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World Generation and Structures

KoTeuKa404 edited this page Jul 11, 2026 · 7 revisions

World Generation and Structures

Thaumic Forever adds ores, flowers, aura-node generation, underground dungeons, surface structures and a personal Void world.

All chances listed below are generation attempts per newly generated chunk. A successful random roll can still fail because of biome, terrain, space or block-replacement checks, so the real number of generated features is usually lower.

All height ranges in this page are inclusive.

Ores and resources

Overworld ores

Feature Biome Height Attempts per chunk Vein size Replaces Configuration
Aquareia Ore thaumcraft:magical_forest Y 28‑31 8 2–6 Stone Enable Aquareia Ore Generation
Ancient Amber Any Overworld biome Y 4–15 1 4–12 Stone Enable Ancient Ore Generation
Ancient Cinnabar Any Overworld biome Y 6–23 1 4–12 Stone Enable Ancient Ore Generation
Ancient Coal Any Overworld biome Y 8–19 1 4–12 Stone Enable Ancient Ore Generation
Ancient Gold Any Overworld biome Y 8–15 1 4–12 Stone Enable Ancient Ore Generation
Ancient Iron Any Overworld biome Y 8–19 1 4–12 Stone Enable Ancient Ore Generation
Copper Ore Any Overworld biome Y 6–63 8 4–10 Stone Enable Standard Ore Generation
Tin Ore Any Overworld biome Y 6–63 8 4–10 Stone Enable Standard Ore Generation
Lead Ore Any Overworld biome Y 6–63 8 4–10 Stone Enable Standard Ore Generation
Silver Ore Any Overworld biome Y 6–63 8 4–10 Stone Enable Standard Ore Generation

Disabling standard ore generation also prevents Thaumic Forever from registering its Copper, Tin, Lead and Silver ores, ingots, storage blocks, item forms, ore-dictionary entries.

Nether and End ores

Feature Dimension Height Generation Placement rule
Ruby Ore Nether Generation centers at Y 10–117 10 centers per chunk, with 5–9 nearby placement checks per center Replaces Magma Blocks or rock-material blocks touching Magma within a 3×3×3 area.
End Ore End Y 8–47 10 attempts per chunk, vein size 5–8 Replaces End Stone.

Ruby Ore does not generate as a normal Netherrack vein. Its generation is tied to Magma Blocks and nearby rock material.

Plants

Plant Dimension and biome Attempt rate Placement
Red Rose Any Overworld biome 1 in 10 chunks Random surface position.
Blue Rose Any Overworld biome 1 in 100 chunks Random surface position.

There is no biome restriction for either flower. If the selected surface position is unsuitable, the generator does not make another attempt in that chunk.

Aura node generation

These are the physical nodes with stored aspects, node types and regeneration modifiers described in Aura Nodes and Primal Aura.

Property Current behavior
Dimensions Any dimension where Thaumcraft allows ore and node generation through its dimension blacklist level.
General frequency 1 in 33 eligible chunks after the stronghold check.
Horizontal position One random X/Z position inside the chunk.
Initial height Starts between Y 8 and max(surface height, one third of dimension height) + 7.
Final position If the selected block is solid, the position moves upward in two-block steps until air is found.
Tainted biomes A biome registry name containing taint forces the generated node to become Tainted.

The node can therefore appear in a cave, an underground air pocket or above the surface, depending on the selected position and terrain.

Natural node-type distribution

Node type Chance
Normal 85.70%
Pure 4.34%
Sinister 3.94%
Unstable 3.34%
Tainted 1.56%
Hungry 1.12%

Regeneration modifier distribution

Modifier Chance
Normal 80%
Bright 7%
Pale 7%
Fading 6%

Aura Cloud

Property Current behavior
Frequency 1 in 950 chunks
Position One random X/Z position in the chunk
Height The top surface position returned by the world
Visibility Normally revealed through Aquareia Goggles
Function Supports ordinary Vis, local flux cleansing

Generated structures

The listed sizes are the dimensions of the current structure templates.

Structure Dimension and biome Height and terrain Attempt rate Template size
Eldritch Ring Overworld; biome registry name must contain dark_forest Surface; block below must be solid and not water 1 in 66 chunks 7×10×7
Hilltop Stones Any Overworld biome Surface at Y 85 or higher, open sky, non-liquid ground and a small clear placement area 1 in (Hilltop Stones Spawn Chance= 100) chunks 7×5×7
Obsidian Totem Any Overworld biome Surface; solid ground that is not water, logs or leaves; clear air volume above 1 in Obsidian Totem Spawn Chance chunks 300 Varies by variant
Thaumic House Exact chunk-origin biome must be thaumcraft:magical_forest Surface on Grass, Dirt, Stone, Sand or Snow Layer 1 in Thaumic House Spawn Chance eligible chunks 12×10×15
Underloot Any Overworld biome Origin at Y 10–30 with a continuous opaque ceiling above 1 in 250 chunks 9×10×11
Taiga Maze A biome implemented as BiomeTaiga Origin at Y 10–40 1 in Maze Chance chunks 176×17×182
Personal Void Structure Void dimension 2505 Generated at Y 64 when first requested for a player Not random chunk generation 53×29×54

A structure attempt can still fail after its chance succeeds.

