to them, but may not contain much loot

Wasteland
RESOURCES:
 * Small Stones occasionally laying around [pickup], hard to see in the landscape
 * Brick piles laying in abundance all around [stone axe]
 * Scrap Metal Piles laying in abundance all around [stone axe]
 * Boulders in medium scarcity [stone axe]
 * Yellow Grass giving Plant Fibers [punch], quite common
 * Occasional dead Trees give wood [stone axe]
 * Small bare bushes give wood [punch]
 * No other plants
 * Common abandoned Cars in various stages of disrepair [pickup, wrench]
 * Bird Nests tough to spot due to similar colors as landscape [pickup]
 * Ground made up mostly of rubble [pickaxe], gives Small Stones and Sand
 * Underneath rubble (a couple layers) is regular dirt ground [shovel], gives Clay
 * Gravel patches are incredibly hard to distinguish from rubble ground

HAZARDS:
 * Various zombies appearing, but most common are ferals, wights and cops at any GameStage
 * Occasional Dogs in single occurrences or packs
 * Very common Vultures
 * Occasional Bears
 * Occasional Land mines placed at random spots, hard to see in landscape, explode upon walking on them, cannot be picked up
 * Regular temperatures, no need for special clothes
 * Rain falls normally

BUILDINGS:
 * Common remnants of buildings with mostly brick blocks standing (no lootables)
 * Corners of buildings contain Ovens, Sinks, Cupboards and Toilets - good for looting Cooking Pots, Cooking Grills, Acid and Faucets
 * Sometimes regular POIs, but rare

Biome Guide Map
Navezgane A16 and A17 Maps Map Legend
 * A17 Map taken from: https://steamcommunity.com/sharedfiles/filedetails/?id=1569904615

As new players will be wondering which colour represents each zone on the map until they encounter that zone, below is a list of coresponding colors to biome. The map on the left shows all these zone, the one on the right is A-17 as comparison for removed zones.


 * White = Snow Biome
 * Yellow = Desert Biome
 * Lime = Wasteland Biome
 * Green = Forest Biome
 * Brown = Burnt Forest Biome (unavailable in Random maps)
 * Tan = Plains Biome [removed as zone]
 * Red = Radiation Biome (removed as zone)

History

 * As of Alpha 17 the number of biomes was reduced to five and not occurring will be marked accordingly. Radiation zones have been differentiated from biomes, making them not visible on the map. Additionally small radiation zones can be encountered inside the play area, not only closer to the map borders.
 * As of Alpha 19, but possibly earlier, there are no pockets of radiation inside the play area.
 * As of 20 the radiation zone is not a biome, rather a zone that simply extends from the edge of the map. The biome is one of the previously mentioned.
 * As of Alpha 20 the Burnt Forest no longer generates as a part of Random gen maps. It is still present in Navezgane as of Alpha 20.2.

Biom Bioma