Secret world seeds

Secret world seeds are world seeds which have been discovered as secret that generate worlds with strange or unique features. Unlike regular world seeds, which affect only the usual world structure, secret seeds can produce worlds with characteristics that would not be attainable through normal world generation, i.e., they can affect the game's mechanics while playing in that world. For instance, they may change enemy statistics and behavior, item drops, graphics, theme music, and more.

Secret seeds use unique world-generating mechanics that differ from normal seeds. Using a secret seed overrides the normal use of seeds as a source of randomness, and two worlds created via the same secret seed will not necessarily be identical.

Drunk world



 * Seeds: 05162020 or 5162020

This seed references the date of 1.4's official release, 05/16/2020, and invokes a highly extraordinary world generation referred to in the source code as drunkWorldGen. It has therefore come to be referred to by the Terraria community as drunk world.


 * The Party Girl replaces the Guide upon entering the world for the first time.
 * Visiting this world once permanently unlocks a "Music" option in the Party Girl's menu, to toggle the game's default soundtrack for the Terraria: Otherworld soundtrack. Once unlocked, the option carries to all players and all worlds. Every song in Terraria's soundtrack is replaced with an Otherworld equivalent. In multiplayer, only players who unlocked the "Music" option themselves will hear the change.
 * Both ore variants for each tier generate, instead of just one (e.g. both Copper and Tin instead of only one of them).
 * This applies to Hardmode ores as well: It requires destroying six Demon or Crimson Altars for all ores instead of three. Destroying the first three altars will generate Hardmode ores as normal, and destroying the next three altars will generate the other variants. Destroying more altars will repeat the cycle, generating more veins of those ores.
 * Living Mahogany Trees can generate anywhere underground, not just in the Jungle.
 * The normally unobtainable items Moon Lord Legs and Red Potion can generate in Chests with a and  chance to appear, respectively.
 * Marble and Granite Caves swap their generation style.
 * Gold Chests can contain the following items: Crystal Serpant, Spirit Flame, ShadowFlame Hex Doll, Orange Zapinator, Flamethrower, Shadowflame Bow, Ice Sickle, Frost Brand, and Keybrand.
 * The Underground Desert can generate on either side of the world, making it possible for the Underground Desert, Snow, and Jungle biomes to all be on the same half of the map.
 * The Jungle Temple is painted green and is about three times as large as normal, and Wooden Spikes generate extruding by two tiles instead of one.
 * Bee Hives are larger, with elevated spawn rates that match Blood Moons, and contain multiple Larvae.
 * The Underworld's horizontal layout is inverted, with the middle third as a continuous lava lake and the two thirds at the edges containing Ruined Houses.
 * Both Oceans always generate with an Ocean Cave, which normally has just a chance.
 * Gem trees and Underground Living Mahogany Trees are much more common.
 * Glowing Moss biomes now have a chance to generate below the spawn area in the Cavern layer.
 * Scaled-up enemies are slightly larger and scaled-down enemies are slightly smaller (e.g. Little Eater of Souls and Big Eater of Souls).

Surface

 * The surface layer is slightly thicker, with the underground starting slightly lower than normal, relative to map height.
 * Living Trees generate much more frequently, and may be clustered and interconnected underground.
 * The chance for a vanity tree to replace a forest tree during world generation is increased from to.
 * Deserts have a much higher chance of generating with a Pyramid.
 * Cactus plants placed during world generation have a chance to be larger than usual.
 * Floating Islands are now either Deserts with sand instead of dirt and/or Snow biomes with snow instead of dirt, with a corresponding Water Fountain. Snow islands even have Snow Clouds in place of Rain Clouds.
 * The Jungle generates without a tunnel to the surface.
 * The Jungle and the Snow biome generate on the same side opposite of the Dungeon.

Evil biomes

 * Both evil biomes generate, each on opposite sides of the world.
 * Both the Corruption and Crimson Biome Chests are present in the Dungeon.
 * Shadow Orbs and Crimson Hearts share a single counter. Only the first of either will be a guaranteed firearm, and every third total will spawn its boss.
 * Each dawn, the main world evil switches, affecting which items NPCs sell, which player-made evil Biome Mimic spawns, and the drops from the Eye of Cthulhu.
 * Both Demon Altars and Crimson Altars appear in their respective chasms. However, only one type of altar will generate in the world outside of their chasms, regardless of the biome where they appear.
 * The first world evil and the style of altars outside of chasms depend on the world evil chosen at the creation of the world.
 * When the world transitions to Hardmode, only one evil is chosen to be opposed to the Hallow.