Eldritch Ring

The Eldritch Ring has a hardcoded generation attempt of 1 in 66 per Overworld chunk.

A random X/Z position is selected inside the chunk and the structure is placed at the surface height returned by the world. The position must meet both conditions:

  • the biome registry name contains dark_forest;
  • the block directly below the placement position is solid and is not Water or Flowing Water.

Hilltop Stones

Hilltop Stones can attempt to generate in any Overworld biome, but only on sufficiently high and exposed terrain.

Generation conditions

Property Current behavior
Dimension Overworld
Biome Any
Attempt rate 1 in (Hilltop Stones Spawn Chance = 100) chunks
Height Y 85 or higher
Sky requirement The selected surface position must have open sky
Ground requirement The block below the surface position must not be liquid
Template size 7×5×7

Contents

The current template contains:

  • one chest using thaumicforever:chests/hilltop_stones;
  • four Crimson Knights;
  • three Crimson Clerics;
  • a Sinister aura node spawned in the center of the structure.

The generated node contains either Darkness or Undead, chosen randomly.

Obsidian Totems

Obsidian Totems generate on the surface in any Overworld biome.

Generation conditions

Property Current behavior
Dimension Overworld
Biome Any
Attempt rate 1 in Obsidian Totem Spawn Chance chunks
Default attempt rate 1 in 300 chunks
Height Surface height

The selected location must have:

  • a solid block directly below;
  • no Water or Flowing Water directly below;
  • no Log, Log2, Leaves or Leaves2 as the supporting block;

Variants

Six variants are selected with equal probability:

Variant Template size Chest
Normal 1×2×1 No
Lean 1×3×1 No
High 1×4×1 No
Normal with chest 1×3×1 Yes
Lean with chest 1×4×1 Yes
High with chest 1×5×1 Yes

Because three of the six variants contain a chest, half of all Totem generations use a chest variant.

Chest variants are placed one block lower than the non-chest variants so the chest forms the base of the structure. The generator attempts to surround the chest with nearby terrain material. The chest receives the thaumicforever:chests/basic_loot loot table when it remains properly covered by the structure.

Every Obsidian Totem creates a Sinister aura node at the Totem block.

Thaumic House

Thaumic Houses generate only when Enable Thaumic House Generation is enabled.

Generation conditions

Property Current behavior
Dimension Overworld
Biome thaumcraft:magical_forest
Attempt rate 1 in Thaumic House Spawn Chance eligible chunks
Default attempt rate 1 in 300 eligible chunks
Height Surface height
Template size 12×10×15

The biome check is performed at the chunk origin. If that position is inside the Magical Forest biome, the generator then chooses a random X/Z position inside the chunk for the actual structure.

The block below the structure origin must be one of:

  • Grass;
  • Dirt;
  • Stone;
  • Sand;
  • Snow Layer.

Contents

The current structure contains:

  • two normal chests using thaumicforever:chests/house;
  • one trapped chest using thaumicforever:chests/house_trap;
  • two common Thaumcraft loot urns;
  • an Arcane Workbench;
  • an Arcane Pedestal;
  • a furnace and other thaumic decoration;
  • one Wizard trader spawned when the structure is generated.

Underloot

Underloot is a hidden underground structure that can generate in any Overworld biome.

Generation conditions

Property Current behavior
Dimension Overworld
Biome Any
Attempt rate 1 in 250 chunks
Origin height Y 10–30
Template size 9×10×11

After the generation roll succeeds, a random X/Z position is selected inside the chunk and the origin is placed between Y 10 and Y 30.

The generator then checks the vertical column directly above the origin. Every checked block from Y + 1 through Y + 19 must be non-air and opaque. This ensures that the selected origin is buried under solid terrain.

This is only a vertical-column check. The generator does not validate the entire 9×10×11 structure volume before placing the template.

Contents

The current template contains:

  • four normal chests;
  • one trapped chest;
  • one rare Thaumcraft loot urn;
  • one Pech.

The trapped chest receives the custom loot table:

thaumicforever:chests/dan

The other normal chests are not assigned this custom loot table by the generator.

Taiga Maze

The Taiga Maze is a large underground dungeon generated in Taiga-type biomes.

