World size refers to the size of a Terraria world. Upon creation, on the Desktop version, Console version, Old-gen console version, and Mobile version, the player can select either "small", "medium", or "large" for the size of the world to generate. On the , the player can select either "normal" or "expanded". The worlds are smaller due to less memory. A version "expanded" world is the equivalent of a "small" world.
Dimensions of the different map sizes are as follows: (one tile = two feet)
|World||Size of map
|Size of map
|3500 × 1800||1750 × 900||3486 × 1786||1743 × 893||6,300,000||1,575,000|
|8400 × 2400||4200 × 1200||8234 × 2234||4117 × 1117||20,160,000||5,040,000|
|Medium||12800 × 3600||6400 × 1800||12634 × 3434||6317 × 1717||46,080,000||11,520,000|
|Large||16800 × 4800||8400 × 2400||16634 × 4634||8317 × 2317||80,640,000||20,160,000|
- Cannot be selected for new worlds. Only used for worlds generated prior to the 1.3 mobile update.
- On the , expanded worlds are only available on the Western versions (North American, European) of version.
- On the Mobile version, large worlds are only accessible on devices with 1.5+ GB of RAM.
World generation limits[edit | edit source]
World size has a notable impact on how many of a certain structure may be generated in the world. The values listed below are the theoretical maximums and not a guaranteed count. Although unlikely, some large structures and biomes can be skipped if no proper placement is found. Additionally, some smaller structures can be overwritten by other structures, or be blocked by other nearby structures. The ranges listed are based on chance factors during generation and not on observed data.
Placed items[edit | edit source]
|Life Crystals||31 Verify||100||230||403|
|Surface Chests||8 Verify||21||32||42|
|Underground Chests ||n/a||35–40||80–91||140–160|
|Dead Man's Chests||n/a||10–20||15–30||20–40|
|Statue multiplier ||1 Verify||2||3||4|
- Underground Chests are generated in the Underground and Caverns layers outside Cabins and the Dungeon and are converted into their appropriate Biome specific chest. They are further reduced by the number of Dead Man's Chests.
- Statue multiplier determines up to how many of each type of statue can be placed outside Underground Cabins. For example, large worlds can generate up to 4 Crab Statues outside cabins.
|Floating Islands||2–5 Verify||3||5||6|
|Living Mahogany Trees||n/a||6–11||9–16||12–22|
|Enchanted Sword Shrines||n/a||0–1||0–3||0–4|
|Extra Underground Desert
- Extra Underground Desert Cabins are additional cabins generated along the regular cabins that get converted in the Underground Desert.
|Glowing Moss caves||n/a||2||3||4|
|Track length||World Size|
World size comparison[edit | edit source]
Different world sizes may be better suited for different purposes. Players may find that creating many small worlds may be more efficient than creating large worlds due to the amount of memory needed.
Advantages of small worlds[edit | edit source]
Everything is closer and quicker to reach:
- Getting to specific locations like the Dungeon, Jungle and Oceans requires less walking.
- Building skybridges, subways, teleporters, and hellevators is quicker and less costly.
- Less digging is required to reach the Underworld.
- Floating Islands are lower and therefore easier to find.
- Wyverns spawn closer to the ground and are therefore easier to farm.
- Note though that this can be a double-edged sword as simply being above the treetops can trigger them to spawn.
- Ores are potentially easier to find.
- The Corruption/Crimson/Hallow is easier to control.
- It is easier to find the Jungle Temple.
- Retrieving liquids such as water and lava with buckets or pumps is quicker and easier.
- Meteors are easier to locate.
- The world generates, saves, and loads faster.
Advantages of large worlds[edit | edit source]
There is more space to build and explore:
- Layer and biome transitions are more gradual.
- There is a greater chance of having lakes or pools big enough for fishing.
- The Underworld is longer, potentially giving more time to defeat the Wall of Flesh.
- The Celestial Towers will be more spread out, reducing the likelihood of the player's base and NPC homes being overrun.
- The evil biome or hallow is less likely to spawn near the Jungle, for the same reason as above.
- The surface terrain tends to be more varied and interesting.
- Abandoned Mine Tracks are longer and more common.
There is more "stuff" in the world:
- There are more total chests and pots underground per world.
- There are more materials, including ore and wood. For example, there is more wood already grown and more room to plant trees.
- The Dungeon has a greater chance to have all three Dungeon Wall types.
- There are more Evil Biome chasms. This means that there are more Shadow Orbs/Crimson Hearts to destroy, which drop unique and valuable items. There are also more Demon Altars, which means there would be more Hardmode ores to generate.
- The Jungle Temple possibly contains more traps and Lihzahrd Power Cells.
- More meteorite crash sites can be in the world at one time.
- Like with Wyvern spawn heights, this can also be a double-edged sword as a higher number of meteorite blocks are required in the world to prevent more meteorites from spawning and potentially destroying landscapes or player built structures.
Notes[edit | edit source]
- values may be difficult to obtain and incorrectly extrapolated from the version220.127.116.11 source code.
Trivia[edit | edit source]
- Using server command lines with the
autocreateparameter, medium sized worlds generate 6300 tiles wide instead of 6400, which is exactly 1.5x larger than small sized worlds.