Enclosed in this README is a rundown of how this world works, what features to expect, and some statistics. If you want the world generation to be a surprise, stop reading now. If you're curious how the sausage gets made, read on.

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World Size
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Omnificia II worlds generate with a size of 352 by 448. This creates a world size of 158976 total tiles. For reference, a fully explored Spaced Out! cluster is smaller at 134304, while a fully explored Classic-style cluster is slightly bigger at 170656. You can use these numbers as a benchmark for what kind of performance to expect.

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World Traits
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ALL World Traits are compatible with Omnificia II, even those that are normally exclusive to secondary planetoids. Note that the Radioactive Crust trait may look a little strange, especially how it generates an overhang above the meteor blaster POI, but it functions just fine.

Slightly customized versions of Subsurface Ocean, Lush Core, and Frozen Core are used.

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Achievements
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Because this cluster only has a single planet, the Cluster Conquest achievement will be earned immediately upon starting the game. If you're sensitive to unlocking achievements you didn't truly earn, be warned.

Conversely, the First Teleport of Call and Soft Launch achievements CANNOT be achieved on this map. If you're attempting an all-achievements run, you'll have to exclude those two. All other achievements (aside from Lab-specific ones) can be earned as normal.

Normally, The Great Escape would be impossible to achieve on this world, as both the achievement itself as well as the Temporal Tear Opener require you to found colonies on five different planetoids. However, with a little bit of custom code, I've bypassed the colony requirement on both of those factors, so the achievement CAN be earned here.

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Biome Generation
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Just about every biome in the game is featured in Omnificia II, even the special biomes from Spaced Out's exoplanets.

The starting biome is determined by which version of Omnificia II you choose-- you may choose Sandstone, Forest, Swamp, Ice Caves, Garden, or Beach start. There are some minor differences besides the starting biome, albeit largely inconsequential ones; these will be documented at the end of this README.

The standard biomes from the base game--Sandstone, Forest, Rust, Ocean, Jungle, Marsh, and Tundra--as well as the Wasteland and Swampy biomes from Spaced Out will all generate as normal. The Rust and Tundra biomes have been set to generate at a slightly reduced rate, to compensate for how many of the DLC biomes are cold, but you're still guaranteed to have a few of each. The Sandstone, Forest, and Swampy biomes generate further away from the start than the other six standard biomes, to avoid de-valuing your starting area.

The three biomes from Frosty Planet Pack (Ice Cave, Cool Pool, and Nectar), the three biomes from the Prehistoric Planet Pack (Garden, Feather, and Wetlands), and the three standard biomes from the Aquatic Planet Pack (Beach, Reef, and Kelp Forest) will all generate as well, but at a slightly reduced rate compared to the other biomes (unless you're playing on their respective start). The Abyss biome from the Aquatic Planet Pack will also spawn, but we'll discuss that later. If more DLC adds more biomes, you can bet that I'll be adding them as well.

You are guaranteed to have at least one hex of the full-featured Radioactive biome, complete with Beeta hive, with a rare chance for more. You will also find anywhere from one to three of the smaller, Beeta-less versions you often see in Classic-style worlds (so-called Uranium Sprinkles).

You are guaranteed to have anywhere from one to two hexes of the Barren biome, and anywhere from two to four hexes of the Metallic biome.

From the Aquatic exoplanet (not to be confused with the Aquatic Planet Pack), you will find exactly one hex of the Aquatic biome and one hex of the Graphite Caves biome. The former generates interestingly when placed into a world, taking the form of a large underground aquifer with a border made of fossil and lime.

From the Moo exoplanet, you are guaranteed to have at least one Moo Cavern hex generate somewhere along the surface of the planet, with a chance for a second.

From the Regolith exoplanet, you are guaranteed to have exactly one hex of the Regolith biome, sunken into the surface. This is not to be confused with the usual regolith-dusted Space biome that generates along the top of the map; this is a slightly different, unique biome.

