Unftf
Terrarian
Nice! But be careful because of vanilla world gen bugs. It can happen that the t-mod-loader version produces a slightly different world than vanilla. Or it can also change if you generated some other worlds before. If you want to be sure that also vanilla world gen works you can generate a world file with it, copy it to tmod-loader world folder. After this you can use a (beta) feature of my mod to analyse the vanilla world. To do this enter the file name of the world as world name, including ".wld", e.g. MyWorld.wldWhelp,
small world seed didn't work... However I have finally located a large world seed with EVERYTHING (APART FROM PAINTING) that I really wanted...
As seed enter "?" (without quotes) after this it will analyze the world file. For a large world that can take some time. Currently there is no loading bar while doing this. Just wait until done. After this it will generate a image of the world and a stats file. You can checkout values and e.g. missing items there.
Sadly there is a single crimson patch in the ice biome but overall this seed appears great.
I cannot wait till I can start my proper playthrough on this world and I'd like to thank you lots for this mod, It has really helped my but this doesn't stop me from searching for rarer anomalies
It features:
to prohibit this you can use "Nearest Evil left Ocean", "Nearest Evil right Ocean" in positive list. E.g. if set to 100 evil biome need to be at least 100 blocks away from beach (they are quite old, next update will have jungle and dungeon beach). As alternative you can use "Has evil Ocean", "Has evil Dungeon Ocean" or "Has evil Jungle Ocean" in negative list. If set to 0 it will now allow evil sand tiles at beach.-NO CRIMSON IN JUNGLE(THERE IS ONE NEAR THE JUNGLE'S OCEAN THOUGH)
If you don't want any evil at jungle side you can use 'Evil only one side' in positive list of phase 2. If set to 1 all evil biome (except that from hardmode) need to be at one side. You may use this together with no evil tiles for jungle.
medium or large world? So far no 5 pyramids for small world detected.-5 pyramids
"All chest items you can't craft or fish" contain all except enchanted swords you wrote above. Why you need an ocean enchanted sword? And what is that? Just an ES located near to ocean? You need 2 shrines? or one shrine and another ES without shrine is fine too?-All pyramid items
-all uncraftable items(apart from painting)
-Both seaweed pet and fish pet
-Flower boots, Fiberglass rod, Ice skates, Living tree with chest loom, Lava charm, Water boots, 2 enchanted sword shrines+ 1 ocean enchanted sword, Staff or regrowth, Blizzard in bottle+ many more
mod contains "Dungeon farm spot 3Wall inters." and "Dungeon farm spot 3Wall in line" and if you don't care "Dungeon farm spot" which counts both.-Dungeon Farm spots( whatever the hell - Pun intended - those are- I believe it where all the walls intersect)
3Wall inters. counts spots where all 3 wall types at one spot. 3Wall in line if all 3 in a horizontal line, which fits on screen. They are quite rare. Maybe I set them up too strict. If you save the minmap the they are in dark cyan other in light cyan.
You can use "Jungle biome distance to mid" and "Snow biome distance to mid" in negative list or "neg. Jungle biome distance to mid" and "neg. Snow biome distance to mid" in positive list of phase 2. Those conditions which start with "neg." are a little tricky. neg. means negative. E.g. if you set up "neg. Jungle biome distance to mid: -500" in positive list the jungle need to be closer than 500 blocks. E.g. in case it has only a diff of 400 then the value "neg. Jungle biome distance to mid" would be -400 and -400 is greater than -500 and with this the condition in positive list is true.-Very easily accessible snow/jungle biome