 * The world icon in the world selection menu shows a tree infected with both world evils.
 * Crimtane Ore and Demonite Ore can both be found underground, one slightly more commonly.

Dungeon

 * The surface entrance to the Dungeon is completely removed. The Dungeon instead generates underneath a "dead" Living Tree, with leaves painted brown to differentiate it from other Living Trees.
 * The Old Man is placed in a pre-generated house underground in the Dungeon, making it harder to fight Skeletron.
 * The Dungeon Bricks which make up the Dungeon are painted brown, deep sky blue, green, purple, red, or yellow.
 * More of the Dungeon depth can be traversed without spawning Dungeon Guardians, but going below a depth of 40 tiles below the Dungeon point (the leftmost of the two tiles that the Old Man stands on at night) will still spawn them.
 * Since the Dungeon point is located inside the Old Man's underground house, the Cultists also spawn in there.
 * A locked Gold Chest is almost always generated in the entrance room above the depth where Dungeon Guardians spawn, and will always contain a Muramasa. This is not unique to the Drunk World seed, but is an artifact of the way that Dungeon loot is generated (see Dungeon § Notes for more details).
 * It is possible for Water Bolt to spawn above the depth the Dungeon Guardians spawn at since their spawn level is lower than usual, meaning it is possible to obtain Water Bolt before Skeletron.

While generating

 * Generation descriptions and tips become random numbers that change every tick (except when "").
 * The background shows a Glowing Mushroom biome, with clouds that resemble Redigit's head. The moon moves backwards and resembles a creepy-looking glowing smiley face. Once the world finishes generating, it is possible to go back to the main menu with these effects still visible.
 * The outline of the progress bar rapidly flashes between Corruption and Crimson.
 * The Console Title music plays, instead of the normal Title Screen theme.
 * The Terraria logo spins out and disappears along with the version number.

Not the bees



 * Seed:  or   (case-insensitive)

This seed references the NOT THE BEES! meme which originated from the 2006 horror film . It generates a world dominated by bee-themed biomes and bee-related items and structures.


 * Most of the world is replaced with the Jungle biome, with Hive and Honey Blocks found in abundance. See below for a full list of replaced tiles.
 * While generating, all generation descriptions say "".
 * The starting NPC is the Merchant instead of the Guide. He will sell the Furnace as per usual in the Jungle.
 * Larvae generate abundantly and can appear anywhere.
 * The Dungeon is painted orange and the Jungle Temple is painted green.
 * Water Chests and trees can generate in honey and Fallen Logs can generate on any surface tile.
 * When entering Hardmode, the two diagonal stripes of the new biomes generated will replace all Hive blocks to the respective Ebonstone, Crimstone, or Pearlstone Block, and all Crispy Honey Blocks will be replaced by Hardened Ebonsand, Hardened Crimsand, or Hardened Pearlsand Blocks respectively. Note this only affect the initiate replacement and none of the biomes will spread to Hive or Crispy Honey Blocks.

