The Terraria Seed Project, your seed search engine. This mod allows you to search for a world with specific properties you are looking for. You want 5 Pyramids or no evil biome in jungle? With this mod you can have both of it and many more. The seeds you found can be used in vanilla Terraria as well. So you can play and share those with everyone. (375051857 medium expert random(corruption)) Besides that you can also search for many more rare conditions. Some examples: A dungeon in snow biome: (1337358905, small, expert, random) Or below ground?: (652015549, small, expert, random) You want to spawn on top of a cloud?: (400484363, small, expert, random) In Snow biome? In Jungle? or in both?: (84037316, small, expert, random) A Enchanted Sword near Spawn: (1168568809, small, expert, random) If I got your interest you might know more about it. This mod splits world generation in 3 phases. After each phase it checks if the world fulfills the conditions you set up. If not it just skips the other world generation steps and continue searching with next seed. So if you search for very rare stuff it might take some time until it found a seed which fulfills your conditions. It can search over 100 seeds in each minute. Depending on phase you can insert different options you want. You can also store the configuration you made for later usage. To enter the modified world generation: start you world name or seed with "?", e.g. ?MyWorld or just write ? there. (Default settings always allow the generation of worlds with rare content. You can disable this at "Omit All" at omit rare section). (it may not work together with UI changing mod's like WorldGen Previewer or Overhaul) How it look like: If this is your first mod: You need to download the t-mod-loader. This is needed for nearly any Terraria mod. Here some info page: https://forums.terraria.org/index.php?threads/1-3-tmodloader-a-modding-api.23726/ (download section) Details Phase is generated early in world gen. With this you can do a quick filter like which ores you want to have or which moon type. As some funny fact the chance to get something very rare named Pyramid is determined in early World Generation. You can't say how many you actually get in later world gen but how many will not get. With this (if you search for many pyramids) you can skip many seeds and save time. The intentional purpose of this mod was to find a map with many pyramids Phase is in mid of world generation. Not all generated yet but many important. Here you can check how many Pyramids you actually have, Living Trees, Floating Islands. The location of the Dungeon, its color, if dungeon items missing, if you can get a Water Bolt or a Golden Chest before defeating Skeletron. If evil biome is located in Jungle or Snow biome, how the beach looks and many more. Phase is at the end of world generation. All is created now. Here you can look for Jungle chest items, Enchanted sword (shrines), how many traps, paintings, statues. How far away from spawn is the Temple, Dungeon, Hermes Boots, Tree, Cloud, Pyramid and more. In phase 2 and 3 you can insert a combination of positive conditions. E.g. You want at least 2 Pyramids and a Living Tree and 3 Clouds and Flower Boots but you are also ok if the map has 3 Pyramids and at least 2 Clouds. So you can search for more than one at the same time. But even a world with 2 Pyramids isn't that nice if the Jungle and an evil biome completely overlap. For this Phase 2 and 3 also have a negative list. If any aspects of that list is true the seed won't pass to the next phase. Only exception is if it fulfills multiple positive lists you made. More details at ingame description. As some special features it can also compute a penalty for the world beaches. It his high if the beach has some gaps in ground or a high straight cliff. Furthermore it also computes a total score of a map. It tries to be objective and counts rare circumstances. Neither mathematical correct nor always true but the chance you get a nice map is higher with a high score. This mod does not change world generation itself (at least it should not). In most cases vanilla Terraria can generate the same map with the same seed as in this mod or at least very similar. It might not work sometimes because the current vanilla version has a bugged world generation. This