#autofarms
493 messages · Page 1 of 1 (latest)
what is blasphemy
oh
okay but what mobs i can grind?
I used it to kill a bunch of golems, but in theory any moderate sized mob should work such as mannequins or sheep and such
It just has to be something that you can put in it's AoE range
So now we're doing bio tech? With the giant spiders? Great.
Ooh so I have a theory. When you spawn the big hairy sea guys on land, they can actually destroy blocks with their claw. And the blocks drop
So surely there’s a way to use them to mine
or you could use the block that spits out damaging balls
now that obsidian is blast proof, here is highly inefficient agni farm
typical spaning chamber but with gaps for agni to fall into water, collection funnels farther below outside of the blast radius
walls are obsidian close to the water surface
inside chamber
larger spaning platform increases spawns but makes agnis likely to get stuck
funnels for collection at least 10 blocks underwater
131 fire in 20 minutes
thats fire
more optimized agni farm: instead of waiting for agni to fall down, all valid spawning surfaces are now covered in water resulting in instant kill. can utilize multiple vigil blocks. each explosion is an agni kill. fjre js useful for crafting large amounts of obsidian for builds
vigils are exactly 5 blocks above water (including 1 block deep water)
the block exactly below the vigil and the vigil itself must be excluded from valid spawn locations (because if agni dies the exact block under vigil it will sometimes break it), so a blast proof colomn of obsidian is required from the floor to the ceiling as such
if an agni attempts to spawn in the column it will be relocated to the top most valid block (the ceiling) so we cover that with water
example design with 7 vigils
9 agnis every 12 seconds is 9180 fire per hour
collection is a problem tho lol
@blissful laurel how big is the spawn radius for vigils? i'm trying to make a boid obliteration chamber
i think its a 7x7x7 cube with the vigil in the center (3 block distance from the vigil in any direction)
im not too sure though but i think 9x9x9 is safe
spawning is weird sometimes it can ignore collisions and spawn a vermin in a wall
might be mistaken but if you do a 7x7x7 very rarely a vermin can spawn in the edge of the last block and noclip into the wall
my agni farm in survival is 7x7x7 spawn chamber and havent had trouble though
ayyy thank you :D
one thing you have to watch out for (especially when spawning hostile things) is that i think theres a radius where vermin can spawn in but arent loaded so cant move, so a lot can spawn and clump together. so my agni farm got like 50 agnis loaded at once when i came back and caused a chain reaction and broke out.. im not sure of the radius though i havent read the code only speaking from guesses
and do you know how it interacts with water? i placed a vigil in the ocean of the clonaqualia and it'd only spawn stuff when it had a side contacting air apparently
oh interesting!!!
it does require a solid block to spawn
neato
submerging the block underwater is okay
so id be able to effectively limit the vertical spawn radius to only upward of the block if i place it underwater, sick thanks
i now just need to get an unholy amount of shepachs and my boid obliterator shall be done 🙏
yeah should be fine imo but im not 100% sure beacause vigils are so janky sometimes things just noclip out of places for no reason
dang..
it would be REALLY funny to place the vigil with just one block's worth of spawning area around it above the water
fill it with agnis
place a solid sheet of obsidian on it, cover the obsidian in water
wait nvm
thatd blow the vigil up wouldnt it
the obsidian dosent "block" explosion. if a vigil is covered in obsidian but within the blast radius it gets destroyed
obsdian just saves itself
yeah
makes sense
yeah i think this should be okay as long as there is no solid blocks under the water within spawning radius
water is ignored in the spawning process it functions same as air. it is not the water invalidating the spawn its just that water isnt a solid block. if a block has water above it it is still a valid spawning location
ohhhhh makes sense makes sense
...wouldn't you be able to just submerge an agni vigil underwater, cover the possible spawns of the vigil in obsidian, and make the obsidian stretch high enough while still submerged to keep the explosions away from the vigil?
sorry if i got anything wrong though
yes
the farm above is for when you dont have enough obsidian
ur good ur still the most knowledgable person on the topic i know 🙏
ohhh makes sense makes sense
heres example of the essense block mimic somehow spawning out of the radius and then a gold mimic noclipping out of a sealed area
always test the dangerous farms in divine mode before actually building them 👍
so my current guess for vigil mechanichs:
it will select a random block from the 7x7x7 area centered at the vigil
if it is air, do not spawn anything, the spawn fails
if it is a solid block, spawn at the first air block above the solid block (can be outside of the cube), the spawn succeeds
so if it selects inside a wall, it will move up until it hits air and spawn it there, so covering the entire 7x7x7 spawning cube makes the spawn always succeed and high spawn rate. here i buried multiple vigil blocks in solid ground so all the spawns gets transferred to the top platform. (the spawn outside of the chamber i have no idea how it happened)
upon further testing, i think the spawn area is a sphere with diameter 8
so it pokes out of the 7x7x7 cube by 0.5 blocks on the very tip (explains the rare spawn outside of the chamber)
and for a block to be selected for spawn, it must have "visual contact" with the vigil
if its blocked off by another block its spawned there instead
if all points inside the sphere are equally likely to be chosen, we would expect about 26% of the spawns to be outside the 7x7x7 cube (this is not true, it is very rare) so probably this is what happened:
- a random direction is chosen from the vigil (unclear distribution, probably the unit vector of a vector from 3 random scalars)
- a uniform random distriution generates a distance from 0 to 4.
