NewRanch:World Generation
New Ranch adds a great deal to new worlds. Everything on this page is created only when a world is generated with the mod enabled; nothing is added to an existing world later. When you enter a world made without the mod, a chat message says that its biomes, ore veins and structures are missing, while seasons, climate, needs, livestock, research, recipes, bosses and town NPCs still work. Most parts can be switched off in the configuration.
World size "Ranch"
The world size menu gets a fourth button, Ranch: 16800 × 2400 tiles, twice as wide as a Large world and just as deep.
- It takes longer to generate and needs roughly twice the memory.
- A Ranch world only opens while New Ranch is installed.
- On a dedicated server, start with
-autocreate 3 -ranchworld; the flag applies to the next world the server creates. - The button does not appear when another world size mod (for example Extra World Sizes, More World Sizes, World Size XL or Large World Enabler) is active.
Surface features scale with world width, so a Ranch world has about twice the fields and groves. In Small and Medium worlds fewer of them fit; a note in the menu says so.
Ores
- Barn Ore just under the surface
- Deeproot in the dirt layer (also in Root Hollows)
- Harrow Ore and Infernium appear when the Wall of Flesh is defeated
- Lumenite appears after the first mechanical boss
- Sunstone in the desert
The Ore veins slider changes how many veins a new world gets.
Farm and surface
- The six biomes
- Farm ruins: collapsed field barns, lone scarecrow patches, old wells and mill ruins. Barn chests hold Grain Seeds, Field Notes, a tool (Watering Can, Barn Plow or Harvest Scythe), Manure and more.
- Plain wooden chests on the surface may contain Barn Bars (1 in 3), Roasted Acorns (1 in 5) or a Harvest Belt (1 in 10).
- Distant farm ruins in the sky, underground and in the Underworld
- Forest: the Ancient Grove with its Great Tree, clearings and thickets, forester cabins and camps, hollow fallen logs, a mushroom hollow and moonflowers
Underground
- Cave variants: self-lit spar caves, regrowing fungal caves, underground groves
- Great caverns, cave rivers, dripstone, geodes, climate pockets (hot, cold, wet, dry) and cave herbs
- Shrines in six kinds, deep ruins, old irrigation tunnels and a large mine complex with its settlement
- The Dried Fields below the Dungeon, with dried lake basins, field ruins, Old Wells and the reservoir
Snow
- One or two hollow glaciers rising high above the ground, entered from the summit; the Glacial Worm lives at their base
- Ice caves in three tiers, frostwood trees, frozen lakes, hot springs and frozen ruins with heat-locked cellars
Jungle
- The Jungle River, the Great Mahogany and jungle titans, extra flora and the Bloom Jungle
- The Mushy Flesh Forest, which the Wall of Flesh sows when it falls
Desert
- The Sand Catacombs, an underground oasis and improved oases, desert ruins, an abandoned caravan, quicksand, desert herbs and deeper sand layers
Sky
- Sky islands of several shapes, sky caves, sky ruins and small sky buildings
- The Sky Temple with its treasury (home of The Ancient Sky Guardian)
- The Sky Dock, an airship port you can repair (the Airshipwright moves in when it works)
- The Crow Nest, The Crow Realm, the Crow Tower and the Sky Crown (home of The Raven King)
- Sky currents, sky herbs and hidden secrets
Underworld
- Three to five regions: ash plains, magma fields, obsidian wastes, ash forest, blood pits, soul fields, volcanic mountains and hellstone cliffs
- Volcanoes, ash fields with a charred farmstead (the only source of Cinderseed), magma caverns and shafts
- The Hell Core chamber (home of The Infernal Warden)
- One Hell City with forge, market, temple, library, gaol, palace and sewer, with mines beneath it
Corruption and Crimson
- Blight rifts, one blight core per side, blood veins, void pockets and an abyssal chasm
Added in Hardmode
- Hallow ruins, crystal caves, crystal cathedrals, crystal ruins, altar chambers, Hallow lakes and fairy rings
- Prismatic Deep chambers after Plantera