Guide talk:Artificial biomes

Can anyone actually confirm those specification on an artificial ocean biome? I built a flying ocean biome, which contains more than 300 water blocks, yet it does not allow for the catching of ocean fish. It is directly above an actual ocean where I am able to catch fish. UPDATE: The fishing page indicates that 1000 tiles of water are required for oceans, this should probably be noted in the artificial ocean creation section. - Anon (please sign)

> In my experience the requirement is a sand spawning surface under 2 tiles of water (at edge of map above ground). No requirement for an ocean. Z3R0gravitas (talk) 22:15, 21 October 2014 (UTC)

I've added extra information and corrections based on fairly careful testing in PC version 1.2.4.1 (e.g. using setup pictured below) Created: "Calculation Mechanics", "Lihzahrd Temple" and changed "Dungeon". I hope this is all right. I'm wasn't sure where the best place to explain about the limits from qualifying blocks was so I appended it, although it might make sense to mention something up top...? I'm not 110% sure about the details of multiple simultaneously active biomes. But I hope this has added useful information to the guide.



Z3R0gravitas (talk) 07:56, 4 October 2014 (UTC)

Trying to make an artificial Mushroom Biome on iOS: Anyclues why it may not be working (all the grass was planted manually, no growth/spread?) FictionalReality3 (talk) 07:04, 13 September 2014 (UTC)

Ocean biome altitude discrepancy
on the biome and ocean page, it is said that an ocean must be above cavern layer. but here it is described as needing to be above ground... which makes a difference of hundreds of feet, depending on world size

Surface jungle
Hey guys, I believe living mahogany (with the use of a wand) also counts as a jungle block for the biome count - music and background changes, even spawned a derpling once Gacsam (talk) 00:05, 23 September 2017 (UTC)

In that structure is far more than 80 jungle grass, which is all you need to create an artificial jungle. Hardmodenightmares (talk) 00:48, 23 September 2017 (UTC)

Welp, I thought there's less than 80, my bad haha Gacsam (talk) 11:03, 23 September 2017 (UTC)

Artificial Crimson & Corruption overlap
Given column of two even patches of different evil biomes (123 stone tiles, 43 grass, 43 Deathweed each) spaced by 42 tiles between their outer layers prompts difficulties validate spawning any of their respective monsters. In such case, Forest and nearby Jungle grass are taking priority over enemy spawns. Solution: Increase insufficient spacing up to optimal 86 tiles vertically. PROS: Uncommon lighting transition. --5weaty5ockz (talk) 08:24, 31 January 2020 (UTC)