Drunk world



Drunk world is a secret world seed introduced in the 1.4.0.1 update. It 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 following seeds can be used to generate a drunk world:

Changes

 * 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 the six ores.
 * The Guide's following advice text normally depends on whether Adamantite or Titanium was generated:
 * However, in drunk worlds, this is switched every time an altar is destroyed. For instance, the Guide will use the first quote if the third altar generated Adamantite Ore, then use the second quote after the fourth altar is destroyed, and the first again after the fifth altar is destroyed, and so on.
 * However, in drunk worlds, this is switched every time an altar is destroyed. For instance, the Guide will use the first quote if the third altar generated Adamantite Ore, then use the second quote after the fourth altar is destroyed, and the first again after the fifth altar is destroyed, and so on.
 * However, in drunk worlds, this is switched every time an altar is destroyed. For instance, the Guide will use the first quote if the third altar generated Adamantite Ore, then use the second quote after the fourth altar is destroyed, and the first again after the fifth altar is destroyed, and so on.


 * It is determined upon loading the world whether Silver or Tungsten Bullets are sold by the Arms Dealer and dropped from Pots. If the number of all placed tiles of Silver Ore in the world exceeds that of placed Tungsten Ore, then Silver Bullets will be sold and dropped, and vice versa (if the numbers are equal, Tungsten Bullets will be sold and dropped). This is not updated while playing in the world; the world will need to be exited and re-entered to refresh the information.
 * 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, i.e., Granite Caves are long, horizontal passages, and Marble Caves are open caves with occasional ledges.
 * 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.
 * Bee Hives are larger, have 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. The generation of the houses is noticeably flawed and glitchy, with houses clipping into each other or spawning with incorrect dimensions.
 * 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.
 * Vanity trees are much more common. Their chance 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 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. (Although, if a Living Tree generates within the Jungle, this could function as a tunnel.)
 * The Jungle and the Snow biome generate on the same side opposite of the Dungeon.

Underground

 * Moss:

! Moss		!! Spawnable
 * Green Moss	|| style="padding-top:11px;text-align:center"| Yes
 * Brown Moss	|| style="padding-top:11px;text-align:center"| No
 * Red Moss	|| style="padding-top:11px;text-align:center"| Yes
 * Blue Moss	|| style="padding-top:11px;text-align:center"| No
 * Purple Moss	|| style="padding-top:11px;text-align:center"| Yes
 * Lava Moss	|| style="padding-top:11px;text-align:center"| Yes
 * Krypton Moss	|| style="padding-top:11px;text-align:center"| No
 * Xenon Moss	|| style="padding-top:11px;text-align:center"| No
 * Argon Moss	|| style="padding-top:11px;text-align:center"| Yes
 * }
 * Lava Moss	|| style="padding-top:11px;text-align:center"| Yes
 * Krypton Moss	|| style="padding-top:11px;text-align:center"| No
 * Xenon Moss	|| style="padding-top:11px;text-align:center"| No
 * Argon Moss	|| style="padding-top:11px;text-align:center"| Yes
 * }
 * Xenon Moss	|| style="padding-top:11px;text-align:center"| No
 * Argon Moss	|| style="padding-top:11px;text-align:center"| Yes
 * }
 * }

Evil biomes

 * A single world will incorporate elements of both evil biomes during generation:
 * 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.
 * 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 type of altar depends on which world evil is chosen when creating the world.
 * Crimtane Ore and Demonite Ore can both be found underground.
 * The chosen world evil in the world creation menu will be the "main" world evil on the first day. Each dawn, the "main" world evil, used for processing otherwise permanent world-specific evil biome related mechanics, switches. This will impact the following mechanics:
 * Which items NPCs sell:
 * Corrupt or Crimson Seeds from the Dryad.
 * Vile or Vicious Powder from the Dryad.
 * Corrupt or Crimson Grass Wall from the Dryad.
 * The style of Deathweed Planter Box from the Dryad.
 * Purple or Red Solution from the Steampunker.
 * Decay Chamber or Flesh Cloning Vat from the Steampunker.
 * Which evil Biome Mimic can be spawned by the player.
 * The drops from the Eye of Cthulhu.
 * What type of brick is generated by the defeated Wall of Flesh.
 * What type of evil Goldfish, Bunnies and Penguins become during a Blood Moon.
 * Which evil biome will be generated alongside the Hallow when the world transitions to Hardmode.
 * Biome specific quotes from NPCs:
 * Guide
 * Demolitionist
 * Dryad
 * Evil biome-specific quests given by the Angler.
 * Demolitionist
 * Dryad
 * Evil biome-specific quests given by the Angler.
 * Demolitionist
 * Dryad
 * Evil biome-specific quests given by the Angler.
 * Demolitionist
 * Dryad
 * Evil biome-specific quests given by the Angler.
 * Demolitionist
 * Dryad
 * Evil biome-specific quests given by the Angler.
 * Demolitionist
 * Dryad
 * Evil biome-specific quests given by the Angler.
 * Dryad
 * Evil biome-specific quests given by the Angler.
 * Evil biome-specific quests given by the Angler.
 * Evil biome-specific quests given by the Angler.
 * Evil biome-specific quests given by the Angler.
 * Evil biome-specific quests given by the Angler.
 * Evil biome-specific quests given by the Angler.

Dungeon and Jungle Temple

 * Both the Dungeon and the Jungle Temple are painted brown, deep sky blue, green, lime, purple, red, or yellow; and both feature spikes that extend three blocks high instead of two.
 * 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.
 * Since the Dungeon point (the leftmost of the two tiles that the Old Man stands on at night) is located inside the Old Man's underground house, the Cultists also spawn in there.
 * More of the Dungeon depth can be traversed without spawning Dungeon Guardians, but going below a depth of 40 tiles below the Dungeon point will still spawn them.
 * This makes it possible to obtain a Water Bolt as well as encounter the Bound Mechanic prior to defeating Skeletron.
 * Furthermore, a locked Gold Chest is almost always generated in the entrance room and it 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).

Unknown
It is currently not known if:
 * Large room at the bottom of the Jungle Temple never has traps.

Unaffected world generation aspects
While drunk world generation generally causes otherwise per-world counterparts to coexist upon generation or through other methods, there remain some generation aspects that appear to be unaffected:
 * As mentioned previously, altar generation outside of chasms will always correspond to one world evil, rather than both generating as one would expect.

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 smiley face (see Trivia). 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.

World icons
The world icon of a drunk world shows a tree infected with both world evils.

Trivia

 * This seed references May 16, 2020, which is Terraria's 9th birthday and the release date of 1.4.0.1.
 * 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, as it requires solid ground to place the player on. An artificial surface must be built instead.
 * The smiley-faced moon seen during the generation of a drunk world is a reference to an astronomical hoax that was said to happen the same day Journey's End released on PC.
 * Due to the way the drunk seed is implemented, the list of seeds is not exhaustive and any number of 0 can be added before the number seed. Also many other unintended seeds have the same result, like (case sensitive):
 * "now aunt brush", "Joke Disappear Horizon" and "disapprove stiff solution" produce a drunk world.
 * When generating the dungeon, the premade house for the old man can have a floor of cracked bricks. This requires the floor to be replaced for the lunar cultists to spawn after defeating Golem.