Replaced tiles

 * All water is replaced with honey, unless on Floating Islands, in the Dungeon, or in the Cavern layer underneath the Ocean biomes.
 * All forest trees, Living Wood, Leaf Blocks, and vines are converted into their respective Jungle variants, unless on Floating Islands.
 * All Sapphire, Ruby, Emerald, Topaz, Amethyst and Diamond blocks are replaced with Crispy Honey Blocks.
 * All Slush blocks are replaced with Honey Blocks.
 * All Dirt Blocks are initially replaced with Mud Blocks, unless part of Floating Islands.
 * Grass types above the lava layer of Caverns are replaced with Jungle grass, or Mushroom grass if below the lava layer. Corresponding grass is grown on all newly exposed Mud Blocks.
 * Stone, Granite, Marble, Ice and Snow Blocks above the lava layer are replaced with Hive blocks, and Crispy Honey Blocks if below the lava layer.
 * Likewise with Ebonsand, Ebonsandstone, Hardened Ebonsand, Purple Ice, Crimsand, Crimsandstone, Hardened Crimsand, and Red Ice blocks.
 * Only Sand Blocks within the Ocean biomes are replaced with Honey Blocks.
 * Likewise, only Hardened Sand and Sandstone Blocks within the Ocean biomes are replaced with Hive blocks.
 * Jungle grass and Mud Blocks that would be within 40ft of Ebonstone or Crimstone blocks are converted into Corrupt grass or Crimson grass and Dirt Blocks.
 * Newly added Mud Blocks underneath the Oceans, in the Cavern layer and above the lava layer, are replaced with Snow and Ice Blocks. The upper half will be Ice while the lower half will be Snow Blocks.
 * Copper Ore, Tin Ore, Iron Ore, and Lead Ore in the approximate lower half of the world are replaced with Dirt Blocks.
 * Silt and Clay Blocks in the approximate lower half of the world are replaced with Stone Blocks.

Excluded content

 * The Oasis, Glowing Moss mini biomes, and Spider Caves will never be generated.
 * The four types of micro-biomes (Campsites, Gemstone Caves, Moss Chambers, and Thin Ice Patches) will not generate.
 * Lava traps and Geysers will not generate.
 * Shell Piles and Moss will not be added.

For the worthy



 * Seed:  (case-insensitive)

This special world's features aim to drastically increase the difficulty of the game. It is referred to in the code as getGoodWorldGen. "For the worthy" directly references the tooltip of the Red Potion, "".


 * The world generation screen messages are spelled backwards.
 * All enemy damage and defense are increased. Their contact damage is intensively higher than by ranged attacks, to the point many Hardmode enemies and bosses are capable of killing end-game characters in one hit.
 * Blocks take only half as many hits with a pickaxe or drill to break, rounded up.
 * The Demolitionist replaces the Guide upon entering the world for the first time.
 * Some water pools throughout the world are replaced with lava.
 * Pots may drop lit bombs that shortly explode, instead of collectible Bomb items.
 * Trees often drop lit bombs when shaken, instead of their usual items.
 * Demonite or Crimtane and Gold or Platinum Ore generate more commonly as well as having larger vein sizes.
 * Spider Nests, Granite Caves, Marble Caves, and Glowing Mushroom biomes are much more common.
 * For the worthy chests contain Hardmode Items including: Ice Sickle, Anchor, ShadowFlame Knife, ShadowFlame Bow, Nimbus Rod, Orange Zapinator, Shadow Flame, Crystal Serpant, and Medusa Head
 * Glowing Mushroom biomes are furthermore much larger.
 * Floating Islands are always infected with the world's evil biome, with matching Water Fountains.
 * Skyware Chests are replaced with locked Gold Chests but they still have their respective loot.
 * The Dungeon is painted vibrant colors and filled with many more Spike traps. Additionally, the surface building of the Dungeon is inverted (the opening faces towards the nearest Ocean).
 * The Jungle Temple is painted green and is about three times as large as normal.
 * All chests have a chance to contain an Angel Statue instead of the first, usually most valuable item in the chest.
 * Red Potions can generate in chests. When consumed, these apply three random 30-minute buffs (instead of applying many debuffs like in other world seeds).
 * Bunnies (even placed) are replaced with Explosive Bunnies.
 * Glowing Moss caves are 50% larger.
 * It's possible for some random amount of Forest to be replaced with Jungle, still with all of the same structures that a Forest biome would have, like similar surface caves and a less open underground than a typical Jungle would have. It's even possible that the jungle will overwrite your spawn area, and can take up nearly half of the world, from spawn to one ocean.

Underworld

 * The Ash Block ground of the Underworld is speckled with 1-block-sized pockets of lava.
 * Digging up Ash Blocks will sometimes trigger other nearby Ash Blocks to fall (be affected by gravity), similar to Silt. This behavior is closely related to that of Cracked Dungeon Bricks.
 * All Ruined Houses are made of Hellstone Bricks.
 * All Demons are replaced with Voodoo Demons.