mod did not fixed that bug. One seed can lead to slightly different maps in vanilla Terraria and so also in the modded version. Most affected by this are Enchanted Sword (Shrines), Giant Trees in Jungle UG and minecart tracks (which can destroy other stuff). Also the dungeon has sometimes an alternative form. If you want to publish a seed somewhere you doing best if you try to generate the seed with vanilla version first and check if equal. If first trial isn't equal generated a 2nd in vanilla, before doing anything else. Most times the map is stable or cycles in between 2 variations. Another vanilla bug is that the world gen can freeze and if you create smaller world after a larger floating islands have a very high chance to miss their chest houses. Thanks t-mod team for doing that nice mod loader especially jopojelly answered many questions. Credits to him for text input field and reflection code which replaced my vanilla code usage. If you don't care that vanilla can't generate the same world try his tool TerraCustom. To use this seed search mod you need to download the t-mod-loader, here some info page: https://forums.terraria.org/index.php?threads/1-3-tmodloader-a-modding-api.23726/ (download section) If you found some bugs, have some ideas for new features, want to help coding or found some nice seeds do not hesitate writing here. This mod can work with other mods active but they can also break it if they change world generations (e.g. world previewer does not work). It won't score not-vanilla content. Here also some other place for nice seeds: https://forums.terraria.org/index.php?threads/share-your-map-seed-pc-1-3-4-beyond.51428/ There are over 25 billion possible maps in vanilla Terraria (with bugs mentioned above even more ), difficulty and evil biome don't change that much. If we omit this there are still over 6 billion or 2 billion for each world size (2^31=2147483648 to be correct). Alone you can't search them all. But together we can do this! I found small worlds with 4 pyramids, medium with 5 and large with 6. Can you find more? Or some other rare structures? Does a all item map exists? (ok, lets omit all pictures ). If you plan to do some bigger search (1 million seeds+) I can insert you in a list below this post if you want, so others don't need to search there anymore. Good luck in finding the seed of your dreams! => conditions you can search for (list below outdated, more added) Phase 1: Ores Moon style Pyramids possible Chance to get pyramids It means how many pyramids this seed is able to have in later part of world gen. World gen set up some pyramid spots in early world gen. In later world gen each of those spots may become a pyramid. So if the world has only 3 possible spots at start there is no chance to get a world with 4 pyramids. You can only get a world with 0,1,2 or 3 pyramids. If you select 4 here it skips all world seeds which can only have 3 or less pyramids. Evil biome side after entering hardmode (jungle side or not) dungeon wall color dungeon side left or right. Be careful setting this together with dungeon color and hardmode evil spread side. In current version hardmode evil spread is always at the left side on worlds with blue dungeons and always to the right on worlds with pink dungeon Phase 2: Number of Pyramids Number of Clouds Number of Living Trees Pyramid Bottle Pyramid Carpet Pyramid Mask Max open air pyramid surface Max pyramid height Max pyramid tunnel height Max pyramid total height Max pyr. exit cav.-entr. distance Ocean Pyramid Tree Chest Tree Chest Loom Max Living Tree Size Min Living Tree Size Max Living Tree root Size Max Living Tree total Size Max Tree exit cav.-entr. distance Trees near mid Tree chests near mid Tree to cavern layer near mid Tree close to cavern layer Tree close to cavern layer near mid Lake near mid (guess) Dungeon has good Pos Dungeon has strange Pos Dungeon in Snow Biome Dungeon tiles above surface Pre Skeletron Dungeon Chest Risky Pre Skeletron Dungeon Chest Grab Pre Skeletron Dungeon Chest Any Pre Skeletron Muramasa Chest reachable Pre Skeletron Cobalt Shield Chest reachable Pre Skeletron Shadow Key Chest reachable Pre Skeletron Golden Key Grab Pre Skeletron Golden Key Risky Pre Skeletron Golden Key Any Water Bolt before Skeletron Water Bolt Muramasa Cobalt Shield Valor Bone Welder Alchemy