Talk:Meteorite (biome)

Updates to the way metorites fall
I updated the page, the information about sky bridges is old as we have all noticed that meteorites now go through our sky bridges (i can confirm inthe past that was not the case). using the reflected code base the best i can understand is that when searching for a valid position it counts up solid blocks. it appears to loop through a 30x30 tile square and count every solid block but subtracts blocks for liquid and -100 penalty for cloud or sunplate block. This new algorithm would explain why sky bridges no longer see impacts as they are too thin as well as most player structures. the ocean anywhere with liquid is less likely to see an impact too.

Merged into the Environments page
This article, while well written, is so small that I'd say we merge it - along with all the rest of the biome pages - into the overarching Environment page. MarekkPie 14:59, 23 May 2011 (UTC)
 * Personally I'm against merging, I think the biomes deserve their own page and possibly an overarching category page (similar to how ores are laid out). Then you can read up on specific details of the biomes as well as the general information on all of them. -Shadowclaimer 16:11, 23 May 2011 (UTC)

Although, i have come across a meteorite landing on a floating island, albeit extraordinarily rare. 69.177.92.242 15:27, 23 May 2011 (UTC)

How Many
How many actual Meteorite's can be active on your world at a time? More than one? Seems like a useful question to answer. Going to go break another orb. - Bacon 03:40, 25 May 2011 (UTC)
 * Only one at a time. :< - Bacon 05:49, 25 May 2011 (UTC)

I currently have 2 meteorites active on my world, I think the limit to how many you can have active in one world is determined by how many you spawn by breaking orbs.
 * The meteor limit is based on the number of meteor tiles above 0 depth. In a small world if you have 400 or more meteor tiles, new meteors will not drop. Medium worlds is 600, and large worlds is 800.--GauHelldragon 00:01, 24 July 2011 (UTC)
 * I dynamited a Shadow Orb (it got caught in the blast radius...) and saw the "chill going down spine" message, but after that nothing happened. No meteor drop or goblin invasion. Strange. It's been >10 nights already. - Spinfx 07:32, 24 July 2011 (UTC)
 * UPDATE: I finally got a goblin invasion, after approx 3 in-game weeks. I guess it was just bad luck. Didn't do anything significant in the meantime, was occupied mining out the floating islands. Still no meteor though, that's puzzling since I thought it had a much higher chance of occurring compared to the goblin invasion. - Spinfx 17:03, 24 July 2011 (UTC)


 * I have a weird problem...I broke ONE shadow orb, and meteorites will NOT stop landing! Four have landed already and there are two active currently. How do I make them stop landing? It even persists across saves. I have version 1.0.3 of Terraria, if that makes a difference. 99.164.79.151 23:48, 7 June 2011 (UTC)
 * you must actually be lucky then because you get one meteor for one orb then more by (very low) chance every day unless you break more. although i never had two in one day happen (except one time when i broke 4 orbs in one day but i call that a fluke) 96.13.90.152 18:24, 24 July 2011 (UTC)

Where Meteorites can Land
Which of these locations are meteorites able to hit? (Some are already answered but listed for reference)

Corrupted Areas: Yes

Floating Islands: Yes

Chasms: Yes

Sky Bridges: Yes

Platforms: Yes

Below Landforms: At Least Inside Chasms

In Water: Yes

Ocean: Yes

Dungeons: Yes

Near NPC Housing: No ( Sort of: Meteors will not fall too close to an NPC )

Man Made Structures: At Least Platforms

Near Default Spawn Point: No

Previous Crash Site: Yes

Also does the landing spot require a specific area size? Say there was a single floating block, although the odds are almost 0, is it able to pick that location?

I just found out that the meteorite can hit in the ocean and therefor in water. Jrob 18:11, 31 May 2011 (UTC)


 * Dungeons: sort of, at least NEAR a dungeon.
 * Platforms: yes. although this scene is recreated from memory, this DID happen to me.
 * below Platforms: probably not, reason above
 * also, once, a meteor crashed into the SIDE of a chasm. i don't know how. --Blue Legion 23:29, 30 May 2011 (UTC)
 * Changed "Previous Crash Site" from ? to Yes. Had one land in exactly the same location as a previous one. --76.171.180.33 21:46, 23 July 2011 (UTC)


 * "Dungeons: sort of, at least NEAR a dungeon" It can also land on top of the dungeon entrance: meteor landing on dungeon The Screenshot is done by me (bierbart / bierbar7), so feel free to use it. The fact that this happened on a small map (V 1.0.6) makes it even more rare than the shown "rare meteorite crash on a floating island". Kind regards.

