Don't dig up

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Map view of a medium Don't dig up world.
Screen shown while a Don't dig up world is generating.

Don't dig up is a secret world seed. It flips usual progression upside-down, with players starting in the Underworld and working their way up. The world generation is referred to in the source code as remixWorldGen[1], hence the seed is also known as Remix.

The following seeds can be used to generate a Don't dig up world (case-insensitive):[2]

  • don't dig up
  • dont dig up
  • dontdigup

World generation changes

Layers

The layers in this world are reversed. As shown by the Depth Meter, starting from the top of the world, the border between regular Surface and Underground layers is located at about 30% height of the world, and the border between Underground and Cavern layers is located at 50%–60% height of the world.[3] However, the mechanics for the layers are reversed too, meaning that the player will obtain Cavern layer loot in the Underground layer (e.g. Cavern Quest fish can be caught at the Underground layer).

Starting from the top of the world, players will encounter the following layers:

Space

  • The Floating Islands are now themed after the evil biome of the world, with structures built of Flesh Blocks or Lesion Blocks and a Crimson or Corruption Water Fountain placed on the island, but contain standard loot.
  • The player can fly off the top of the screen completely if they travel high enough, similar to falling off the bottom of The Underworld in normal worlds, killing the player and displaying one of the following unique death messages:
    • "<Player name> became an astronaut."
    • "<Player name> is now space debris."
    • "<Player name> left orbit."
    • "<Player name> has ascended."
    • "<Player name> departed <world name>."

Surface

  • The surface is completely covered in the evil biome of the world, with very high spawn rates. Evil Snow biomes and Desert biomes also exist in their usual places.
  • The surface is constantly dark as the sun never rises, and the biome backgrounds are replaced with a space-like starry sky.
  • Gravity is weaker, as if the player were under the effects of a Featherfall potion, including not taking damage from falls.
  • The Jungle Temple is on the surface, painted red in a Crimson world and purple in a Corruption world. The Dungeon is painted the same color.
  • Living Trees generate without leaves and in larger groups.
    • Living Wood Chests are replaced with Ebonwood or Shadewood Chests, depending on the world evil.
    • Both vertical and horizontal tunnels are longer and more frequent, and they tend to connect to other living trees more often.

Underground

  • This layer is considered Cavern layer when spawning enemies, fishing, and dropping souls.
  • It includes biomes such as the Underground Jungle, Underground Desert, and Ice biome.
  • Lava replaces water in most places in this layer. Unlike regular worlds, the Ice Biome will also contain lava, while lava will not be present in the Underground Desert.
  • The Underground Desert only generates with background walls in this layer.

Cavern

  • This layer simulates the surface layer of a regular world, containing plants and features found in the surface world such as trees, Mushrooms, and water, and can have weather events. It contains most surface biomes, including the Desert and Snow biomes, and their respective features and enemies, such as Oasis locations.
    • The bottom of the "oval" the Underground Desert generates in is still here, but contains water rather than lava and lacks background walls.
  • This layer is considered as the Ocean 50% of the time when spawning NPCs. This means all the enemies, critters, and the Angler that originally only spawned in the Ocean will be able to spawn there, but their natural spawn rate is reduced by 50%.
    • See below for detailed Ocean biome condition.
  • Fireflies can spawn between 4:30 AM and 7:30 PM.
Glowing Mushroom layer
  • This "layer" is located in the Cavern layer, above the Underworld.
  • This layer is completely occupied by the Glowing Mushroom biome. Aside from Glowing Mushroom tiles, it also contains Stone Blocks and early ores. Surface enemies such as Demon Eyes and Zombies replace normal enemies for that area.

Underworld

  • The player spawns on an island in the center of the Underworld at the beginning of the game. The island is 100% ash forest & has no hellstone.
  • The only enemies that spawn in the center 24% of the world are Lava Slimes and Mimics (which only drop Surface and Underground loot during pre-Hardmode).
  • The regular Underworld generation, enemies, etc. spawns again when leaving the central area.
  • Pots in the Underworld contain Rope and Fallen Stars.
  • Ash trees in the Underworld have a 3.55% chance to drop 20–40 Ropes when shaken.