Generation conditions

Property Current behavior
Dimension Overworld
Biome Any biome implemented as BiomeTaiga
Attempt rate 1 in Maze Chance chunks
Default attempt rate 1 in 450 chunks
Origin height Y 10–40
Template mazee
Template size 176×17×182
Full terrain validation None

The generation chance is checked before the biome requirement. After the generator chooses a random X/Z position and a random Y level from 10 to 40, then checks whether the biome at that position is a BiomeTaiga.

This includes the vanilla Taiga family and can also include compatible modded biomes that extend the same biome class.

Random rooms and decoration

The main maze template contains 22 markers where random mini-structures are generated.

Possible mini-structures include:

  • Vase;
  • Web;
  • Bone;
  • Box;
  • Head;
  • Iron;
  • Gravel.

The Vase variant is intentionally less common than the other six variants.

The main template also contains traps and dungeon decoration, including:

  • TNT;
  • normal and Abandoned Chests;
  • Thaumcraft loot urns;
  • an Arcane Pedestal;
  • cobwebs, skulls and other room decoration.

Guardian Mannequins

The template contains 44 Guardian Mannequin.

Each Guardian Mannequin. Its equipment is selected randomly from the currently registered items:

  • one random helmet;
  • one random chestplate;
  • one random pair of leggings;
  • one random pair of boots;
  • one random sword or tool.

Dynamic skeleton encounters

After the maze is generated, its complete area is registered as a dungeon zone and saved with the world.

Additional enemies can spawn while a player is inside the registered maze area:

  • Angry Skeletons;
  • Revive Skeletons.

Revive Skeletons can appear in groups, and a small number may spawn carrying research scrolls.

The main configurable limits are:

Option Default Function
Maze Max Alive Skeletons Per Labyrinth 80 Maximum number of dynamically spawned maze skeletons alive at the same time.
Maze Max Total Skeleton Spawns Per Labyrinth 100 Lifetime cap for dynamic skeleton spawns in one maze. 0 disables this cap.

The generator also contains internal safety limits for individual skeleton types and for how many entities can be created during one update.

Maze discovery

When a player passes above a registered maze for the first time, the mod can display the Labyrinth discovery message in the action bar.

The detection area covers the horizontal maze bounds with a small margin and extends upward from the top of the dungeon.

The Maze Compass points toward the nearest registered maze.

Personal Void area

The Crystal World artifact provides access to a separate empty Void dimension with a persistent personal structure for each player.

Main structure

Property Current behavior
Dimension ID 2505
Main template void
Template size 54×28×54
Initial origin height Y 64
Ownership One saved structure position per player UUID

A player's initial structure position is derived from the player's UUID. The result is stored in world saved data, so later visits return to the same structure.

Void Trader area

A separate trader structure is maintained on the south side of the player's main Void area.

Property Current behavior
Template traidervoid
Template size 7×5×5
Placement Centered relative to the real ground area of the main structure and placed south of it
Trader One static Void Trader

Returning from the Void

Before entering the Void, the Crystal World artifact saves:

  • the player's X, Y and Z coordinates;
  • the current dimension.

Using the artifact again while inside the Void returns the player to that saved position.

Existing vanilla-structure interactions

Thaumic Forever also adds behavior to existing vanilla structures.

Ocean Monuments

The mod checks whether a player is inside the saved bounding box of a vanilla Ocean Monument.

When the condition is met, a Watcher is spawned near the player:

Configuration summary

Configuration option Category Default Current behavior
Enable Ancient Ore Generation General true Enables all five Ancient Overworld ores.
Enable Aquareia Ore Generation General true Enables Aquareia Ore generation in Magical Forest.
Enable Standard Ore Generation General true Enables registration and generation of Copper, Tin, Lead and Silver content.
Enable Thaumic House Generation General true Enables Thaumic House generation.
Thaumic House Spawn Chance General 300 Thaumic House attempt rate: 1 in N eligible chunks.
Obsidian Totem Spawn Chance WorldGen 300 Obsidian Totem attempt rate: 1 in N Overworld chunks.
Hilltop Stones Spawn Chance WorldGen 40 Current code uses 1 in N + 60, giving 1 in 100 chunks by default.
Maze Chance Maze 450 Maze attempt rate: 1 in N Overworld chunks before the biome check.
Maze Max Alive Skeletons Per Labyrinth Maze 80 Maximum number of dynamically spawned maze skeletons alive at once.
Maze Max Total Skeleton Spawns Per Labyrinth Maze 100 Lifetime dynamic spawn cap for one maze. 0 disables the cap.
Enable Eerie Day Mob Spawns World true Allows selected hostile mobs to spawn during daytime in Eerie biomes. This does not generate structures.

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