Tool Terra AWG - Alternative worldgen for vanilla

Released v1.3.0. Highlights:
  • Shattered land option
  • Placement multipliers for trees, dungeon, evil, ocean, spider nests, and surface amplitude
  • Choose world evil option
  • Pre-place meteorites option
  • "for the worthy" secret seed integration
For those who like jumping more than digging.View attachment 506238
Most settings can be mixed for unique combinations.View attachment 506240
hell yes, this is awesome.
 
Released v1.4.0. Highlights:
  • Hive queen: "not the bees" secret seed integration
A short change list, but a lot of effort went into making this unique. Revamps nearly everything to be hive themed and hexagonal. Hive queen mode should be able to mix with nearly every other setting, if you so desire (however, there are enough settings now that it is not possible for me to thoroughly test every permutation, so if you find something the does not work, please let me know).
As always, starter homes are optional (default disabled).

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Terra_AWG_World-map.png
 
You continue to impress me more and more! This is seriously one of the best things I've seen be made for Terraria. As someone who loves secret seeds and especially Remix seed, I was wondering if there are any plans to do something with Remix? (Remix seed is Don't Dig Up)
 
man I should make a world with this
 
Behold the ultimate Terraria world! Its dimensions are 690 by 420! (I love this tool)
Terra_AWG_World-map690420.png
 
Funny thing is I'm pretty sure you could probably finish a playthrough on this
Doesn't load unfortunately. Well I didn't try it but a simple 10000 x 2400 world doesn't load so I don't think the chances are high for more extreme worlds like this one. I guess you could paste this world into an empty small world in TEdit but the layers would be wrong. I also generated some other unusual worlds. The map rooms look interesting with these world dimensions.
LongWorld25000x600.png
TallWorld800x25000.png
BigWorldButSmaller.png
 
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Doesn't load unfortunately. Well I didn't try it but a simple 10000 x 2400 world doesn't load so I don't think the chances are high for more extreme worlds like this one. I guess you could paste this world into an empty small world in TEdit but the layers would be wrong. I also generated some other unusual worlds. The map rooms look interesting with these world dimensions.
I love how stretched the underworld is on the second
 
Big world map room vs big patch world map room
BigPatchWorldMap.png
BigWorldMap.png
 
Doesn't load unfortunately. Well I didn't try it but a simple 10000 x 2400 world doesn't load so I don't think the chances are high for more extreme worlds like this one. I guess you could paste this world into an empty small world in TEdit but the layers would be wrong. I also generated some other unusual worlds. The map rooms look interesting with these world dimensions.
Vanilla doesn't like worlds above a certain size. I doubt anything in worldgen had anything to do with it so much as just not having the large world enabler mod. Tiny worlds usually work when generated with other tools like tedit in my experience.
 
Thanks for the support everyone, it means a lot!

Seeing images of my worldgen code struggling to figure out what to do with these extreme settings, amuses me greatly. That said, tiny worlds not loading might be a bug; I previously noticed generating certain tiles too close to the world edges could cause failure. Maybe I can get the "ultimate world" functioning...

You continue to impress me more and more! This is seriously one of the best things I've seen be made for Terraria. As someone who loves secret seeds and especially Remix seed, I was wondering if there are any plans to do something with Remix? (Remix seed is Don't Dig Up)
Yes, definitely planning on it (though not certain when yet).
 
Seeing images of my worldgen code struggling to figure out what to do with these extreme settings, amuses me greatly. That said, tiny worlds not loading might be a bug; I previously noticed generating certain tiles too close to the world edges could cause failure. Maybe I can get the "ultimate world" functioning...
There seems to be a limit on how small worlds can be generated (just making the world file, not actually opening them in-game). The 690x420 world already took multiple tries until it didn't get stuck. When generating a world it puts 100% usage on all my CPU cores in bursts, but when it gets stuck it puts 100% usage on just a single core until you force quit it in the system monitor. Big worlds do the normal 100% on all cores but then use less CPU and put 100% usage on the SSD.
Those are some things I noticed while generating about 15 worlds. I'm on Linux Mint, in case that's relevant in any way
 
At extremely tiny sizes, placement logic (for example, dungeon biome chests) can get stuck in a situation where there does not exist a valid location, so it just searches indefinitely. I pushed some more safeguards, so that it instead of freezing, it will just give up on placing things, but still (hopefully) complete world generation. Will be available in the next release (or you can get it early, if you are a brave soul who wishes to compile the latest, potentially untested, changes yourself).