Other

  • The Ocean biome will be overridden by evil biomes, meaning the original Ocean structure on each side of the world surface no longer acts as the Ocean if they are not purified. Instead, the Ocean biome can be found in the Cavern layer:[4]
    • Except for the innermost 14% of the world (7% to each side from the center of the world), from 200 tiles below the border between the Underground and Cavern layers to 200 tiles above the bottom of the world, these areas are treated as the Ocean 50% of the time, while the other 50% as the Surface.
  • Minecart tracks are 50% more common.
  • The Marble Cave, Granite Cave, Glowing Mushroom biomes, and Spider Nest generate in the Underground layer.
  • The Ice biome extends to the top of the Glowing Mushroom layer, while the Underground Desert extends into the Cavern layer.
  • The Underground Jungle will extend into and replace the Glowing Mushroom layer.
  • The Meteorite biome will still generate on the surface.

Evil biomes

  • The evil biome will cover the entire surface.
  • 1/7 of the world on each side will be completely converted to the evil biome.[5]
    • For each row of converted tiles, the length of the row will be randomly extended by 0–2 tiles.

Hardmode conversion

  • Once the Wall of Flesh is defeated, instead of the usual "V" pattern conversion, the following conversions will be done:[6]
    • The Hallow will replace one of the sections of evil on the sides of the world, always on the opposite side of the Dungeon (i.e. the same side as the Jungle).
      • The converted area's upper border is the border between the surface and underground layer (0 feet). For each column of tiles, the height of the border will be randomly changed by -1, 0, or +1 tile. The lower border of the area is the bottom of the world.
      • The horizontal range of the converted area is larger than the initial evil biome area. The width of the converted area is 3/14 of the world.
    • No new evil biome is generated.
    • The usual wall replacement will be performed.

Conversion zone size

Below is a table of the conversion zone's border in different world sizes, with the Dungeon at different sides.

World size Zone border location (tiles)
Dungeon at left half Dungeon at right half
Small 3300 900
Medium 5029 1371
Large 6600 1800

Converted tiles

Below is a list of converted tiles during Hardmode conversion.[7]

This content is transcluded from Solutions § Blue Solution.Solutions


Other changes

Weapon progression switch

A variety of weapons have switched places in game progression with each other. This means that they will have their obtain method swapped, and their stats are changed to match the current game progression.[8]

