Game Mechanics Let's hear your best suggestions for seed combinations!

Afar & Adrift: A seed that starts you out with the angler, a fishing rod, and bait... You are on a small island, and the next landmass is very, very, very far...

The entire world is at the underground layer, so as not to reach the space Biome easily, and lakes and oceans separate chunks of islands from each other.

Crafting aquatic and diving gear is a priority, because everything is flooded...
 
No traps + not the bees = dynamite bees (bees that home in and explode), Boulder bees (basicallsy the bee hive but the bees deal boulder damage), dart bees (pretty self explanitory), and bee swarms (a TON of bees at once)
I like the idea of beehives crushing you like rolling cacti do
and dart traps shooting more bees instead of darts
hell, explosives should spawn (explosive) bees as well if you don't survive the initial blast
 
I know I'm late to the party, but I think there should be some seed combination that generates a world based on the original Terraria trailers, With the bright green dungeon, less biomes, and most of the background walls being dirt even in cavern layers (to emulate the old backgrounds being mostly the same while underground)
 
Skyblock it is skyblock
 
I don't know what combination this would go into, (probably relating to for the worthy)
But opening a can of worms item should do something related to the idiom
some Ideas:
-explode
-spawn a bunch of worm enemies
-instead of going into your inventory the worm critters fly out in random directions from your character
-spawn a random boss?
 
For the worthy + No traps = All enemies have explosives on them.
 
As you all might know by now, we are adding a new special seed selection menu that will allow you to combine the special seeds of your choosing.

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Along with this change, we will be introducing special effects when you make specific combinations. We already have quite a few in-game, but now I want to hear from you! What are your best ideas for what these combined effects could be? A small example of what we have done so far is combining "The Constant" with "Celebrationmk10," which will start the player out in the center of the world again, while retaining most of the effects from "Celebrationmk10."

I'm looking specifically for changes to world generation and in-game mechanical changes, not extravagant additions like new bosses or overly complicated new items.

You can find a list of special seeds and what they do on the Official Terraria Wiki.

Let's hear your thoughts!
Make a permanent hardmode one that also has permanent bloodmoons
 
Combining no traps and not the bees should still be the whole jungle but still with tons of traps and maybe jungle mimics???
 
I know this isn't a direct response to the question, but is it possible to do world seeds that make the whole world essentially one biome? (ie desert, jungle, etc) The purpose would be for challenge runs, but especially for mixing with other world seeds.

I would love more full-biome seeds, similar to how Not The Bees is full jungle. I had seed names like:

I Don't Like Sand – all desert biome with many pyramids and special dungeon; spawn with Dye Trader and/or Arms Dealer
Ice To Meet You – all snow biome; spawn with Santa and Guide
Land Ho! – all ocean biome with special islands and sunken buildings/ships?; spawn with Pirate and sleeping Angler
Caved In – all caverns with no sky/space; way more and larger marble and granite mini-biomes; spawn with Demolitionist and Guide
Fungus Amongus (or alternatively) Mushroom Kingdom – mushroom biomes aplenty, comes in more colors; dye and healing mushrooms very common; spawn with Truffle and Guide
Hell Is Coming – all Hell, spawn with Tax Collector and Guide; lava stone much more common
Hallowed Be Thy Name – all Hallow, spawn with Wizard, Nurse and Guide
 
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I Don't Like Sand – all desert biome with many pyramids and special dungeon; spawn with Dye Trader and/or Arms Dealer
Ice To Meet You – all snow biome; spawn with Santa and Guide
Land Ho! – all ocean biome with special islands and sunken buildings/ships?; spawn with Pirate and sleeping Angler
Caved In – all caverns with no sky/space; way more and larger marble and granite mini-biomes; spawn with Demolitionist and Guide
Fungus Amongus (or alternatively) Mushroom Kingdom – mushroom biomes aplenty, comes in more colors; dye and healing mushrooms very common; spawn with Mushroom and Guide
Hell Is Coming – all Hell, spawn with Tax Collector and Guide; lava stone much more common
Hallowed Be Thy Name – all Hallow, spawn with Wizard, Nurse and Guide
Grim Indeed - all Evil Biome, spawn with No NPCS.

it's hypothetically possible but travelling is gonna be hell with no pylons
 
Grim Indeed - all Evil Biome, spawn with No NPCS.

it's hypothetically possible but travelling is gonna be hell with no pylons

Gonna have to rush that Demolitionist spawn by finding bombs from pots early to make hellivators. Or, make purity biome small pockets on the surface as a sort of inverted purity/evil ratio to normal seeds?
 
Not sure I understand, unless you/they meant no NPCs spawn ever in the seed, in addition to at the start of the game?
Evil biomes make it so NPCs can't spawn in housings
 
Evil biomes make it so NPCs can't spawn in housings
LOL wow I forgot. It's been so long since I've had to worry about evil biomes spreading (journey mode player here).
 
constant drunk:

The player will need to stay tipsy all the time instead of avoiding hunger. Ale and sake have ~6 times duration (maybe some more alcoholic drinks?)

In world generation Snow biome, Desert, Dungeon, Crimson, Corruption (maybe also ocean?) will get placed randomly among the whole world (but with avoiding overlap). The largest remaining gap in between those biomes will turn into Jungle biome.
This should make spawning nearby any (surface) biome possible.

Cabins have a higher chance turning into a brewery (or bar) containing mug's and keg and barrel filled with ale (or new item added: wine: Grapes + wine glass, new dead cell items might fit as well)

Starting NPC is Tavernkeep.

The drunk seed features underground dungeon, inverse underworld, big bee hives, marble <> granite and constant features wavy caves, surface marble/granite (and maybe some more like damage in darkness, and/or constant shader) each have the chance to be either on or disabled. Could be limited to 9 things and each turned on if the n'th seed digit is even or off if it is odd.
(Lead Ore and Platinum Ore will always occur. )

This should lead to more random world generation. Can be fun starting in different biomes other than the normal Forest. Also adds replay capability because due to random arrangement also an experienced player does not know the location of different biomes (e.g in normal world generation the dungeon is always on snow side)


Update: just noticed by now @noobsqoou⛏️ had a similar idea:
 
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A copper axe can be used to craft a cultivation axe.
The copper dagger can be used in crafting for Zenith.

What about the copper pickaxe? I think we need to find the same unique application for it.
For example, so that the improved version of this pickaxe has a huge block extraction radius.

I hope for the best.
 
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