Table Dungeon Wall count All Dungeon Walls Dungeon farm spot Dungeon farm spot 3Wall inters. Dungeon farm spot 3Wall in line All Dungeon Items Beach penalty mean Beach penalty max Nearest Evil left Ocean Nearest Evil right Ocean Evil only one side Evil Tiles for Jungle Grass Evil Tiles for Sand Evil Tiles for Ice No Ocean Snow biome surface overlap mid Jungle biome surface overlap mid Jungle biome distance to mid Ice surface evil Ice surface more than half evil Distance Tree to mid Distance Tree Chest to mid Distance Cloud to mid Distance Pyramid to mid Distance Dungeon to mid Distance ShadowOrb/Heart to mid Distance Lake to mid (guess) Has evil Ocean Has evil Dungeon Ocean Has evil Jungle Ocean Surface average height (aprox.) Surface max-min height Surface height (sqrt) variance Underground layer height Phase 3: Enchanted Sword Shrine Enchanted Sword Near Enchanted Sword Enchanted Sword near Pyramid or Tree Very Near Enchanted Sword Near Sunflower Near Altar Near Spider Web count Near Mushroom Biome count Near Chest Near Tree Near Tree Chest Near Cloud Cloud Chest Cloud Ballon Cloud Starfury Cloud Horseshoe Cloud Sky Mill All Cloud Items High Hive Sharpening Station Flower Boots Staff of Regrowth Anklet of the Wind Feral Claws Fiberglass Fishing Pole Seaweed Pet Living Mahogany Wand Honey Dispenser Flurry Boots Blizzard in a Bottle Ice Machine Snowball Cannon Ice Boomerang Ice Blade Ice Skates Fish Pet Ice Mirror Magic Mirror Band of Regeneration Shoe Spikes Lava Charm Water Walking Boots All chest items you can't craft or fish Aglet Dart Trap Super Dart Trap Flame Trap Spiky Ball Trap Spear Trap Geyser Detonator Detonator at surface Dungeon Distance Ground Distance Rock Distance Meteorite Bar unlocked Number different Paintings Number Paintings Different functional noncraf. Statues Number functional noncraf. Statues Different noncraf. Statues Number noncraf. Statues Floating Island without chest Temple Distance Temple Tile horizontal distance Temple Tile vertical distance neg. Temple Distance neg. Temple Tile horizontal distance neg. Temple horizontal distance neg. Temple Tile vertical distance Hermes Flurry Boots Distance Nearest Teleportation Potion count Free ShadowOrb/Heart Free cavern to mid Jungle Free cavern to deep Jungle Jungle cavern not blocked by structure Open Temple Mushroom Biome above surface count Pathlength to Temple Door Pathlength to Boots Pathlength to Iron/Lead Bar Pathlength to 10 Iron/Lead Bar Chest Pathlength to Gold/Platinum Bar Pathlength to Bomb Pathlength to Dynamite Pathlength to Teleport Potion Pathlength to 2 Teleport Potion Chest Pathlength to Meteorite Bar Pathlength to Enchanted Sword Pathlength to Bee Hive Pathlength to Boomstick Pathlength to Slime Staute Pathlength to Shark Staute Pathlength to Anvil Pathlength to Ruby Pathlength to Cloud in a Bottle Pathlength to Extractinator Pathlength to Detonator Pathlength to 2 Herb Bag Chest Pathlength to Magic/Ice Mirror Pathlength to Chest Pathlength to Tree Chest Pathlength to free ShadowOrb/Heart Pathlength into cavern layer Pathlength into 40% cavern layer Pathlength to 40% cavern entrance Tiles to mine for 40% cavern Pathlength to cavern entrance to mid of Jungle Tiles to mine for mid Jungle cavern Pathlength to cavern entrance to deep Jungle Tiles to mine for deep Jungle cavern Pathlength to Temple Door neg. Pathlength to Boots neg. Pathlength to Iron/Lead Bar neg. Pathlength to 10 Iron/Lead Bar Chest neg. Pathlength to Teleport Potion neg. Pathlength to 2 Teleport Potion Chest neg. Pathlength to Meteorite Bar neg. Pathlength to Enchanted Sword neg. Pathlength to Bee Hive neg. Pathlength to Boomstick neg. Pathlength to Slime Staute neg. Pathlength to Shark Staute neg. Pathlength to Anvil neg. Pathlength to Ruby neg. Pathlength to Cloud in a Bottle neg. Pathlength to 2 Herb Bag Chest neg. Pathlength to Extractinator neg. Pathlength to Detonator neg. Pathlength to 2 Herb Bag Chest neg. Pathlength to Magic/Ice Mirror neg. Pathlength to Chest neg. Pathlength to Tree Chest neg. Pathlength to free ShadowOrb/Heart neg. Pathlength into cavern layer neg. Pathlength into 40% cavern layer neg. Pathlength to 40% cavern entrance neg. Tiles to mine for 40% cavern neg. Pathlength to cavern entrance to mid of Jungle neg. Tiles to mine for mid Jungle cavern neg. Pathlength to cavern entrance