Terraria
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TEdit World Customization Reference Guide (Updated for version 1.4)
作者: Darkstar
There are a ton of biome backgrounds and tree styles you can adjust using TEdit, but there's often no indication of what they'll actually look like in-game. Making matters worse, even when they do display in the editor, they sometimes do so incorrectly! This handy guide will show you what all of them look like (and explain what treeX0 means!).
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Introduction
TEdit has a ton of variables you can edit under the world parameters tab, but it isn't immediately obvious what all of them do. What's treeX0, anyway? But it's not just that; many backgrounds don't show up in the editor, and of those that do, they will display incorrectly under certain circumstances. This guide will provide a visual, uh... guide... to all the different tree styles, backgrounds, and... I'm just repeating the overview, aren't I? Forget it; let's just go to the next section.

A word on Globes:
The 1.4 update introduced world and tree globes, which can be used to change background and tree styles while in-game. If you like, you could use TEdit to stack a chest with them, and use them in-game to get a better look at how various backgrounds appear at varying heights.
Normal Tree Styles, and how they are stratified
So, we've got these meters and numbers for our tree styles, but what do they even do?
For starters, the four tree style values do not correspond to different biome trees. All of these affect normal forest trees. Rather, each number defines tree style stratified by location. This location is determined by the TreeX0, X1, and X2 values. Uh... let me give you an example.

We'll use the sample values from the image. Our first tree style value dictates style for trees before X0. All trees less than 546 blocks to the right of the world's left edge will use the first value. Keep in mind that this counts blocks outside of the traversible area. There are approximately 43 blocks on each side of the world that cannot be reached in-game. The next is between X0 and X1, so trees 546-1847 blocks to the right of the world's left edge will use the second style. The third is between X1 and X2, so 1848-3527 blocks to the right of the world's left edge will use that value. And the fourth is, you guessed it I hope for trees after X2, or 3528+ blocks right of the world's left edge. If all treeX values are identical, then only the rightmost tree style value will be used. In this way, you can have four different styles of trees in a single world. The thumbnail for this very guide shows an example of three tree X values in close proximity; by placing tree X values between the trees, all three trees took on different styles. Now, as for the actual styles:

Tree Style 0:


Tree Style 1:


Tree Style 2:


Tree Style 3:


Tree Style 4:


Tree Style 5:


Something important to note is that tree style is not the same as tree variability. You will notice that even with the same tree style, there is variation between the trees of the same style. This can be controlled directly in the editor by placing individual sprites for different parts of the tree, such as the leafy top, or branches. This is what is responsible for the variation in color of Hallowed trees; tree style does not affect it. Trees placed in the editor will automatically convert to the type of tree appropriate for the blocks they are planted on in most cases, as almost all tree types are created using using the same generic tree piece sprites.

Invalid Trees:
Trees can be created ex nihilo in the editor on blocks that don't normally support trees, or even in midair. If a tree is planted on unsuitable blocks, it will take on the appearance of the least deep suitable block. For example, if you plant a tree on pink ice, and put a block of Crimson grass a few blocks directly below the tree, the tree will be treated as a Crimson tree. Even if the block is buried off-screen, this will still happen. You can also create underground jungle trees that are mostly above the surface by planting their base barely underground, and then making them very tall.

Be aware that invalid trees are rather... unstable. Updating blocks next to them, such as by digging, cutting with an axe, or even merely cutting grass, will cause the trees to update as well, and promptly disintegrate. If you wish to place invalid trees and prevent them from being easily destroyed, you will need to prevent vegetation from growing nearby. You could, for example, clutter the ground nearby with deco sprites, or put down blocks that can't grow any vegetation at all (including herbs). This will also happen to other invalid sprites, such as jungle plants placed on non-jungle blocks, etc.

Changes in 1.4:
Trees styles look slightly different as of the 1.4 update, however, tree styles are now visible in the editor with the most recent update to TEdit. As such, I won't be reprinting those images here. The rules for how tree styles are determined and stratified should remain the same.