Falling on dungeons
What's so bad about meteorites falling on dungeons? --The dnmr 07:17, 5 June 2011 (UTC)

I agree, I think that comment is a little unnecessary. Jrob 13:21, 7 June 2011 (UTC)

Sky bridges
I've read that since meteor strikes replace existing blocks, and they strike at the highest altitude possible, so if you make a sky bridge you can block a meteor strike, and it will replace only the one block thick strip you created up there. I have some clarifying questions:

Does anyone know which types of blocks it replaces? Only stone? Or dirt? Or what?

Does anyone know which types of blocks the meteor will pass through? i.e. If I made my sky bridge entirely out of wood platform (Where if you press down, you drop) would it leave the meteorite unhindered?

208.65.73.120 14:55, 25 May 2011 (UTC)
 * as far as i know, it can replace ANY type of block, including the very hard material ebonstone. meteorites will not pass through wooden platforms. --Blue Legion 23:32, 30 May 2011 (UTC)

So, I had a meteorite strike my world and I have a 1 block thick stone skybridge.

noticed something
feel free to treat me as a troll but dirt and/or stone blocks at site of original meteor strike while >50 ore is still around, it will spread extremely slowly (i assume 1 per day). i can't prove any of this but i say this comment because i had cut out a square hole/tunnel under one meteor landing and ignored it for i can't remember how long, going back to it there seemed to have been a lot less dirt/stone than i remember directly on the remaining meteor. that event had around 150 ore left at least though. i hope i'm not assuming random stuff. i know it doesnt' happen with player made meteor environment "arenas"... but that is slightly obvious... 96.13.17.11 00:44, 9 June 2011 (UTC)
 * Happens to me even with < 51 ore. I usually replace all of what I dug with wood blocks. Meteorite "spreads" towards outside of where it landed. It never spreads inside of the wood blocks I replaced, implying tiles which already have been replaced with meteorite once will never turn into meteorite again (unless another meteorite strikes there). There's no sign of spread in the first meteor site of the world though. I need to let the game run for a couple more days to see if this really happens for sure. 60.48.195.224 17:22, 8 October 2011 (UTC)

Do meteors only fall during the day?
I'm poking through the source code and I see that meteors theoretically should not spawn between midnight and 4:30 AM, but will drop shortly after 4:30 instead. Has anyone seen a meteor spawn during that time span? I realize it's pretty difficult to confirm. --Theothersteve7 01:36, 15 June 2011 (UTC)

I have just had a Meteor drop at around 2:30 AM in version 1.0.6. However it did happen immediately on smashing a shadow orb, which dropped no other loot. Perhaps it dropped me a meteor :)

Meteorites causing corruption?
I had a meteor land, found it, and mined a bit of it with dynamite. (Not enough to stop the meteor head spawns, though.) I came back later, (many in-game days) and found the area around the meteorite was corrupt. I don't know if this was caused by the meteorite, and this isn't mentioned on the wiki page. Does anyone know if the meteorite caused this or not?
 * Corruption spreads slowly, but surely. It'll sometimes take weeks of game time for it to spread correctly. I think that's what you saw: The meteorite landed, then the corruption spread. happypal (talk &bull; contribs) 18:43, 21 June 2011 (UTC)

Chest destruction
Can anyone confirm/deny that meteorites will destroy chests and their contents? What about gold chests? --SystemParadox 17:18, 23 July 2011 (UTC)


 * Meteors will not fall on a normal or gold chest. --GauHelldragon 00:01, 24 July 2011 (UTC)


 * So be putting chest on the surface of the world you can control where they land to a degree? futRtrubL 18:58, 24 July 2011 (UTC)


 * In theory, yes. However, the game will only attempt to drop a meteor 100 times before giving up. --GauHelldragon 21:55, 24 July 2011 (UTC)

meteorite on a world with no smashed shadow orbs but with a new character
while playing terraria on a new world and character it said "a meteorite has landed" in 1.0.6 I don't know why it happened
 * Meteorites always has a really low chance, it's just minimal at start. --Chicunsu 08:26, 28 August 2011 (UTC)
 * Isn't that supposed to be impossible, with a 0% chance before a Shadow Orb breaks? And it's a new world AND character, so it can't be carried over from anything. --Deltalon 07:46, 10 November 2011 (UTC)

That isnt impossible. Maybe the game missplaced a shadow orb and a block overwrote the orb. If you find any holes in the corruption with nothing in it tell me 107.201.168.131 03:15, 31 December 2014 (UTC) It has been known that Shadow Orbs can be destroyed upon world creation.