Magic Dagger, Wand of Sparking, and Wand of Frosting
  • The Magic Dagger is found in Chests, or sold by the Skeleton Merchant during Third Quarter.
    • Damage decreased from 35 to 14.
    • Use time increased from 8 to 15.
    • Mana cost decreased from 6 to 5.
    • Can no longer autofire.
    • Rarity decreased from Rarity level: 4 to Rarity level: 1.
    • Value decreased from 25 GC to 10 SC.
      • As a result, sell value decreased from 5 GC to 2 SC.
  • The Wand of Sparking is dropped by Mimics during Hardmode.
    • Damage increased from 14 to 40.
    • Use time decreased from 26 to 10.
    • Mana cost increased from 2 to 6.
    • Velocity increased from 7 to 12.
    • Inflicts Hellfire instead of On Fire!.
    • Can autofire.
    • Rarity increased from Rarity level: 1 to Rarity level: 4.
    • Value increased from 1 GC to 25 GC.
      • As a result, sell value increased from 20 SC to 5 GC.
  • This also affects the Wand of Frosting, as it is crafted from Wand of Sparking:
    • Damage increased from 15 to 42.
    • Use time decreased from 26 to 10.
    • Mana cost increased from 2 to 6.
    • Velocity increased from 7 to 12.
    • Inflicts Frostbite instead of Frostburn.
    • Can autofire.
    • Rarity increased from Rarity level: 1 to Rarity level: 4.
    • Value increased from 75 SC to 25 GC25 SC.
      • As a result, sell value increased from 15 SC to 5 GC5 SC.
Keybrand and Katana
  • The Keybrand is sold by the Traveling Merchant.
    • Damage decreased from 105 to 15.
    • Rarity decreased from Rarity level: 8 to Rarity level: 1.
    • Value decreased from 20 GC to 10 GC.
      • As a result, sell value decreased from 4 GC to 2 GC.
  • The Katana is dropped by the Rusty Armored Bones, Hell Armored Bones, and Blue Armored Bones.
    • Damage increased from 18 to 150.
    • Use time decreased from 20 to 15.
    • Critical strike chance increased from 19% to 33%.
    • Rarity increased from Rarity level: 1 to Rarity level: 8.
    • Value increased from 10 GC to 20 GC.
      • As a result, sell value increased from 2 GC to 4 GC.
KO Cannon and Chain Knife
    • The KO Cannon is dropped by Cave Bats.
    • Damage decreased from 40 to 18.
    • Use time decreased from 28 to 25.
    • Knockback decreased from 6.5 to 5.
    • Can no longer autofire.
  • The Chain Knife is dropped by Clowns.
    • Damage increased from 12 to 60.
    • Use time decreased from 20 to 15.
    • Can autofire.
    • Rarity increased from Rarity level: 1 to Rarity level: 4.
    • Value increased from 1 GC25 SC to 17 GC50 SC.
      • As a result, sell value increased from 25 SC to 3 GC50 SC.
Ice Bow and Snowball Cannon
  • The Ice Bow is found in Frozen Chests and Frozen/Boreal Crates, or dropped by Ice Mimics during pre-Hardmode.
    • Damage decreased from 39 to 8.
    • Use time increased from 14 to 17.
    • Rarity decreased from Rarity level: 5 to Rarity level: 1.
    • Value decreased from 25 GC to 10 GC.
      • As a result, sell value decreased from 5 GC to 2 GC.
  • The Snowball Cannon is dropped by Ice Mimics during Hardmode.
    • Damage increased from 10 to 22.
    • Use time decreased from 19 to 6.
    • Has 50% chance to save ammo.[9]
    • Rarity increased from Rarity level: 1 to Rarity level: 5.
    • Value increased from 10 GC to 25 GC.
      • As a result, sell value increased from 2 GC to 5 GC.
Bubble Gun and Aqua Scepter
  • The Bubble Gun is found in Locked Gold Chests in the Dungeon and Golden Lock Boxes.
    • Damage decreased from 70 to 5.
    • Has 20 armor penetration.[10]
    • Rarity decreased from Rarity level: 8 to Rarity level: 2.
    • Value decreased from 25 GC to 8 GC75 SC.
      • As a result, sell value decreased from 5 GC to 1 GC75 SC.
  • The Aqua Scepter is dropped by the Duke Fishron.
    • Damage increased from 27 to 90.
    • Use time decreased from 16 to 10.
    • Now uses local immunity frames and applies 12 local immunity frames per hit.
    • Rarity increased from Rarity level: 2 to Rarity level: 8.
    • Value increased from 8 GC75 SC to 25 GC.
      • As a result, sell value increased from 1 GC75 SC to 5 GC.
Unholy Trident and Flower of Fire
  • The Unholy Trident is found in Shadow Chests and Obsidian Lock Boxes.
    • Damage decreased from 88 to 42.
    • Mana cost decreased from 19 to 9.
    • Rarity decreased from Rarity level: 6 to Rarity level: 3.
    • Value decreased from 50 GC to 12 GC50 SC.
      • As a result, sell value decreased from 10 GC to 2 GC50 SC.
  • The Flower of Fire is dropped by Red Devils.
    • Damage increased from 48 to 85.
    • Use time decreased from 16 to 12.
    • Inflicts Hellfire instead of On Fire!.
    • Rarity increased from Rarity level: 3 to Rarity level: 6.
    • Value increased from 12 GC50 SC to 50 GC.
      • As a result, sell value increased from 2 GC50 SC to 10 GC.

Environment

  • The world is in a constant night state.
    • This is visible when on the surface of the world.
    • Spawns in the Cavern layer are split 50-50 between day and night enemies/critters.
    • Some activities still follow the day and night cycle, for example:
      • NPCs walk and talk around their town during the daytime and stay in their house during the night.
      • A new fishing quest is given at dawn by the Angler.
      • Random boss spawns and events occur following the day and night cycle regularly. Manual event summoning also follows the day and night cycle.
  • Lava now does 200 base contact damage to players, and the duration of the On Fire! debuff is increased to 10.5 / 21 / 26.25 seconds. Additionally, enemies will not take direct contact damage from lava, and will only suffer from the On Fire! debuff for 3 seconds.
  • Flesh Block and Lesion Block now count as blocks for creating their respective evil biome. They are also now visible with Biome Sight Potions.
  • Lihzahrd Bricks no longer count towards creating a Jungle Biome.
  • Fallen Stars no longer disappear during the Day.
    • Fallen Stars which fall from the sky now can hurt the player and no longer drop an item upon impact.
  • All tiles below surface update 66% faster, and overground updates in normal worlds can also happen below surface (see Plants § Growth). Grass can also spread naturally at any height.