The other tree style option (tree tops):
You may notice options at the bottom of the World Properties tab labelled "Tree 1/2/3/4 Tops". These allow you to modify regional forest tree styles for the tops and branches of trees, specifically. These do not show up in the editor, and while they can be used to spice up tree styles, some of the results can be a little... wonky. Since they only affect forest trees, changing to another forest style is rather pointless.

Tree tops are as follows:
0 = Forest 0 | 1 = Forest 1 | 2 = Forest 2 | 3 = Forest 3
4 = Forest 4 | 5 = Forest 5 | 6 = Jungle 1 (irregular)
7 = Boreal 0 | 8 = Underground Jungle (irregular)
9 = Mushroom | 10 = Palm Tree
31, 51, 71, 72, and 73 CRASHES THE GAME

<-- Tree Top Style 8 in action
Special Tree Styles
Surprisingly, most tree types aren't affected by the chosen tree style. This doesn't mean they can't be altered, though. It should be noted that most of the trees here were simply converted between different forms (normal -> boreal ->. jungle -> etc) in the editor, by changing the type of blocks beneath them. This was done so that they would look the same relative to their tree type between pictures. The fact that the trees are of the exact same heights in each picture should make this obvious. Because different tree types have different average heights (Boreal is short, Rich Mahogany is tall, Palm is tallest), the heights of these example trees should not necessarily be seen as realistic.


Boreal trees change style based on the chosen tundra background (the number next to 'Snow BG'). Two of the tree styles are heavily dominant; only Snow BG 0 and 3 have tree sprites unique to them.

Boreal Style 0:


Boreal Style 1, 21, 22, 31, 41:


Boreal Style 2, 4, 32, 42:


Boreal Style 3:



Rich Mahogany (jungle) trees also change based on the chosen background of their respective surface biome. Because there are only two backgrounds for the surface jungle, While the 1.4 update raised the number of jungle backgrounds to five, it appears that there are still only two jungle tree styles... except for the underground style. All jungle trees below depth zero take on the underground style, which cannot be changed.

Jungle Style 0:


Jungle Style 1:


Underground Jungle Style:

Underground jungle trees will display any parts above depth zero as normal Rich Mahogany trees in the editor, but will appear entirely as underground trees in-game.


Corrupt Trees (cannot be changed):


Crimson Trees (cannot be changed):


Hallowed Trees (cannot be changed):


Giant Mushrooms (surface, cannot be changed):


Giant Mushrooms (underground, cannot be changed):

Giant mushroom stalks can be placed as a separate sprite in the editor, but this isn't necessary, since trees placed on mushroom grass automatically are treated as giant mushrooms.


Palm Trees (cannot be changed):

Unlike other trees, palm trees have their own separate sprites; normal trees placed on sand in the editor will not convert into palm trees. They will automatically convert between the appropriate infected variants depending on sand type, however.
Surface Biome Backgrounds (Forest)
You can change the background for surface biomes (and underground, I'll get to that in a bit) with the BG tabs at the bottom of 'world parameters'. These backgrounds do not show up in the editor, so you will have to change each one, save, enter the game, see how it looks, if you don't like it change it again, see how it looks, wonder if you liked the first one better, you can't remember how the first one looked, change it back, now you can't remember how the second one looked, create an image reference guide so it will never happen to you again, realize you could post it on Steam to help out other people too, realize you're projecting, get to the point.

Most of these were taken using the in-game camera feature. The camera will record the world-specific background type, rather than a generic. So, if you take a picture with the forest background on, it will record the forest background specific to your world. Some biomes, such as the ocean or hybrid deserts can't be recorded. Due to the asynchronous scrolling of certain background aspects, those images may contain some... irregularities. Clouds generally appear at random, and are not an inherent part of any given background.

Bear in mind that the background scrolls slowly as you move; these full backgrounds can only be seen by traversing several screen lengths both horizontally and vertically. As you may have guessed, that means that the images are quite large. They are displayed in an easily viewable form here, but you can click on them for a larger resolution, and right click -> open image in new tab -> zoom, for full resolution.