Harpies
Even if a meteor fall on a floating island, harpies will still come at you.
 * I'm under the assumption that harpy spawns are based on elevation, not location. I've had them spawn nowhere near a floating island. 71.87.116.224 02:25, 27 November 2011 (UTC)

"Meteorite in the Corruption will not stop corruption enemies from spawning"
I'm fairly sure this is false, I've had 2 Meteorites in Corruption and, after approaching it, didn't see any more Eaters of Souls or Destroyers until Meteor Heads could no longer spawn. Anyone seen a Meteorite in Corruption and seen Eaters of Souls or Destroyers swarming like normal while near the Meteorite? --Deltalon 07:46, 10 November 2011 (UTC)

I agree. I just mined meteorite in Corruption, and no Corruption enemies spawned until I was almost finished. Whoever originally claimed this probably was attacked by enemies that spawned while travelling to the meteor. --Thelizardreborn 15:39, 25 January 2012 (UTC)

Meteorite landing right where ocean begins
I just had a meteorite land right at the beginning of my ocean, mining under it as we speak, but I noticed a glitch. While I started mining I was still in the forest-ish and the meteorite biome took over correctly and spawned a couple meteor heads, but the I got down and under the ocean, and the ocean biome took over. Now there's only crabs walking on top of my crash.

I believe this is a bug that the ocean biome supersedes the meteorite biome or is this correct?

-Zealot 11/26 @ 18:14 MST Theres no glitch to that. That is simply three biomes close to eachother. No bugs, your all fine. 107.201.168.131 03:20, 31 December 2014 (UTC)

Hardmode: Underground Corruption and Hallow With Artificial Meteor Biome
I figured out if you make an Artificial Meteor Biome in the Underground Corruption, the Underground Corruption music will still play despite the Meteors presence. But normal meteor biome music plays if in the Underground Hallow. I'm guessing this is an Anomaly or a Bug. --DemonSword 06:35, 17 December 2011 (UTC)

Actuated sky bridges
I attempted to add one nasty gotcha with regards to meteor interaction with sky bridges: "{Bug| If you build your sky bridge out of actuated blocks (asphalt+actuator for example), meteor will still hit the bridge instead of the ground, even if the bridge is turned off at the time. Actuators and wiring will survive and the few meteorite blocks will appear as deactivated.}" and had it reverted on the grounds that "it's not a bug, just undesirable behaviour".

Regardless of it if is considered to be a "bug" or "undesirable behaviour" (I consider both to be very close, almost to the point of being synonyms), it's still an information that would have saved me a lot of effort. The tips section already mentions that you can build a skybridge out of active/inactive blocks and turn it off. Building it out of actuated asphalt is just a small logical extension of that tactics. Finding that it doesn't work is pretty surprising, and not in a good way.

If it doesn't deserve the bug tag, does someone have an idea where should I put it? I didn't find any guides as to what is considered a bug here. Unless someone gives better idea, I'll probably try the tips section in a few days, right next to the tip about active blocks, and see if that offends someone too. 94.113.148.218 20:18, 27 October 2014 (UTC)


 * I re-added the entry but as an anomaly. Actuated blocks behave as background walls in most other circumstances, and meteors generally only convert foreground blocks. One would think a meteor acts as other projectiles and would pass through deactivated blocks.  Equazcion ( talk ) 22:15, 27 Oct 2014 (UTC)

Meteorite max blocks accuracy
IMPORTANT! These numbers are not reliable. Tested with v1.2.4.1, I placed exactly 800 meteorite blocks (20x40 blocks) above 0 depth in a large world, and some time later, to my displeasure, another meteorite landed. I assume either the limits have been changed in the game code, or the number of individual meteorite biomes is relevant, too.--87.152.201.42 17:15, 17 November 2014 (UTC)
 * It's likely the numbers would've changed a lot in three and a half years, yes. More effective defenses against meteorites have been developed since then, so you'd do better to build a skybridge to absorb the impacts entirely rather than trying to camouflage your base. --Gearzein (talk) 18:37, 17 November 2014 (UTC)
 * I checked the 1.2.4.1 source code. If anyone is interested, here's the relevant bit of code from WorldGen.cs:

public static void dropMeteor{ ...	int num2 = 0; float num3 = (float)(Main.maxTilesX / 4200); int num4 = (int)(400f * num3); for (int j = 5; j < Main.maxTilesX - 5; j++){ int num5 = 5; while ((double)num5 < Main.worldSurface){ if (Main.tile[j, num5].active && Main.tile[j, num5].type == 37){ num2++; if (num2 > num4){ return; }			}			num5++; }	}       ...


