So you want a base between dungeon and ocean. Will it be your main base or just a side base? If main base, what's the reason for? (just curious)
Primary reason is Fishing. Since I can't move the Ocean to mid, easier to move base to Ocean. Having main base at ocean means I can put all the artificial fising biomes very close to the base. Then the dungeon is right there for dungeon crate fishing.
Secondary Reason. Arena. By building an Ocean Arena, I can farm all events and bosses in one place except Cultist (at the dungeon entrance) lunar pillars, and Plantera, (enrage danger if I bring her up that high) By having My NPC's in the area (within 186 horizontal blocks) it means I can fight events at the arena, so that Pirate invasions become sell sustaining. because I can farm pirate maps from the pirate invasion.
In section "omit rare" (above Phase 1) did you select "Omit All"? Else many worlds can get generated which don't have the probabilities you selected but have a rare world gen phenomena.
If you already did, are there some common properties you don't like of those tossed candidates?
Yah that was the first thing I did. Omit ALL, forgot to list it.
My most common problem I discarded worlds for was Dungeon wall types, all three would exist but one of them wouldn't be in range of a junction of the other two. (between 62 and 84 blocks horizontal, and 34 and 45 blocks vertical for my screen resolution) This is always the first thing I check, So I lost slightly more than half the worlds for that.
The next problem I discarded worlds for was Missing Altars. Normally there is a line of altars at 8' surface, I prefer a double altar, at that height somewheres between 250 blocks from the edge of map (Just past ocean biome) and the Dungeon entrance.
I like a surface altar near the spawn, but really I make a rush for the dungeon ocean the moment I have 35 cobwebs for a bed, so in practice never use it.
My last most common problem I discarded world for was. Ground elevation. This problem actually affects most the worlds, but given how difficult it is, my willingness to work with less than decent increased quite a bit.
To be clear with 250' (or 80') you mean the distance from the top of the surface (grass, trees) to the depth were you can't remove the wall anymore. If so, why above 80? You building a underground base (just curious)?
I typically level the entire world at exactly 80' surface height. (except my oceans I bring their surface higher so that walking mobs like crabs and zombies can time out and despawn from my ocean grinders. This gives me plenty of room to put my oceans above my ground line (so I can harvest coral from the ocean floor) without having my ocean surface in danger of harpies or wyverns.
The 80' height is the height I force the lunar pillars to spawn at and it makes them look more natural if they are at ground height.
if the average height is less than that I have to make the world taller, and if it's more than that I have to make it shorter.
It's not exactly what you are looking for but in Phase 3 there is the option "Ground Distance". It's only the distance from your spawn location to underground layer.
There can be a >=40 in positive list and a >125 negative list.
But average ground level is a good idea for a new feature to search for. But besides that, if you want to flatten the world a feature something like ground high variation might be suitable for you too. Will think about it. It need some exceptions for trees, oceans, floating islands, corruption gorges.
Yah I found and tried that filter after I posted. Unfortunately, When I added it, my number of seeds searched before I got out of memory error shrunk from 600-800 seeds down to 200-300 seeds when I enabled them. So I ended up turning it back off and just kept checking by hand after the fact. In my particular case Cliffs and jagged surfaces are completely fine, just means less digging for me. Average ground height is all thats important. (having to discard literally 1/2 a million dirt blocks dug with a reaver shark sucks)
There is an option "near Altar" in phase 3 but this only counts altars near spawn. I think altar between dungeon and ocean is too specific but I could add something like number of altars in surface layer.
Specifically what I'm looking for is altar in surface layer between 250 blocks and 400 blocks from map edge. the closer to 250 the better. Number of altars would likely be more useful to others.
As far as I know spawning dungeon enemies depend on the wall behind the player. So only one can be active at the same time
...
But what's the exact definition of such a spot? Can't see an efficient way to find those.
Having a dungeon wall behind players switches the game from regular mobs to dungeon spawn.
Having a certain Dungeon wall behind the tile above spawn surface selects which dungeon mob to spawn.
on a screen resolution of 1920x1080, that means there is a box somewhere that is 168 wide by 94 tall that contains all three dungeon background wall types.
I actually use a teleport system and actuated spawn surfaces so I can individually turn each spawn surface on or off to grind whatever I'm looking for, from one kill box.
Normally I don't need to use it very long.. but it's part of my "ultimate world" so that I have a grinder to farm everything I possible can.
You can add "Distance Dungeon to mid" in negative list of Phase 2. But be careful most values are not possible (for large maps). Don't go too small. It's measured in blocks from mid of map to dungeon. So for large world the distance 4200 would be end of world.
On futrther thought this isn't critical, I can work with any distance. If it's too close to the ocean, I move my base to the other side, and just make lunar cultist and skeletron part of my arena, if it's a middle distance, I'll just put my fragile biomes on the ocean side and my hardier biomes on the other.
Pillar placement currently not part of the mod. Usually it has some random numbers in it, unless you block it. Not sure if such an option would be used by many.
But there is another way to archive that. As above you can insert option "Distance Dungeon to mid" but this time in positive list. E.g. in positive "Distance Dungeon to mid >= 1000" and in negative "Distance Dungeon to mid > 2500". This will guarantee a dungeon between (4200-2500=)1700 and (4200-1000=) 3200 (or other side). If those numbers too rough you can store the option list you made and edit it with a text editor to the wished number and load it again.
I'll be forcing all the pillars to fixed locations, I've never had to discard a map for this reason, it's just one of those things I have check before it gets "approved". the odds are very low it comes into play because we are really only talking about less than 20 horizontal blocks that can't be at 4 particular x,y coordinates, within 35 vertically and give or take 10 horizontally.
If not insert anything in positive or negative this phase is skipped. If you add something and selected carry over it starts with the points from phase 2. In your case only 1 point is possible. If now you insert one positive and one negative in phase 3 it only need to fulfill on of those. If it fulfills the positive it has two points. The negative can only subtract one, so it end with one point and pass that phase. If negative is fulfilled (is not >) it won't subtract a point. So will end up with one point from from phase 2 and so pass also phase 3. Can get complicated^^. In most cases "start new" is the better option. But if you didn't select anything in positive or negative list it does not matter.
I only selected carry over, because I had no phase 3 filters and the first 600 seeds I checked failed to find any candidates and I was afraid because it couldn't earn points in phase 3 it was discarding them, now that I know the rules I can go back to default "start over".
In conclusion, I know I'm looking for a very specific set of conditions and it's not exactly what most people that use your mod are looking for. Most people usually go for base centered around the spawn point, for obvious reasons. I thank you for taking the time to reply and give me some pointers, clarifying a few things and taking an interest in my little project.
For what it's worth, your mod is the only reason I've ever installed TModloader, and it's the only mod I've ever installed in my 1800 hours of Terraria, so take it as a compliment you have such a useful mod that I couldn't do without it. (Of course when I find my stable seed I'll be uninstalling both again, love my vanilla)