to deep Jungle neg. iles to mine for deep Jungle cavern neg. Pathlength to Temple Door Temple Distance Temple horizontal distance Temple at player side of jungle (%) Temple at ocean side of jungle (%) Temple at height (%) Temple at depth (%) Nearest Altar Dungeon beach Nearest Altar Jungle beach Spawn in Snow biome Spawn in Jungle biome Spawn in Snow biome Spawn in Sky Spawn in Evil biome Wooden Chest Wooden Chest Dungeon Gold Chest Gold Chest locked Ice Chest Ivy Chest Water Chest Skyware Chest Web Covered Chest Shadow Chest Lihzahrd Chest Living Wood Chest Spawn in Marble or Granite biome Mushroom Biome above surface All Paintings Score Tools -Tool- if all true, increase phase points by If added to positive list this positive list will increase the phase points by the selected amount if all other conditions in that positive list are true (or if zero in there). Can be used e.g. if you phase only has some conditions in negative part, lets say 10. If you add this with value of e.g. 7 to positive list means that out of those 10 negative 6 can be true (7-6=1 => next phase) -Tool- decrease phase points by Can be used if you have e.g. multiple positive lists, lets say 6. If you add this to negative list with value of e.g. 4 then a world need fulfill at least 5 positive lists (5-4=1 => next phase) -Tool- Condition Connector -Tool- Condition Connector 1(to 5) is false -Tool- below reduce by known bugs map info items miss their icons, #reason unkown, #still the case? #yes, can happen if you minimize the game "use experimental features" needed else "?" dont lead to mod seed search UI #COULD NOT REPRODUCE, can you? "?" did not work together with overhaul mod, did some fix but some have still problems with. Afaik overhaul does not generate anything in world gen. So disable it, search world, enable it again and play 1897555183, small expert not open temple fixed in last update: with calamaty index out of range in analyse can happen combined with calamaty mod: dup chest, quick dungeon item chest for missing/delted chest, todo check if tile a chest pos is active or something like that # does it work without 2nd check up? out of memory [email protected], if you still have start Terraria with -x64 flag fixed: print minimap image wont work at linux/mac fixed: option print minimap image alway in stage 3 only works without info fixed: negative phase points in phase 3 generate world again fixed *hope so*: cant change starting seed anymore -------- Bugs from vanilla Terraria which effect this mod as well: one seed can lead to different worlds world gen freeze if small world generated after larger the floating islands miss their chest houses in most cases updates short 0.4.1.1 - rare minecart track clos spawn + pathlength to mct, bugfix: spawn hight in phase 2 0.4.1.0 - much better pyramid prediction, close marble biome, bugfix, spawn height pred 0.4.0.6 - shadow chest in normal item is now more common rare, some fix with statue count for normal worlds 0.4.0.5 - some more fixes (wwb sw fish), rare: frozen pyramid, neg. jungle/snow distance 0.4.0.2 - hotfix: renamed option, old version support 0.4.0.1 - some more hover, option icon for last stats, path to lava charm, pets, wwb, 2nd tp if more close, some bug 0.4.0.0 - help, hover text, granite/marble spawn, random value booster, random inverse 0.3.2.4 - fix again, Temple tile horizontal distance, renamed Temple distance to Temple door distance 0.3.2.3 - fix again, + Mushroom Biome above surface count 0.3.2.2 - only quick fix a error in last, +Detonator icon at map image 0.3.2.1 - 3 new rares: Ocean/Green Pyramid and Surface Detonator, new way to omit them, chest type count, cavern layer trees, you start with omit all now, Fixed: some missing chest only items 0.3.1.8 - added: Near tree Chest, Temple Tile hor/ver distance, cavern layer pathlength bugfix: for no temple door 0.3.1.7 - closed update, to increase overhaul compatibility. For some it still don't work 0.3.1.6 - added: magic mirror, extractinator; fixed: mod compatibility bug 0.3.1.5 - added: near lake to mid, pathl to cloudbottle, 10ironChest, herb bag, 2TP, some bugfix 0.3.1.4 - added pathlenght to chest 0.3.1.3 - bugfix: too short name 0.3.1.2 - bugfix: no cloudssave, check existing world: enter worldname.wld as world name and "?" in seed (early beta) 0.3.1.1 - bugfix:dynamite not in list, added heart crystal pathlength, some score tweaks 0.3.1.0 - tree, pyramid size, dynamite, grav, noIcon, UgDungTree, ruby, Ug height 0.3.0.0 - new internal structure, speedup, transparency icons, spawn J/S/E,.. 