 * num3 = world width in tiles, which in a large world is 8400, divided by 4200 = 2.
 * num4 = 400 multiplied by num3 (which is now 2) = 800.
 * num2 starts out at zero in the beginning. The "for" and "while" loops count tiles from sky to surface. Each tile of type 37, which is meteorite tile, increments num2 by one.
 * If/when num2 (meteorite count) is ever greater than num4 (800), the dropMeteor routine is cancelled.
 * By my reading, the numbers on this page were accurate, however:  seems to indicate that the number of Meteorite has to be greater than the limit, in order to cancel the meteorite. So if you had exactly 800 meteorite placed, and none others existed above the surface in your world, that might explain how one landed nonetheless. I added one to all the numbers on the page to reflect this.  Equazcion  ( talk ) 11:50, 18 Nov 2014 (UTC)

meteor falling changed in 1.3?
so i updated yesterday, and broke two crimson hearts, supposedly, on the first heart/orb a meteor has a 100% of dropping, right? well, not a single meteor has fallen yet.

this is in expert mode and multiplayer, we were 2 players at the time.


 * I have no idea when did you posted this, but you were wrong... Look, percentages don't sum together. Flip a coin twice. You can get 2 heads or 2 tails, or 1 of each (and both have 50% chances). Actually, breaking two crimson hearts would net you a 0,5+(0,5*0,5)=0,75, or 75%. That in the case that the game allows two or more rolls per night. Not sure about the code itself, I'm just talking about math.

So, no. 50% twice is not 100%. Keep crushing hearts until you get one. Usually 1 per night is better, since sometimes it doesn't immediatly fall (and you could get 2+ meteorites if doing this properly). Good luck digging some meteorite.--181.31.138.157 06:07, 11 August 2015 (UTC)


 * Specifically, if you break both hearts between midnight and dawn, each separately has a 50% chance of a meteor immediately falling. If you break both of them outside that period, you still have only a 50% chance of one falling at the next midnight. --MentalMouse42 (talk) 03:01, 27 November 2017 (UTC)

Skybridges not effective after 1.3?
I'm using a world created prior to 1.3. Up until 1.3 my existing skybridge effectively caught all meteor spawns. Since 1.3 I've had two meteors both completely ignore the skybridge, one even spawning a good 50 blocks beneath the ground surface... Any idea what changed & how it can be countered? The world is large, skybridge is located at +1000' and constructed of a single layer of topaz gemspark block with a line of minecart track directly above.

08.10.2015: The same happened to me too. I have a double Skybridge, rwaching from one end of a large world to the other, consisting of 1 Rail Skybridge and 1 Wooden Platform Skybridge. Meteorites went right through both of them (without touching any bridge parts) and landed/spawned in my jungle biome instead. So the wiki info about meteorites being blocked by wooden platforms is not true anymore.


 * As of 1.3 it seems like meteors clear a few blocks vertically before generating the "impact site". I've noticed this happening with meteors in my worlds too; there's definitely been a change in how they work. –KM100 (talk) 02:24, 9 October 2015 (UTC)

Meterorite Announced but didn't spawn?
After meticulously searching my whole world and as many sky islands as I could find, I couldn't find the Meteor that landed. It was announced a few in game weeks ago, and I haven't found it as of yet.

Meteorite falling events don't stack
I added this trivia fact but when I tried to add a reference the link was rejected because I'm a "new user". This is the original text:


 * Meteorite falling events don't stack, so if two Shadow Orbs/Crimson Hearts are broken in the same day and not between 12:00am - 4:30am, only one meteorite falling the next midnight is the maximum possible

Maybe someone can add the link. --141.226.153.121 16:36, 7 September 2018 (UTC)


 * it's likely a restriction to unregistered users (like you). The reference link isn't necessary. Most of them are referenceless anyway. By the way, i moved your edit to a more appropiate place, as trivia is usually for things that generally don't affect gameplay (like references or novel game differencies). - Murrayzero (talk) 17:20, 7 September 2018 (UTC)

Maximum height for a landing meteor?
So I dug around in the source code for 1.3.5.3(https://github.com/csnxs/Terraria) and found this line:

for (int j1 = (int) (Main.worldSurface * 0.3); j1 < Main.maxTilesY; ++j1)

This is a loop head, which, by my understanding, once an X value is chosen iterates downward from Main.worldSurface*0.3 until it hits something solid, where it then checks if the density is high enough to spawn a meteorite. Now as far as I understand it, Main.worldSurface*0.3 is 30% of the way between the top of the world and the surface/underground line. So meteor cores CANNOT generate above this threshold, meaning that the "50 blocks from the top of the world" is vastly inaccurate, am I wrong?

Additionally this could mean that if there is a dense structure at this height and the meteor happens to attempt to generate there, it may create a huge star-shaped meteorite biome, which sounds awesome and which I am going to test.

I think I also found that the 600block density threshold is only half the truth. The meteorite will begin by looking for 600density spots and then gradually become less picky. If the threshold goes beloww 100, it will give up on generating.

Comments? 89.247.127.75 17:39, 24 September 2018 (UTC)