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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.
| 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.
| 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.
| 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.
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.
| Node type | Chance |
|---|---|
| Normal | 85.70% |
| Pure | 4.34% |
| Sinister | 3.94% |
| Unstable | 3.34% |
| Tainted | 1.56% |
| Hungry | 1.12% |
| Modifier | Chance |
|---|---|
| Normal | 80% |
| Bright | 7% |
| Pale | 7% |
| Fading | 6% |
| 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 |
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.
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 can attempt to generate in any Overworld biome, but only on sufficiently high and exposed terrain.
| 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 |
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 generate on the surface in any Overworld biome.
| 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;
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 Houses generate only when Enable Thaumic House Generation is enabled.
| 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.
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 is a hidden underground structure that can generate in any Overworld biome.
| 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.
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.
The Taiga Maze is a large underground dungeon generated in Taiga-type biomes.
| 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.
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.
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.
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.
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.
The Crystal World artifact provides access to a separate empty Void dimension with a persistent personal structure for each player.
| 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.
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 |
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.
Thaumic Forever also adds behavior to existing vanilla structures.
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 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. |