Fishing

  • When fishing in Space, the player is never considered in Corruption and Crimson biomes.
  • When fishing in Ocean at the surface, there is only a 1/3 (33.33%) chance for the fishing attempt to be considered as being in the Ocean.
  • The Underground layer will work as the Cavern layer when fishing.
  • The Cavern layer, on the other hand, acts as the Underground layer.
    • When fishing in this layer, there is a 1/2 (50%) chance for a fishing attempt to be considered a surface attempt.
      • If the attempt is considered a surface attempt, there is a 1/3 (33.33%) chance for it to be considered in Ocean.

Events

  • The Slime Rain cannot occur.
  • The Solar Eclipse can still occur, displaying the status message "The horrors have arrived!" when it starts.
    • The event only affects the Cavern layer and the entire Underworld. It does not affect the surface.

Enemies

A player destroying a pot containing a slime with a Fallen Star, while being chased by other slimes with Fallen Stars.
Slimes
  • May contain Fallen Stars
  • Will sometimes come out of Pots upon breaking them. Such slimes will always carry a Fallen Star.
  • Have a 1/200 (0.5%) chance of spawning King Slime when killed when the following conditions are met:[11]
    • The King Slime has not been defeated in the current world yet, and there is no King Slime alive.
    • The player has dealt damage to it.
    • At least one player in the world has more than 140 health and 8 defense.
Lava Slime
  • Does not release lava upon death.
  • Drops Gel.
  • Drops Slime Staff at 1/8000 (0.01%) / 1/5600 (0.02%) chance.
  • Damage decreased from 15 to 7.
  • Defense decreased from 10 to 2.
  • Max health decreased from 50 to 25.
  • Coins drop decreased from 1 SC20 CC to 25 CC.
Mimics (pre-Hardmode)
Ice Mimic (pre-Hardmode)
Eater of Souls, Devourer, and Crimera
  • Size, damage, defense, max health, and coins drop increased by 30%.[12]
Wraith
  • Size, damage, defense, max health, and coins drop increased by 20%.[12]
Face Monster
  • Size, damage, defense, max health, and coins drop increased by 10%.[12]
Prismatic Lacewing
  • Can spawn at any time of day in Hallow biomes in the Cavern layer.

Bosses

  • Bosses that can only be summoned at night can be summoned at any time and never despawn or become enraged due to the time being daytime. For example, Skeletron may be summoned at any time, and does not enrage between 4:30 AM and 7:30 PM.
Deerclops
  • It can only naturally spawn in Snow biomes at the surface layer, and will not spawn in Snow biomes at the Cavern layer, where the Blizzard visual effect is displayed.
Empress of Light
  • She is not affected by the day and night cycle, and will not be enraged as long as she is below Surface.
    • However, she immediately enrages when she reaches the surface.
    • Once enraged, she follows her normal behavior, despawning at night time if she was not damaged when not enraged.
    • Thus, summoning the Empress of Light on the surface during the night results in her instantly despawning.

Armor

  • Ash Wood armor
    • Each set piece only has 1 defense (total of 3).
    • The armor's set bonus reduces lava damage by 64% (reduced from 200 to 72), instead of 50%.[13]

NPCs

  • The Tax Collector replaces the Guide as the starting NPC.
  • The NPC Happiness system is disabled. Price modifiers will always be 100%, and the " Happiness" option in the dialogue window is removed.
    • Pylons ignores Happiness conditions when being sold. This means for them to be sold, there only needs to be another NPC near the vendor NPC, and they are not in an evil biome.
  • Dryad no longer sells any of the Thrown Powders.
    • It is still possible to craft Vicious or Vile Powder through its respective Mushroom, and Purification Powder through Shimmer Transmutations.
  • Steampunker no longer sells the Clentaminator, or any of the solutions.
    • It is still possible to bring them from another world.
  • Truffle no longer sells the Dark Blue Solution. He still requires his house in a surface Glowing Mushroom biome.

Items

  • The Forest Pylon can only be used in the Cavern layer. The Mushroom Pylon can only be used 200 tiles above the bottom of the world.[14]
  • Ash Wood Bow
    • Damage decreased from 10 to 6.
    • Use time increased from 25 to 29.
  • Ash Wood Hammer
    • Damage decreased from 9 to 4.
    • Hammer power decreased from 45% to 35%.
  • Ash Wood Sword
    • Damage decreased from 13 to 8.
    • Use time increased from 17 to 23.

While generating

  • The Terraria logo rotates and flips upside down.
  • The background turns into the starry sky background of Space.
  • The Corruption music will be played, regardless of world evil.

World icons

The world icon of a Don't dig up world is an Ash Tree.