In previous versions of TEdit, Forest backgrounds were controlled directly with the Forest BG tab. As of this writing, they are now effectively controlled by the Tree 4 BG tab, with Tree 2 BG and 3 BG appearing non-functional. It seems that these were intended to allow custom layering of different background parts, but the feature is not fully realized. Perhaps in a future update this functionality will change. For now, Tree 4 BG is your main point of control for forest backgrounds, and the others can be safely ignored.

Forest 0:


Forest 1:


Forest 2:


Forest 3:


Forest 4 (animated waterfall):


Forest 5 (animated waterfall):


Forest 6 (animated lake surface):


Forest 7:


Forest 8 (animated waterfall):


Forest 9:


Forest 10 (animated waterfall):


Forest 31:

Wait, hold on... 31?! Yeah, I don't get it either. Maybe it has something to do with the way the background is layered. Like... image 3 and 1 together? But it looks more like a modified image 0. I don't know. This possibility seems less likely now, as in 1.4, some of these previously empty entries (9, 10) were designated new backgrounds.

Forest 51:


Forest 71:


Forest 72:


Forest 73:
Corruption, Crimson, and Hallow
Corruption 0:


Corruption 1:


Corruption 2:


Corruption 3:


Corruption 4:



Crimson 0


Crimson 1:


Crimson 2:


Crimson 3:


Crimson 4:


Crimson 5:



Hallow 0:


Hallow 1:


Hallow 2:


Hallow 3:


Hallow 4:
Tundra
Snow 0:


Snow 1:


Snow 2:


Snow 3:


Snow 4:


Snow 21:


Snow 22:


Snow 31:


Snow 32:


Snow 41:


Snow 42:


Infected tundras simply use the background of their infection type.
Jungle and Mushroom
Jungle 0:


Jungle 1


Jungle 2:


Jungle 3:


Jungle 4:


Jungle 5:



Mushroom 0:


Mushroom 1:


Mushroom 2:


Mushroom 3:
Deserts and Ocean
Desert 0:


Desert 1:


Desert 2:


Desert 3:


Desert 4:


Corrupt Desert (cannot be changed):


Crimson Desert (cannot be changed):


Hallowed Desert (cannot be changed):



Ocean 0:


Ocean 1:


Ocean 2:


Ocean 3:


Ocean 4:


Ocean 5:
Underground Biome Backgrounds (changable)
The underground background of a given biome is not in any way related to its surface background. Note that some biome backgrounds only appear in the cavern layer, and all have different appearances depending on whether or not it is the underground or cavern layer. These will not show up when viewing the world in the editor. For biomes with an underground and cavern layer background, they come as a set; you can't pick underground and cavern layer backgrounds individually of one another.

Before showing you the backgrounds, I just wanted to point out two visual bugs you may encounter:
If the transition between the surface and underground layers is visible on-screen, the far right edge of that transition may disappear. If you travel horizontally, you will notice it appearing/disappearing relative to your movement.


The other visual quirk is a black bar that separates the underground and cavern layers, and well as the caverns and hell caverns. I don't recall ever seeing this in a normal world, so it is likely the fault of TEdit. However, I don't see this in all TEdit created worlds either, so... I'm not certain what exactly causes it. I guess you could cover it up with TEdit placed natural backwalls if you can't get rid of it any other way.

Unlike surface backgrounds, underground backgrounds are composed of small, repeating segments. Thus, a much smaller image can easily convey the background underground. The images may look the same size, but the surface biome images are shrunken significantly.




Deep Ice 0, Underground:


Deep Ice 0, Caverns:


Deep Ice 1, Underground:


Deep Ice 1, Caverns:


Deep Ice 2, Underground:


Deep Ice 2, Caverns:


Deep Ice 3, Underground:


Deep Ice 3, Caverns:



Deep Jungle 0, Underground:


Deep Jungle 0, Caverns:


Deep Jungle 1, Underground:


Deep Jungle 1, Caverns:


Currently, all Deep Jungle options past 1 give the same background as Deep Jungle 1.


