Anyone have any idea what on earth "Glow Tulips can be generated in an area, with its horizonal range being 200 tiles at 100 tiles away from left and right borders of the world" on the wiki means? Particularly "200 tiles at 100 tiles away". Does this mean the way Glow Tulips are coded to generate they can appear off the edge of the map?
So there's ~42 tiles of generated world outside the world border at each edge. The person who wrote that probably looked at the code, from a coders perspective (big assumptions), If I were trying to generate something rare and special at the edge of the world, I'd code in a round number that is not only within world borders, but also far enough in that a player can find it without their camera going off center. 100 tiles seems like that number to me, and then the tulip would be buried anywhere in the 200 tile range to the right of that spot.
Alternatively, if they're using some different Relogic logic, then the 100 blocks in could actually be in from the playable border, and the 200 block "range" could be centered on that 100th tile, meaning the tulip would generate right up to the edge of the map.
I will assume enough credit to say they probably didn't code it to go off the world. For simplicity, and assuming the first option, I'd say dig straight down right at the oceans' edge with a mining and spelunker potion (assuming that works), then if you don't fine one, go part way back up your hole until just under the ocean and sand, dig towards the edge by 1 screen length and dig down again. After that, give up on that side of the world and do it on the other. You probably don't want to drain your ocean and lag your world, so take care, and beware of the potential ocean cave.
Having searched several worlds and only found 1 after hours searching, I can safely say this isn't working as intended atm.
Very possible, it could have been overwritten/prioritized by abandoned houses, heart crystals, random vegitation, whatever... Or indeed they could have just not factored in the edge of the world. This calls for some sample world generations along with the TEdit search plugin.
Edit: They definitely screwed up. The code is attempting to ensure the specific number per world, but is very late in generation and gives way to any liquids or any preplaced rubble/plants. IMO for that rarity it should override everything as long as it's placed in an empty space on the appropriate block time. I generated 3 normal medium sized worlds:
- 0 tulips
- 1 tulip on the right in caverns, just above lava level, 106 blocks from world edge (including out of bounds)
- 0 tulips
This isn't a good enough sample size to understand the odds, but it's telling enough. I'm reminded of the old troubles with sword shrines and pyramids.