0.2.2.4 - bugfix supp old conf 0.2.2.3 - bugfix 2->3 miss, step size 0.2.2.2 - some more speedrun options like pre skel gold key/reachable Muramasa,.. 0.2.2.0 - bugfix: memory usage linux, sunflower detection, speedrun/flat +profile, speedrun options: neg. path, slime/shark statue, anvil 0.2.1.1 - bugfix: memory usage linux, edit: still dont work 0.2.1.0 - added: average surface height and sqrt variance, altar-search for beach houses, surface altar at minimap, dungeon farm spot detection with all 3 wall types close by (shown on minimap) 0.2.0.4 - bug fix: normal world gen didn't work anymore 0.2.0.3 - bug fixes (last seed display, minimap icon color), 2nd type of doub chest 0.2.0.0 - bug fixes, added more path finding, search dummies, allow to save score for each stored seed, more map icon, predict hardmode evil biome spread 0.1.2.0 - bug fixes, added path finding, exposed orb, sunflower 0.1.1.2 - bug fix, crimnson -> crimson thanks @Eggmasstree 0.1.1.0 - add the option to store a mini map image 0.1.0.7 - icon to mod browser 0.1.0.2 - fixed: if you found a world without storing a config first games crashed (no folder existed to save to, sorry for lost seeds!) 0.1.0.1 - shorten description to fit limited mod browser space ToDo list Todo: (empty, ideas?) seed start with string ( --> after 1.3.6 update, so each string generate same world on all system) improve pathfinding time for large world speedrun score points, check all done? score large tree, pyramid close life crystals add rare green pyramid, fix not working pyramid stats for that case tool dummy reduce points if any of negative true rename temple (horiz.) distance to Temple door distance (next major update, because it may break some configs) rename Pyramids possible to Pyramids spots possible >= (next major update, bimbsc) maybe, maybe not: 2nd surface level iteration to come closer, use existing height, instead of straight. Smooth it and do differential for hill detection, dist to mid, ocean highest surface cliff (no smothing? (3) at average surface? while top while down?)(only in x range of 1? ,5 ,10?) change name of pyramid chance in phase 1 to be more clear what it does pre skeltron dungeon entrance (time intensive!?) add 1 point if no positive but negative list added (only if not take over from phase 2) should not be possible: check if plantera bulbs spawn at predefined position (checked: has some conditions but still many points possible) avoid freezing world gen (vanilla also freeze) -> wait for vanilla fixes Done in last updates (only wip list): done: Magic Mirror done: Extractinator done: add ore information to stats done: check for water near spawn done: tree in dungeon done: gravity potion done: dynamite done: high tree, pyramid done: excluded unwished icons option done: nearest ruby done: remove dungeon from pathfinding done: higher snowtiles value, too small for large done: snow/evil/jungle distance start less than 100 done: add spawn in jungle/snow/evil to normal search done: metroite pathlength done: golden key (risky + grab) + chest any before v0.3 (done beta) is temple in the way of the jungle path (done beta) Distance from spawn to jungle entry (done beta) Distance from spawn to nearest cavern done: dummy done: size,evil,diff in name done: chest marker done: path length part of score done: add option to store seed information file (like picture but with numbers) done: reduce path length mining cost done: more than one icon per chest done: boomstick distance done: predict if hardmode evil biome spread will be on jungel side done: distance from spawn to nearest TP pots done: path distance to temple door done: sunflower near spawn done: nearest bee hive. done: Exposed orbs -in current version path analyzing in step 3 for large worlds take some time and a lot of mermory. I suggest you searching for small/normal worlds or don't use step 3 stuff for large worlds. Due to request I made some https://discord.gg/6HXKa9a There you can share your seeds, ask questions about the mod, do some feature request or just do some common seed talking. Server is still under construction.