Tips

Main article: Guide:Don't dig up
  • Quickly take advantage of Pylons and the overlapping biomes to bring spares in advance of setting up a new town. Doing so near natural Minecart Track is recommended.
    • The NPC Happiness system being disabled means no need to keep track of preferred biomes and neighbors.
    • Keep in mind that the Forest Pylon cannot be bought on the surface, and does not work there (neither purifying the location nor building away from the evil biome will work). It does, however, work at the Cavern layer.
    • Either a Teleporter, a Magic Conch, an Ocean Pylon placed on the surface (either in a town well above the world evil or with a sufficient number of Sunflowers to counteract the world evil), or a town on an artificial biome island like a Glowing Mushroom biome will be required to teleport to the surface directly. Due to how the Ocean Pylon check works in this seed, it can function anywhere on the surface outside center 14% of the world; however, the pylon will not be sold over most of the surface, requiring the pylon to be brought up from elsewhere.
  • Rope will be far more useful to hold onto, both for setting up an "Up-a-vator" to the surface or for developing quick-access "deeper" up into biomes from Pylons.
    • Be extra careful when digging tunnels upwards; the layer just below the surface has a lot of lava and Lava Traps. One misstep can rain lava down the tunnel to eventually end up at the bottom of said tunnel. Also, be wary of Silt, Sand, and similar blocks. If the solid block holding them up is mined, they will fall and similarly rain down large pools of lava. Always keep the surrounding areas well-lit and pay attention to the tile the player is digging.
  • A Grappling Hook, Gladiator armor set, or Cobalt Shield is highly recommended if attempting to reach the Floating Islands; getting knocked back from taking hits causes the player to rise into the air faster than almost non-existent gravity pulls them down which will lead to the player getting "juggled" up to the top of the world and then subsequently dying. This is exacerbated by the sheer numbers of Harpies spawning.
  • Due to the low surface gravity, extra jump accessories and Shield of Cthulhu can be used to "skim" the surface for very early traversal, before the enemies can be survived. This can help map out world generation to aid in exploration. Adding Rocket Boots or Featherfall Potion makes this process semi-trivial.
  • As the entire surface is covered in Corruption/Crimson, the world can quickly become engulfed by said biomes as soon as Hardmode starts.
    • It may be a good idea to protect housing and pylons by surrounding them in 3×3 tunnels to prevent NPCs from being forced to move out.
    • However, several factors make spread prevention easier, even before Hardmode.
      • Aside from any limited pre-Hardmode spread over underground grass and unusually deep evil biome chasms, the pure area of the world is essentially a rectangle. This makes digging tunnels to prevent spread easier, as this can be done axis-aligned without compromising much on the protected area, as opposed to the usual diagonal stripes.
        • The Digging Molecart is effective for digging a horizontal tunnel just underneath the surface. This can be done twice, the second time just above the first to allow the placed minecart tracks to block vines (there should be no corruptible blocks in between the tracks, only at least one block of air to create a gap at least three blocks wide including the tracks).
        • After digging vertical tunnels on the sides of the world, ropes can be placed down the sides of the tunnel as a cheap and easy way to block thorny bushes.
      • Upon the start of the Hardmode, the Hallow replaces a strip on the side of the world that is already entirely Corrupt/Crimson, and no new area is immediately infected with the evil biome.
        • This does not immediately decrease the overall purity of the world.
        • The Hallow always appears on the same side as the Jungle, which the Hallow cannot spread through.
        • The location of the infectious biomes is completely predictable even in pre-Hardmode, unlike in normal worlds, meaning that it is easy to prepare tunnels in pre-Hardmode simply by blocking off the existing Corruption/Crimson.
  • Due to starting the world in a portion of Underworld with weaker enemy spawns, setting up a town to convert those spawns to critters is relatively simple. The Underworld-specific critters cannot be caught until the player has at least beaten an evil biome boss (to be able to craft the Lavaproof Bug Net), but gem critters also spawn with considerable regularity, making for a decent early game coin farm. Once access to Hellstone has been secured, the various Underworld critters will also serve as a handy source of decent fishing bait.
    • Alternatively, one may obtain the Golden Bug Net to skip the process of beating bosses at a 1/80 (1.25%) chance per quest completed.
  • The Aether biome has a pure stone ring despite its surroundings being infected. This can aid in locating the biome in pre-Hardmode.
    • Once located, a Magic Conch combined with a Teleporter will allow quick travel to here. A Cavern Pylon or Ocean Pylon (if in the cavern layer) can also facilitate travel there as the pure stone ring is wide enough to allow housing NPCs within, but as evil biomes prevent NPCs from selling pylons, the pylon will need to be bought ahead of time.
  • Of the weapons with progression switch, Unholy Trident and Aqua Scepter are exceptionally strong for their tier.

