Secret world seeds

Some world seeds have been discovered as secret easter eggs that generate worlds with strange or unique features.

Secret seeds can produce worlds with characteristics that would not be attainable through normal world generation. They can affect not only the usual world structure, but also the game's mechanics while playing in that world. 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:  or

This seed references the date of 1.4's official release, 5/16/2020, and generates a strange world referred to in the source code as. 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. 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.
 * Moon Lord Legs and Red Potion items can generate in Chests with and  chance to appear, respectively.
 * Marble and Granite caves swap their generation style.
 * 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 much larger than normal, and Wooden Spikes generate extruding by 2 tiles instead of 1.
 * 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 1/4 chance.
 * Gem trees and Underground Rich 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 (eg. Little Eater and Big Eater).

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.
 * Chance for Vanity trees to replace a forest tree during world generation increased from 5% to 15%.
 * Desert has a much higher chance of generating with a Pyramid.
 * Cactus 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.
 * The Jungle generates without a tunnel to the surface, unlike normal worlds would.
 * Jungle and Snow biomes generate on the same side opposite of the Dungeon.

World Evils

 * Both World evils 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 3rd total will spawn its boss.
 * Each dawn, the main world evil switches, which affects which items NPCs sell, which player-made evil Mimic will spawn and drops of Eye of Cthulhu (and its Treasure Bag).
 * 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 evil of the first night and the altar outside of the chasms depends of 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.
 * The Evil ores found in a side of the world depends on the Evil biome of the side

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.
 * 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 Drunk Worlds, but is an artifact of the way that Dungeon loot is generated (see Dungeon for more details).
 * The Old Man is placed in a pre-generated house underground, 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.
 * Contains Chippy's Couch.
 * More of the Dungeon depth can be traversed without spawning Dungeon Guardians, but going below a depth of 226 will still spawn them.
 * The Cultists also spawn in the Old Man's underground house.

While generating

 * Generation descriptions and tips become random numbers that change every tick (except when "placing traps").
 * 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, referencing an astronomy hoax. 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 Title (Console) theme music plays, instead of the normal title theme.
 * The Terraria logo spins out and disappears along with the version number.

Not the bees



 * Seed:  or   (case insensitive)

This seed references a meme from the 2006 remake of the film The Wicker Man. 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 blocks and honey blocks found in abundance. See below for a full list of replaced tiles.
 * While generating, the generation descriptions all say "Generating bees".
 * 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.

Replaced tiles

 * All Water is replaced with Honey, unless on Floating Islands, in the Dungeon or in the Cavern layer under 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, or Crispy Honey Blocks if below the lava layer.
 * Likewise to 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 40 ft of Ebonstone or Crimstone blocks are converted into Corrupted Grass or Crimson Grass and Dirt Blocks.
 * Newly added Mud Blocks under the Ocean biomes 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 and Glowing Moss mini biomes will never be generated.
 * The 4 types of Micro-Biomes (Campsites, Gemstone Caves, Moss Chambers and Thin Ice Patches) will not generate.
 * Explosive Traps, Lava Traps, Dart Traps (outside Dungeon and Jungle Temple), Boulder Traps, Geysers and Dead Man's Chest 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.


 * The world generation screen messages are spelled backwards.
 * All enemy damage and defense are increased, to the point where many Hardmode enemies and bosses are capable of OHKOs on even endgame characters.
 * Blocks take only half as many hits with a Pickaxe 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.
 * Glowing Mushroom biomes are much larger.
 * Floating Islands are always infected with the world's evil, 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 much larger.
 * All chests have a chance to contain a single Dirt Block instead of first item in the chest, meaning you lose what's often the most important item in the chest. The chance seems to be around 10-15 %
 * Red Potions can generate in chests. When consumed, these apply 3 random 30-minute buffs (instead of applying many debuffs like in other world seeds).
 * Bunnies are replaced with Explosive Bunnies.
 * All chests have a chance to contain more secondary items than the maximum amount in normal worlds. e.g more than 2 Recall Potion can be in a singular chest.

Underworld

 * The Ash Block ground 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: Skeletron, King Slime, Brain of Cthulhu and its Creepers, Destroyer and its Probes, Plantera, Eater of Worlds, Skeletron Prime, Queen Bee, The Hungry.
 * Smaller: Golem, Wall of Flesh, The Twins.
 * The Eye of Cthulhu shoots servants significantly faster in its first phase and moves significantly faster in its second phase.
 * The Eye itself does less damage in its second form (about 60 versus about 100. Possibly a bug?).
 * The Brain of Cthulhu spawns with 40 Creepers, twice as many as normal. The Brain itself also moves twice as fast in its first phase, and has fully opaque shadow doubles for the entirety of its second phase, regardless of difficulty.
 * The Queen Bee dashes quicker, spawns more bees, and shoots stingers faster. The stingers are also much larger.
 * The Wall of Flesh has +50% health (applied before any Expert/Master difficulty bonuses).
 * The Eater of Worlds and Wall of Flesh each receive small defense bonuses.
 * Queen Slime, when performing her first phase slam attack, 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.
 * The Destroyer has twice as many segments (160).
 * Skeletron Prime's bombs destroy blocks.
 * The Lunatic Cultist and Empress of Light cycle faster between attacks.
 * The Dungeon Guardian has +50% health.

Trivia

 * The discovery of 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 won't take you to the Underworld and will do nothing, as the Conch requires solid ground to place the player on.
 * The moon forming a smiley face in the world generation screen of Drunk World is a reference to a meme stating that "The moon, Jupiter and Venus will form a smiley face on May 16th, 2020", the date 1.4 was released.
 * The Moon Lord Legs is likely Redigit's answer to a petition to add Moon Lord's legs to the 1.4 version of the game.
 * "Not the Bees!" is also an achievement for firing a Bee Gun with a full set of Bee armor equipped.
 * "For the Worthy" relates to the tooltip for Red Potion. It is the only world where the potion grants buffs rather than debuffs.
 * In "For the Worthy", for reasons currently unknown, the Health modifications have an additional +100% applied as well if the player is in Journey Mode.
 * 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 x4 base health whereas in Journey Mode it is x6.
 * 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", the locked gold chests on Floating Islands originated from earlier versions of Terraria, in which Floating Islands contained locked chests. This caused them to be generally inaccessible until defeating Skeletron.
 * Relatedly, Ash Blocks could collapse at random in 1.0.5 in a similar manner to the way they do in "For the Worthy" worlds.