From the Superconductive exoplanet, you are guaranteed to have a single hex of Niobium biome generate within the planet's core. Careful, it's hot!

While all previous biomes were guaranteed, there are also four "rare biomes" that only have a small chance of appearing:
- The scorching-hot, sandy version of the Sandstone biome seen on Oasisse.
- The flooded version of the Ocean biome seen on Oceania.
- The hyper-cold Frozen Uranium Field, with temperatures around -180 Celsius.
- The barren, holey Moo Chasms, which will also spawn at the surface like the Moo Cavern.
At most, only one hex of each can generate, if any.

As usual, there will be Space biome at the top of the world, Magma biome at the bottom of the world, and a layer of Oily biome above the core. Above the first Oily biome layer is a layer consisting half of more Oily biome and half of Abyss biome.

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Geysers
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As with any standard Classic-style world, 12 completely random buried geysers can be found throughout the world.

Additionally, to compensate for the larger size of this planet and lack of additional planets, I've added 8 more semi-curated buried geysers, as follows:
* 1 guaranteed Tungsten Volcano
* 2 of Aluminum Volcano, Iron Volcano, or Copper Volcano
* 2 of Hot Polluted Oxygen Vent, Infectious Polluted Oxygen Vent, Chlorine Vent, Hydrogen Vent, or Carbon Dioxide Vent
* 1 of Steam Vent or Water Geyser
* 2 of Liquid Sulfur Geyser, Leaky Oil Fissure, Volcano, or Minor Volcano

As such, you can find a total of 20 buried geysers scattered randomly around the map. 24 if you're playing a Geoactive world, 17 if you're playing a Geodormant world.

As usual, there are also a great number of guaranteed, often-exposed geysers that generate on a per-biome basis:
* 2 Cool Steam Vents (Marsh and Jungle Biomes)
* 1 Natural Gas Geyser (Marsh Biome)
* 1 of either a Natural Gas Geyser, Chlorine Vent, or Hydrogen Vent (Jungle Biome)
* 1 Cool Slush Geyser and 1 Cool Salt Slush Geyser (Tundra Biome)
* 1 Salt Water Geyser (Ocean Biome)
* 1 Carbon Dioxide Geyser (Radioactive Biome)
* 1 Gold Volcano and 1 Cobalt Volcano (Metallic Biome)
* 1 Cool Chlorine Gas Vent (Feather Biome)
* 1 Polluted Water Vent (Wetlands Biome)
* 1 Polluted Brine Vent (Abyss Biome)
* 1 Niobium Volcano (Niobium Biome)

You may notice that between the guaranteed geysers and the semi-curated geysers, every geyser in the game is covered. You're still not necessarily guaranteed to have one of every geyser since the semi-curated geysers include random choice, but the odds are decent when supplemented by the 12 totally random ones.

While they aren't quite the same as standard geysers, you are also guaranteed to have at least one Tidal Spring and Geothermal Vent each, with a chance for a few more of each. The Beach start will try to generate one of the Tidal Springs near spawn, but it is not guaranteed.

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Points of Interest
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The Research Portals from Ceres, Relica, and Marinea can be found somewhere in the world. The Relica one should always generate within the starting biome, to give you a leg up on defeating Demolior, but the Ceres and Marinea ones you may have to explore around for. They're in an Ice Caves and Beach biome, respectively. If playing on the Ice Caves or Beach start, the appropriate Research Portal will be in the starting area.

All six regular Story Traits can generate just fine in Omnificia II. Additionally, the Geothermal Heat Pump from DLC2, Demolior (with accompanying Blaster ruins) from DLC4, and Minnow from DLC5 will appear by default, without any need for additional mods. You cannot disable the Heat Pump or Minnow, but if you don't like Demolior you can always disable it in the game's difficulty settings. If you DO decide to wage war with Demolior, I should warn you that due to the scarcity of the Relica biomes and longer trek to the surface, defeating it within the standard 200 Cycle limit may prove more challenging than it is on Relica. Consider playing with 300 Cycles if you're not confident.