The option listed 'Hell BG' does not change the dynamic Underworld background, but rather the background of the lower caverns leading up (or should I say down?) to it.

Hell 0:


Hell 1:


Hell 2:




Surprise, surprise! The 1.4 update introduced two new backgrounds for the Underworld proper, which can now be toggled with the Underworld BG tab. All three of these backgrounds feature some form of animation.

Underworld 0:


Underworld 1:


Underworld 2:
Underground Biome Backgrounds (uneditable)
Now you're probably thinking "there's more than one background for this biome, but it cannot be changed?!" Well... that's how it is. Which of these backgrounds show up on a world seems to be independent of other factors. I've tried modifying everything from cave style, to biome background, to moon style, and I can't seem to change them. Maybe this will be different in a later version of TEdit. Even among TEdit created worlds, which of these backgrounds appear is not consistent. You won't know which backgrounds you got until you look at the area in-game. Perhaps they are related to World ID or World Seed (two separate things... I think). I have no way of ascertaining how many of these background types actually exist; it is entirely possible that there are more than those pictured here. There may also be more backgrounds for Corrupt Ice and belowground mushrooms. Honestly, I just got tired of generating new worlds without any guarantee of ever finding anything new.


Ocean, Underground:

There is no ocean background at the cavern level. In fact, the ocean background becomes a normal underground background slightly before the cavern layer.

Glowing Mushroom, Underground:


Glowing Mushroom, Caverns:



Corrupt Ice, Caverns:


Crimson Ice 0, Caverns:


Crimson Ice 1, Caverns:


Hallowed Ice 0, Caverns:


Hallowed Ice 1, Caverns:


Hallowed Ice 2, Caverns:


Hallowed Ice 3, Caverns:



Deep Corruption 0, Caverns:


Deep Corruption 1, Caverns:


Deep Corruption 2, Caverns:


Deep Corruption 3, Caverns:


Deep Crimson 0, Caverns:


Deep Crimson 1, Caverns:


Deep Crimson 2, Caverns:


Deep Crimson 3, Caverns:


Deep Hallow 0, Caverns:


Deep Hallow 1, Caverns:


Deep Hallow 2, Caverns:



Underground Desert:
Underground deserts rely on breakable backwalls to facilitate the spawning of their respective enemies, and do not have a unique background.


Infected underground deserts use the background of their respective infection type.

Fun fact: Sand blocks can be suspended on stalactites!
Generic Cave Styles
Just like with tree styles, we also have an interface for cave styles. Except... the cave X coordinates don't actually seem to work. This bug may be fixed in the future, but as of this writing it seems that cave styles follow the same X coordinates as tree styles. If it gets fixed later, please don't blame me for misleading you. Cave style coordinate bug is fixed! Cave styles will display in the editor, and they will follow the now-functional cave style X coordinates. However, cave style 3 is still visually skipped in the editor view, instead displaying 4, 4 replaced with 5, 5 with 6, 6 with 7, and 7 replaced by a jungle background. So... you shouldn't necessarily rely on what you see in the editor, unless they fix that.

As with the underground biome backgrounds, the underground and cavern versions of a given style are tethered to one another; you can't have the underground background of one style and the cavern background of another... at least not without some clever map building and usage of treeX coordinates...

Cave Style 0, Underground:


Cave Style 0, Caverns:


Cave Style 1, Underground:


Cave Style 1, Caverns:


Cave Style 2, Underground:


Cave Style 2, Caverns:


Cave Style 3, Underground:


Cave Style 3, Caverns:


Cave Style 4, Underground:


Cave Style 4, Caverns:


Cave Style 5, Underground:


Cave Style 5, Caverns:


Cave Style 6, Underground:


Cave Style 6, Caverns:


Cave Style 7, Underground:


Cave Style 7, Caverns:
Moon Styles
Because why not?