Bosses
Many bosses and/or their minions are either larger or smaller than normal:
 * Larger: King Slime, Eater of Worlds, Brain of Cthulhu and its Creepers, Queen Bee, Skeletron, The Hungry, Destroyer and its Probes, Skeletron Prime, and Plantera.
 * Smaller: Wall of Flesh, The Twins, and Golem.

All bosses (with the exception of Duke Fishron and the Moon Lord, whose size is also not altered) receive certain changes to their AI:
 * Eye of Cthulhu
 * First form:
 * Spawns one more Servants of Cthulhu each cycle (4 -> 5).
 * When spawning Servants of Cthulhu, it's maximum speed is faster (Expert: ->, Classic:  -> ); acceleration is also powered.
 * Then it will slowly charge to the player three times; the initial speed is increased (Expert: ->, Classic:  -> ).
 * The deceleration between two charges is enhanced, and period of deceleration is shortened (Expert: 1.67s -> 1.42s, Classic: 2.5s -> 2.25s when 60 FPS)
 * Second form:
 * When heading to the player while above 50% health, the initial speed is increased by 20%.
 * When hanging in the air above the player, its maximum moving speed (which depends on distance to the player) is increased by ; acceleration is also powered.
 * Its melee damage is not changed in FTW world, i.e. even in this world, damage is still 36 in second phase and increased to 40 when below 4% health if difficulty is set to 2.00× Expert. (Possibly a bug?)


 * Eater of Worlds
 * All segments have +2 defense
 * Maximum speed is increased by (Expert:  ->, Classic:  -> ); acceleration is also powered.
 * Body segment can shoot Vile Spits under world surface in Expert Mode.


 * Brain of Cthulhu
 * Has +20% damage (applied before any Expert/Master difficulty bonuses)
 * Has +50% defense (i.e. 21 point), making second phase battle extremely difficult when using most pre-Brain weapons (damage of those weapons are typically lower than 25).
 * Spawns with 40 Creepers, twice as many as normal.
 * When Creepers are charging at the player, their acceleration is about 8/3 times compared to Expert Mode. Creeper charging frequency is √(8/3)~1.6 times compared to Expert Mode.
 * Brain itself moves 3 times as fast in its first phase.
 * Brain has fully opaque shadow for the entirety of its second phase after taking its first damage, regardless of difficulty.


 * Queen Bee
 * Adds 0.5 enrage coefficient constantly, wherever the player fights with Queen Bee. The following discussion shows how enraged Queen Bee behaves differently.
 * Phase 0 (Dashing at the player)
 * Dashing is not strictly horizontal. With more enrage coefficient, the dashing can be more tilted.
 * Dashing speed increased (FTW contribution is ).
 * After dashing at the player, Queen Bee needs to adjust position. Enraged Queen Bee can adjust faster.
 * Breaking capability after dashing is also enhanced.
 * Dashing distance is shortened (FTW contribution is 3.125 block tile width, or 6.25 longitude).
 * Phase 1 (Spawning Bees)
 * Spawns Bees more frequently.
 * Phase 3 (Shooting stingers)
 * Shoots stingers more frequently (FTW contribution is that interval of two stingers is 2 frames shorter (0.033 seconds if 60 FPS)).
 * Stinger speed is increased (FTW contribution is ).
 * Precision of stingers targeting the player is increased (FTW contribution is 24%).
 * In one phase cycle, Queen Bee will shoot less stingers (FTW contribution is 3).
 * If the Queen Bee cannot shoot stingers to the player due to its position, its acceleration to adjust itself is increased dramatically.
 * No changes applied to Phase 2 (Approaching the player to prepare shooting bees) and Phase 4 (Charging at the player if too distant).


 * Skeletron
 * When Skeletron is not spinning, its acceleration is increased. Comparing to Expert Mode, vertical acceleration is increased by 33%, horizontal acceleration is increased by 71%.
 * When Skeletron is shooting homing skulls at the player (in Expert/Master difficulty), frequency is increased by 25% (one hand down or life below 75%: 10 -> 13 per cycle, two hands down: 20 -> 25 per cycle).
 * When spinning at the player, its velocity is increased by 30%.