If you are experimenting with lots of generation options, you may want to run from a terminal window (navigate a terminal to the folder, and execute ./terra-awg). Doing so allows you to easily abort a generation run in mid process by pressing Ctrl-C.
 
At extremely tiny sizes, placement logic (for example, dungeon biome chests) can get stuck in a situation where there does not exist a valid location, so it just searches indefinitely. I pushed some more safeguards, so that it instead of freezing, it will just give up on placing things, but still (hopefully) complete world generation. Will be available in the next release (or you can get it early, if you are a brave soul who wishes to compile the latest, potentially untested, changes yourself).

If you are experimenting with lots of generation options, you may want to run from a terminal window (navigate a terminal to the folder, and execute ./terra-awg). Doing so allows you to easily abort a generation run in mid process by pressing Ctrl-C.
Nice, the smallest worlds I was able to get with the experimental version were these two 400x350. I tried multiple times to get smaller ones but those can't get past energizing moss, placing treasure and arming traps (it freezes at those messages, the safeguards abort the program often too). The 400x350 got stuck at those too, but after 40 or so attempts I was able to get two of them (the tip with the terminal and ctrl-c helped a lot)

Terra_AWG_World-map (another copy).png
I like the map rooms on these worlds
Terra_AWG_World-map (3rd copy).png
Don't tell the other one, but this one's my favorite

Edit: some small patch worlds, interestingly all of them have shimmer unlike the normal ones
Terra_AWG_World-map.png

600x500, comparably normal

Terra_AWG_World-map (copy).png

500x500, tiny mushroom biome, corruption vine, no temple but a jungle, lava spawn with bending lava

Terra_AWG_World-map (4th copy).png

450x450, ash extends up quite far, a corruption vine, lava spawn

Terra_AWG_World-map (5th copy).png

430x430, dent in the ocean, floating lava spawn

Edit 2: Miscellaneous worlds
Terra_AWG_World-map (copy).png

A normal 500x500 world with paint overlap on the dungeon and floating water. Meteorites were set to 1

600x600hive.png
500x500hive.png
Terra_AWG_World-map.png

Three hive queen worlds, 600x600, 500x500 and 450x450

Edit 3: I noticed that generating too many meteorites sometimes makes your spawn a hell plateau and if you want giant mountains you can set the surface amplitude to -3.0 or -4.0. This makes it really hard for trees to spawn and makes the oceans small, so you may want to increase tree spawn rate to 10.0 and ocean size to 2.5
 
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Released v1.5.0. Highlights:
  • "celebrationmk10" secret seed integration
  • Faded memories: optionally echo coat a portion of the world
    • 5-10% can add an interesting challenge; 90-100% ... is ... well, is also an option, if you want it
  • Layers biome layout option
    • By itself, a bit boring of an option since the surface becomes mostly forest, however can add a nice twist when combined with other settings
  • Optionally disable biome/structure painting that certain other settings apply
  • Spawn location selection option
This release also contains a behind-the-scenes rework of some code that aims make it easier for me to implement cross-setting interactions. Hopefully I did not break anything in the process. (It unfortunately makes the default column biome layout a bit slower to generate.)

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Created a visual comparison of how some of the major settings impact worldgen: Settings - Terra AWG
 
This program is fantastic, a great way to freshen up otherwise vanilla playthroughs.
Will we see a toggle for don't starve seed features in the future?
Also, could we see options to force spawn to be replaced by ash, and an option to try and prevent corruption/crimson from infecting the jungle or other biomes?
 
Yes, I aim to support all secret seeds.
Sounds like reasonable settings to add, I will see what I can do.
 
I would love a way to disable the things going up in the sky, is it possible to make it a setting?
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I can do that. (It does look especially strange when scaling up the evil biome size.)
 
Is there a way to import these worlds into tModLoader? Was running out of memory in vanilla. When I copied this world over it says load failed, and when I back it up the load also fails.
 
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