Yeah, this is just taken straight from the wiki:[terraria.gamepedia.com]
From left to right: Grey, Orange, Ringed, Blue Marble, White Ice, Green Gas, Pink, Orange Venus, Triple Purple, Pumpkin, and Frost.
And no, you can't choose pumpkin or frost as a permanent moon type.
Final Words
So, if you want to further customize your home world, add some thematic elements to an adventure map, or are just plain curious, this guide should have you covered.

I don't know what questions you might have, but if you do have any, you can leave them in the comments section below and I'll try to answer them whenever I see them. Also, if you find any mistakes, I would appreciate you bringing them to my attention. If you find any backgrounds not listed here (the uncontrollable ones, like Corrupt Ice), feel free to tell me and leave the world seed and I'll be sure to add it. Better yet, if you happen to have any idea how to manipulate them (assuming its even possible)... well, I can dream right?

Obvious credit goes to Re-Logic for creating all of these backgrounds and trees and moons in the first place. I'm not trying to pass them off as my own designs. Felt like I should say that, just so, you know, I don't get into some kind of weird legal trouble somehow. Not that that would happen, right? ...right?

World seed for Hallowed Ice 3 and Deep Corruption 3 courtesy of jean-luc.
Old Backgrounds (1.3.5)
Archive for pre-1.4 versions of backgrounds.

Forest 0:


Forest 7:


Forest 31:


Forest 51:


Forest 71:


Forest 72:


Forest 73:



Jungle 0:



Snow 0:


Snow 1:


Snow 22:


Snow 32:


Snow 42:


Hallow 0:
43 件のコメント
RevPM 2022年10月22日 17時09分 
I did some checking myself. here's how Forest backgrounds work in Journey's End / Labor of Love:
Left: Forest BG
Center Left: Tree BG 2
Center Right: Tree BG 3
Right: Tree BG 4
Darkstar  [作成者] 2021年1月28日 9時18分 
They would be off of this page: https://www.binaryconstruct.com/downloads/
However, this guide was not made using the most recent version (I really need to update it some time), so there may be other backgrounds or features besides these available in the current release.
Cryptic Craft 2021年1月27日 4時46分 
because there is alot of fake TEdits
Cryptic Craft 2021年1月27日 4時46分 
what TEdit is this can you post a link
Darkstar  [作成者] 2020年12月17日 21時37分 
I'm not aware of any way to explicitly set this, I'm afraid. If you're creating a new world in TEdit, you could check to see which spawns before building more, but if it's a pre-existing world, I don't know of any way to change it. Perhaps it will be added in a future update. You could try inquiring about it here: https://github.com/TEdit/Terraria-Map-Editor/issues
Vaal 2020年12月16日 6時45分 
I have a question (thought it might not be possible).
Is there any way to change what enemies spawn?
I'm talking about the salamander, crawdad and giant shelly.
I love salamanders so i wanna switch crawdad with them, can you do that in tedit?
Thanks.
Darkstar  [作成者] 2020年11月1日 14時29分 
I'm not sure what you mean by a 'schematic'. You can copy and paste things between worlds if you copy, then open the other world from the same window, and paste there, if that is what you meant.
Queennoobi101 2020年7月23日 18時42分 
can you see if theres the :) moon option?
virtualboyx 2020年7月22日 17時39分 
You really need to update this since version 1.4 came out introducing brand new backgrounds while update.
StarTheCat2003 2020年6月18日 8時54分 
so you know the broken crimson backgrounds now work, the cave backgrounds now follow the cave x (X0 allready worked), taking screen shots with crimson doesn`t work as it takes the forest background on the far left, there are now multiple forest backgrounds per world they follow the tree x coordinates and depending what cavern corruption background you have the crimson ice and hallowed ice will always be the same like this cor 0 crim ice 0 hall ice 0, cor 1 crim ice 1 hall ice 1,cor 2 crim ice 0 hall ice 2, cor 3 crim ice 1 hall ice 3.