The Gravitas ruins from Spaced Out's exoplanets will all generate somewhere in Omnificia II, with slightly different preferred spawning conditions for each. These will provide enough Artifacts to fulfill the terrestrial half of the Cosmic Archaeology achievement:
* The Office and Monument Room will generate in any biome, but not near the core, surface, or start.
* The Director's Room will generate in a Forest, Rust, Jungle, or Feather biome.
* The Display Room will generate in a Sandstone, Jungle, Ocean, Beach, or Wasteland biome.
* The Thermo Building from the Aquatic exoplanet will generate in a Marsh, Ocean, Swampy, Wetlands, or Reef biome.
* The Genetics Lab from the Moo exoplanet will generate in a Forest, Moo, Wasteland, Garden, or Kelp Forest biome.
* The Mining Room from the Superconductive exoplanet will generate in any biome near the planet's core.
* The Gift Shop from the Tundra exoplanet will generate in a Tundra, Ice Caves, Cool Pool, or Nectar biome.
* The Bunker Lab from the Regolith exoplanet will always generate in the solitary hex of Regolith biome.

Experiment 52B will appear somewhere in a Marsh biome far away from your starting area. Feed me, Seymour!

The Temporal Tear Opener is somewhere on the surface. As mentioned under Achievements, the requirement to settle five colonies has been bypassed.

A few other small goodies can be found scattered around the world, as well. Smaller Gravitas structures, Anti-Entropy Thermo Nullifiers, the Ceres campsite, and more!

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Meteors
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Omnificia II will receive most types of meteors in the game. The following shower types are used:
- Copper Meteor Shower        (Copper Ore and Regolith)
- Gold Meteor Shower          (Gold Amalgam and Regolith)
- Iron Meteor Shower          (Refined Iron and Regolith)
- Slimy Meteor Shower         (Slime, Algae, and Phosphorite)
- Icy Nectar Meteor Shower    (Ice, Snow, and Bonbon Seeds)
- Oxylite Meteor Shower       (Just Oxylite)
- Bleach Stone Meteor Shower  (Just Bleachstone)
- Dense Dust Meteor Shower    (Just Regolith)
- Uranium Meteor Shower       (Uranium Ore and Regolith)
- Gassy Mooteor Shower        (Gassy Moos. Don't shoot, they're unarmed!)

Uranium Meteors and Bleach Stone Meteors leave hard tiles that cannot be excavated by Robo-Miners, so you may need an alternate solution for harvesting these (or just install the mod that lets Robo-Miners excavate harder materials...).

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Starmap
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While there are no other planets to land on, the Starmap itself remains explorable and rich with mineable destinations. Unlike most Klei worlds, you are guaranteed to have one of every destination, along with three randomly chosen duplicates.

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Cluster Differences
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There are six different versions of Omnificia II to play on. This mostly effects the starting biome, which can be Sandstone, Forest, Swamp, Ice Caves, Garden, or Beach.

Sandstone, Forest, and Swamp start are largely identical to each other besides the starting biome.

On Ice Caves start, the Frosty Planet Pack biomes are a little more common while the Sandstone, Forest, and Swamp biomes are a little more rare. The Frozen Mercury Asteroid Field Starmap destination is closer to the planet, but the Sandy Ore Field is further away. The Ceres Research Portal can be found near the start. Some of the aesthetic alterations from the Frosty Planet Pack are enabled.

On Garden start, the Prehistoric Planet Pack biomes are a little more common while the Sandstone, Forest, and Swamp biomes are a little more rare. The Amber Field Starmap destination is closer to the planet, but the Forested Ore Field is further away. Some of the aesthetic alterations from the Prehistoric Planet Pack are enabled.

On Beach start, the Aquatic Planet Pack biomes are a little more common while the Sandstone, Forest, and Swamp biomes are a little more rare. The Zinc Ore Field Starmap destination is closer to the planet, but the Swampy Ore Field is further away. Some of the aesthetic alterations from the Aquatic Planet Pack are enabled.