History

  • Desktop 1.4.4.8:
    • Fixed an issue that allows lava kills on Blue Slimes to count as valid for spawning King Slime in Don't dig up / Get fixed boi seeds. They will still count as valid, however, if the player hurts them first.
    • Fixed a single 1-block layer in the underworld of the Don't dig up / Get fixed boi seeds that spawned the wrong enemies.
    • Fixed an issue where Fertilizer did not work in the Underworld in Don't dig up / Get fixed boi seeds.
    • Fixed an issue where Ocean Pylons would not work in some Ocean-areas in Don't dig up / Get fixed boi seed.
    • Pre-Hardmode Mimics receive following changes:
      • Health increased from 270 to 300.
      • Defense reduced from 16 to 12.
    • Added a stat progression check on King Slime spawns to prevent day 1 spawns on unprepared players. Will be identical to Slime Rain conditions from normal worlds.
  • Desktop 1.4.4.7: Fixed an issue where King Slime could be summoned on Don't dig up / Get fixed boi seeds by slimes being killed in lava without player interaction. Hurting the slime first will still allow King Slime's spawn to happen if the lava delivers the killing blow, however.
  • Desktop 1.4.4.6:
    • Fixed an issue where Ice Golems, Angry Nimbi, and Rainbow Slimes would not spawn reliably on Don't dig up seed. They should now properly spawn during rain/blizzards.
    • Fixed an issue where Fertilizer would not work on trees in certain Underground layers of Don't dig up / Get fixed boi seeds.
  • Desktop 1.4.4.5:
    • Fixed an issue that caused Wall of Flesh's drops to sometimes vanish when the world was converted to Hardmode. Very rare outside of Don't dig up / Get fixed boi worlds.
    • Fixed an extremely rare issue with the Jungle Temple not generating on Don't dig up / Get fixed boi Seed.

References

  1. Information taken from the Desktop version Desktop 1.4.4.9 source code, field remixWorldGen in Terraria.WorldGen.cs.
  2. Information taken from the Desktop version Desktop 1.4.4.9 source code, method ProcessSpecialWorldSeeds() in Terraria.GameContent.UI.States.UIWorldCreation.cs.
  3. Information taken from the Desktop version Desktop 1.4.4.9 source code, method ApplyPass() in Terraria.GameContent.Biomes.TerrainPass.cs.
  4. Information taken from the Desktop version Desktop 1.4.4.9 source code, method SpawnNPC() in Terraria.NPC.cs.
  5. Information taken from the Desktop version Desktop 1.4.4.9 source code, method GenerateWorld() in Terraria.WorldGen.cs.
  6. Information taken from the Desktop version Desktop 1.4.4.9 source code, method smCallBack() in Terraria.WorldGen.cs.
  7. Information taken from the Desktop version Desktop 1.4.4.9 source code, methods smCallBack() in Terraria.WorldGen.cs and Convert() in Terraria.WorldGen.cs.
  8. Information taken from the Desktop version Desktop 1.4.4.9 source code, methods SetDefaults1() in Terraria.Item.cs, SetDefaults2() in Terraria.Item.cs, SetDefaults3() in Terraria.Item.cs, SetDefaults4() in Terraria.Item.cs, and SetDefaults5() in Terraria.Item.cs.
  9. Information taken from the Desktop version Desktop 1.4.4.9 source code, method PickAmmo() in Terraria.Player.cs.
  10. Information taken from the Desktop version Desktop 1.4.4.9 source code, method Damage() in Terraria.Projectile.cs.
  11. Information taken from the Desktop version Desktop 1.4.4.9 source code, method DoDeathEvents() in Terraria.NPC.cs.
  12. 12.0 12.1 12.2 Information taken from the Desktop version Desktop 1.4.4.9 source code, method SetDefaults() in Terraria.NPC.cs.
  13. Information taken from the Desktop version Desktop 1.4.4.9 source code, method Update() in Terraria.Player.cs.
  14. Information taken from the Desktop version Desktop 1.4.4.9 source code, method DoesPylonAcceptTeleportation() in Terraria.GameContent.TeleportPylonsSystem.cs.