Towers of the Wild — Guide
The Towers
| Tower | Where it generates |
|---|---|
| Regular | Plains, sunflower plains, savanna, forest, taiga, swamp, mountains |
| Desert | Desert |
| Badlands | Badlands |
| Ice | Snowy plains, snowy slopes, snowy taiga, frozen peaks, ice spikes |
| Jungle | Any jungle |
| Ocean | Deep ocean |
| Warm ocean | Deep lukewarm ocean |
| Derelict | Mountains and hills |
| Derelict (overgrown) | Plains, savanna, forest, taiga, swamp, mountains |
| Nether | Any Nether biome |
| End | End highlands and midlands |
The ocean towers stand on the seabed, so most of their height is underwater and only the top of one is visible from the surface.
The two derelict variants are much shorter than the rest. They are ruins, and finding one looks nothing like finding an intact tower - which is what the advancement for them is about.
Finding a Tower
Towers are common enough to run into while exploring, but if you want to go straight to one, each variant is a locatable structure:
/locate structure totw_modded:regular
/locate structure totw_modded:desert
/locate structure totw_modded:ice
...and so on, one id per variant. The command answers with coordinates and the distance.
A tower generated near your spawn is often several hundred blocks out; the rarer biome variants can be several thousand. Nether and End towers can only be located from inside those dimensions.
Advancements. There are six, one for the first tower you find and one each for the ice, jungle, plains and the two ruined kinds. They form a small tree under a root advancement, so they show up as their own tab.
Other Dimensions
Beyond the Overworld, Nether and End, there are tower variants built for dimensions that other mods add:
| Tower | Dimension |
|---|---|
| Canopy, mangrove | Twilight Forest |
| Skyroot | The Aether |
| Everbright, Everdawn | Blue Skies |
| Ratlantis | Rats |
| Moon, Mars, Mercury, Venus, Glacio | Ad Astra |
Each of these is tied to biomes from the mod in question. If that mod is not installed, the biomes do not exist and the tower simply never generates - it costs nothing and causes no errors to have them defined.
The same is true of the waystone that generates on the roof. With Waystones installed each tower gets one, which turns the whole set into a fast-travel network: climb a tower, link its waystone, and it becomes a place you can return to. Without Waystones the towers generate exactly the same, minus that block.