 * Wall of Flesh
 * Both mouth and eye have +3 defense.
 * Has +50% health (applied before any Expert/Master difficulty bonuses).
 * Speed increased by 10% and then adds additional . Maximum speed increase to in Expert Mode.


 * Queen Slime
 * When performing her first phase slam attack, she does not pause between the rise and the fall, and moves around much faster. She also launches 15 Gel per attack in her second phase, as opposed to 10. Also, the orientation of the Regal Gel attack is randomized.


 * The Twins
 * Retinazer
 * When shooting lasers in its first form, its maximum velocity and acceleration are increased by 15% (Expert: ->, Classic:  -> ).
 * Can shoot 5 more lasers at first form in one cycle (Expert: 9~21 -> 14~26 per cycle depending on health, Classic: 9 -> 14 per cycle, one cycle equals to 600 frames or 10 seconds if 60 FPS).
 * Initial velocity of dashing at the player in first form increased by, thus dashing distance increased (Expert: 13%, Classic: 17%).
 * Maximum velocity and acceleration in the whole second form is increased by 15% (Expert: ->, Classic:  -> ).
 * Spazmatism
 * When shooting cursed flames in both forms, its maximum velocity and acceleration are increased by 15% (first form: ->, second form Expert:  -> , second form Classic:  -> ).
 * Can shoot 4 more cursed flames in its first form in one cycle (Expert: 9~15 -> 13~19 per cycle depending on health, Classic: 9 -> 13 per cycle, one cycle equals to 600 frames or 10 seconds if 60 FPS).
 * Initial velocity dashing to the player int first form increased by 20%, thus dashing distance also increased by 20%. Second form is not affected.


 * Skeletron Prime
 * Bombs shot by the Prime Cannon destroy blocks.


 * The Destroyer
 * Has twice as many segments (80 -> 160).
 * Acceleration increased.


 * Plantera
 * Maximum speed and acceleration increased by 15% (Expert: 20/34/45 mph -> 23/39/52 mph, Classic: 13/26/36 mph -> 15/29/41 mph at 100%/50%/25% health).
 * Projectile frequency increased (one more projectile in time interval: Seed 1.33s, Poison Seed: 1.83s, Thorn Ball: 3.33s if 60 FPS).
 * More Plantera's Tentacle in second form (around Plantera: +6, around Plantera's Hook: +3).
 * Plantera's Tentacle's speed dramatically increased (however this speed increase actually makes Tentacles fixed at a position around Plantera or her Hook at a radius depending on health value, instead of swinging which actually makes the battle more complicated).


 * Golem
 * Attacks significantly faster, in addition to being able to phase through blocks much faster. In the second stage, the body jumps much higher and the head fires lasers faster.


 * Empress of Light
 * Cycles faster between attacks (0.75s/0.33s -> 0.38s/0.17s for normal/enraged stage).


 * Lunatic Cultist
 * Cycles faster between attacks.


 * The Dungeon Guardian has +50% health

Trivia

 * The discovery of the drunk world originated from an image posted in a tweet by Redigit, featuring the release date and the new world generation screen.
 * Using the Demon Conch in a new drunk world will not transport the player to the Underworld but will do nothing, as it requires solid ground to place the player on.
 * The smiley-faced moon seen during the generation of a drunk world is a reference to an astronomy hoax.


 * "Not the Bees!" is also an achievement for firing a Bee Gun with a full set of Bee armor equipped.


 * Because of how stat scaling is implemented, the health and damage is doubled instead of simply add one to the multiplier in For the Worthy seeds.
 * This results in Journey Mode Expert difficulty enemy health being equivalent to non-Journey Mode Master difficulty enemy health. Outside Journey Mode, Master difficulty enemy health in "For the worthy" is ×4 base health whereas in Journey Mode it is ×6.
 * Damage dealt by enemies also scales higher in Journey Mode. Just like Journey Mode Expert difficulty health is equivalent to non-Journey Mode Master difficulty, enemy damage appears to scale in a similar manner.
 * In "For the worthy", several mechanics reference very early versions of Terraria where they were standard behavior: This includes the Locked Gold Chests generating on Floating Islands, Ash Blocks collapsing at random, and Chests containing an Angel Statue instead of a valuable item.