Tool Terra AWG - Alternative worldgen for vanilla

I should work copying the file as-is with tModLoader. I do about half my testing in tModLoader, so I can use cheat mods to teleport around the map, and never had problems.

Does it work for you if you use the original config (with all default settings)? If so, try adding back any of your custom settings one at a time, to see if a specific setting is breaking the load.
 
Released v1.6.0. Highlights:
  • "dontdigup" secret seed integration
  • Ascent: simplified "dontdigup" variant, excluding some of the special rules
  • Ashen fields spawn request option
  • Remove evil biome sky tendrils option
  • Avoid biome overlap with evil biomes option
Capture 2025-08-23 08_54_46.png
Terra_AWG_World-map.png

This release also updates the map preview generator to make paint colors a bit more accurate (no more sickly brown living trees in celebration), and faintly displays echo coated blocks (hint mode for faded memories).
 
So umm... it looks like when Don't Dig Up is activated with the tool to generate a world it doesn't actually activate remixWorld in the code. There are a ton of changes that are tied to actually having Remix seed activated that makes sure that the seed works properly.

Here's a link for what Remix seed does: Don't dig up

When I spawned in in my new world made by the tool a Demon instantly spawned and blasted me to death. The only enemy that is supposed to spawn at the main island in the Underworld on Remix worlds are Lava Slimes that have the exact same stats as a Blue Slime + don't drop lava on death. These Lava Slimes are also supposed to drop Gel.

So you'll have to make it so remixWorld or whatever it's called in the code is activated for these worlds generated by the tool, because otherwise it's unplayable. Can't have regular Underworld enemies constantly spawning at the player spawn point and one-shotting the player instantly. Might also wanna get rid of the lava underneath the Ash Blocks at the main island in the Underworld on Remix seed since when For the Worthy is activated Ash Blocks can randomly fall when mined + lava deals 200 contact damage on Remix seed unless Ash Wood armor is worn.

I haven't gotten around to testing much else currently, but I'll keep you updated if I do.

But basically, you need to make sure the tool activates remixWorld (whatever it's called, though I'm fairly certain it's called that).

EDIT: Maybe I generated the world wrong somehow? Because I see in your screenshot that you have a black sky like in Remix, I did have For the Worthy activated at the same time if that makes any difference, just so you know.

EDIT2: I disabled Celebration, FTW and both ores and evils. Now I managed to generate an actual Remix world. Looks like there's something that conflicts when using a certain setting together with Remix that breaks it.
 
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I should work copying the file as-is with tModLoader. I do about half my testing in tModLoader, so I can use cheat mods to teleport around the map, and never had problems.

Does it work for you if you use the original config (with all default settings)? If so, try adding back any of your custom settings one at a time, to see if a specific setting is breaking the load.
I tried creating a world with all default settings in tModLoader. Worked fine. Then I changed the world size to 12600x3600 and load failed immediately. No other settings were changed.
 
I tried creating a world with all default settings in tModLoader. Worked fine. Then I changed the world size to 12600x3600 and load failed immediately. No other settings were changed.
Do you have a mod that enables large worlds? Terraria doesn't allow you to enter worlds larger than a large world by default, so you need a mod for that.
 
Yes, as Dapling said, you can go a bit above the normal large size (I have not tested what the exact limits are), however to go substantially larger, you need a mod the fixes Terraria's internal size limitations.

So umm... it looks like when Don't Dig Up is activated with the tool to generate a world it doesn't actually activate remixWorld in the code. [...]

EDIT2: I disabled Celebration, FTW and both ores and evils. Now I managed to generate an actual Remix world. Looks like there's something that conflicts when using a certain setting together with Remix that breaks it.
Yes, it was FTW that prevented the DDU rules. Since Terraria currently does not support multiple active secret seeds, when multiple are activated in the config, Terra AWG has to pick one. It chooses the first selected option based on the following priorities:
  1. For the worthy
  2. Don't dig up
  3. Not the bees
  4. Celebration MK10
  5. Drunk world
  6. No traps
Regardless of what is selected Terra AWG still mixes the worldgen rules of all enabled options.

Yeah, FTW+DDU spawn point is too deadly for a brand new character right now. I plan to clear the ash lava dots some more, but do you have opinions on which of the following I should do?
  • Change priority so DDU is above FTW
  • If both FTW and DDU are activated, instead enable Get fixed boi (just the ruleset, no worldgen changes; I plan to integrate that secret seed later, but it will take some time)
  • Add more NPCs to the spawn, so you get the town reduced enemies effect
 
I think DDU needs to be above FTW in priority, at the very least. Because the mechanics of DDU need to apply to the world for a good gameplay experience. I don't think just adding more NPCs to the spawn works well, since there will still be occasional Underworld enemy spawns + if the player wanders away from the NPCs the Underworld enemies will start spawning again at their normal rate.
 
Do you have a mod that enables large worlds? Terraria doesn't allow you to enter worlds larger than a large world by default, so you need a mod for that.
Ah I see what you mean. I fixed the issue by downloading the Advanced World Gen mod for tModLoader, 12600x3600 works perfectly now.
 
Released v1.6.1, which should hopefully make FTW+DDU have a viable spawn point.
 
Quick update: due to health issues, I have been unable to work on this for a quite a while. Unfortunately, no estimate on when that may improve.

However, Terra AWG is not abandoned. I enjoy working on it, and will return to development when I can. (Also in its current state, already very playable. Tried shattered in multiplayer, and our starting island happened to be desert. Made it a rather interesting start when I realized they used all the cactus up on armor before we had built bridges off the island. Shattered makes the sickle and hay blocks much more valuable early game, with all the bridge building.)
 
Quick update: due to health issues, I have been unable to work on this for a quite a while. Unfortunately, no estimate on when that may improve.

However, Terra AWG is not abandoned. I enjoy working on it, and will return to development when I can. (Also in its current state, already very playable. Tried shattered in multiplayer, and our starting island happened to be desert. Made it a rather interesting start when I realized they used all the cactus up on armor before we had built bridges off the island. Shattered makes the sickle and hay blocks much more valuable early game, with all the bridge building.)
No worries, take all the time you need. Sorry that's been happening.

Am I right in assuming this tool will still work after vanilla 1.4.5 releases regardless of if it gets updated or not?
 
Quick update: due to health issues, I have been unable to work on this for a quite a while. Unfortunately, no estimate on when that may improve.
Well, I hope you get better soon!
 
Am I right in assuming this tool will still work after vanilla 1.4.5 releases regardless of if it gets updated or not?
Correct. Of course it will not have any new content that the vanilla release adds, but the worlds will continue to be usable (just like if you started a world on one version of Terraria, and continued using the same world after Terraria pushes an update).
 
I'm not clear on if this is going to be redundant with what I'm hearing about the upcoming update and would thus be part of updating for new 1.4.5 content but when you're up to working on this again would it be possible to code for it to be possible to generate both evils and all ores (preferably as two separate settings) without invoking the rest of Drunk World world gen? That's the majority of what I used to use Teracustom for and use Fargos Best of Both Worlds mod for when running Tmodloader. It would be nice to get that option along with the other changes made by your program. I don't always want the rest of the funkiness of Drunk World when making a world with both Corruption and Crimson.
 
Yes, I will plan on adding settings to control those features outside of drunk seed.
 
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