Structure · Deep NorthNorth Village
135 per world · nearest usually 8,457 m from spawn · 1 creature · 38 itemsThe abandoned settlements of the Deep North, 135 per world, generated house by house from a room set the way a dungeon is. Shadows walk them and can't be killed.
135 are placed per world. They go in the Deep North, away from the biome's edges. Altitude above 2 m relative to sea level. Never closer than 70 m to another of its kind.
The full write-up is the North Village guide.
Present in every world scanned. Straight-line distance from the spawn stones to the nearest copy. Filter worlds by it on the seed finder, or see every copy in your world on the seed map.
Each copy is generated with the game's own room rules, spawn chances and drop tables. The bold number is the average haul for emptying every container and breaking every pile; the range under it covers eight runs in ten.
Built piece by piece from 9 room types. The share is how often the generator picks that piece; a house that is drawn eight times more often than a tower is eight times as common in the finished place.
| Piece | Pick share | Holds |
|---|---|---|
| northvillage_house1 | 42% | 3 × Shadow Person spawner (50%) |
| northvillage_house2 | 42% | Deep North village chest (50%), 3 × Shadow Person spawner (50%) |
| northvillage_granary | 3% | nothing that drops |
| northvillage_stable | 3% | nothing that drops |
| northvillage_tower | 3% | Deep North village chest (50%) |
| northvillage_fence1 | 2% | Shadow Person spawner (50%) |
| northvillage_fence2 | 2% | nothing that drops |
| northvillage_turnipfield | 2% | 2 × Shadow Person spawner (50%) |
| northvillage_woodpile | 2% | nothing that drops |
Generated room by room: 15 to 20 rooms per copy, drawn from a set of 9 pieces (9 rooms, 0 entrances, 0 end caps), on a 10 m grid. Door chance per opening 0%.