- a spawn in that direction and distance is attempted
if this method is used, about 1.45% of spawns are outside of the 7x7x7 cube, which is roughly what i actually observe, so i think this is probably correct (random azimuth and zenith angels for the unit vector expects about 3% of the spawns to be outside of the 7x7x7 cube, which could also be the method used)
to explain that it only spawns at location where it has "line of sight" , this is probably how it works in full (people with the code can confirm or disprove it)
- a random direction is chosen from the vigil (unclear distribution, probably the unit vector of a vector from 3 random scalars)
- a uniform random distriution generates a distance from 0 to 4.
3.** the first solid block the vector intersects** is chosen, if the vector did not hit any solid blocks, the spawn fails entirely - the first air block above the chosen block is selected as the spawn location
wait divine is basically a creative mode????
i havent touched any of the alternate modes yet..
yes
any suggested improvements to the design?
only thing i can think of is extending vertically to add more vigils
is the killing speed fast enough
try clay shepach it deals more damage i think
the damage is based on velocity too but its probably to get high velocity balls in a farm
from the things i found the optimal general farm is probably burying the vigil completely underground so the spawns get concentrated to a 3x3 area on the surface while keeping max spawn rate
you can stack multiple vigils vertically that way too
if you don't have solid ground a 3x3xn pillar also works with vigil in the center block
theoretically this should be the most convenient to farm, i havent tested it myself yet you could give it a try and lmk if it works
i only discovered recently that vigils need a line of sight to the spawning location
so this is enough to prevent spawning outside of the chamber
this is my current guess for vigil mechanics
this dosent work just tested this (dont try my suggestion sorry)
yeah i think the farm looks pretty good just maybe as you said more vigils and possibily clay shepach if you need faster kill
trying to figure out the exact mechanics from in-game only is hard for me because it just behaves so werid, i wish someone can look at the code and tell us lol
vigils are so weird man
its sometimes slow sometimes fast, sometimes needs line of sight, something straight out noclips, can "transfer" upwards and spawn outside of radius too
what im pretty sure of is the radius 4 sphere thing though, spawns could be transferred outside the sphere if the location it attempts to spawn is blocked off
killing speed great; spawn speed abysmal
did but I decided balls cover more area because they launch with more speed plus i want the blue plastic as a byproduct
i stacked a bunch of vigils vertically so it got faster and extended the farm as such
and boids somehow started getting out of the farm
💔
are they somehow spawning out of chamber or are they noclipping after spawning
both happens to me too 💔
This is the spawn logic if anyone is still interested
func attempt_spawn() -> void :
shape.force_shapecast_update()
var entity_count: int = shape.get_collision_count()
if entity_count < max_count:
ray.global_position = (global_position + (Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1)).normalized() * randf_range(1, spawn_radius)))
ray.target_position = Vector3(0, - spawn_radius, 0)
ray.force_raycast_update()
if ray.is_colliding():
var spawn_position: Vector3 = ray.get_collision_point()
var new_entity: Entity = spawn_scene.instantiate()
new_entity.transform.origin = spawn_position
get_tree().get_root().add_child(new_entity)
anim.play("spawn")
spawn_timer.start(spawn_time_multiplier * randf_range(min_spawn_time, max_spawn_time))
It basically picks a random point in a radius-4 sphere centered on... one of the bottom corners of the block instead of the center for some reason
Then, casts a ray downward with a max length equal to the radius of the sphere. If it hits something, it spawns the mob at the collision point. Otherwise, it does nothing.
Oh yeah also the condition for "max count" counts the number of entities in a radius 8 sphere. Max count appears to be set to 8.
Also min spawn time is 4 and max spawn time is 8
Most mobs have a spawn time multiplier of 1, but some differ
Leviathan, for example, has a multipler if 10
Baal, for some reason, has a multiplier of 0.1
evil
tysm 
i thought it was like this but covering a vigil in a 3x3x3 cube (vigil in center) still spawned agnis out in the air for some reason
maybe there is some mechanism for redirecting spawns if the spawn location chosen is buried in solid blocks
the top explosions are more than 4 blocks from the vigil which got me confused
so i thought the spawns gets redirected upward but a design likes this spawns stuff far out (somewhere around pink x) instead of being directed to the red area
but this design does work and things get properly sent to red area
ah i see
my bad
the ray is cast from the random point not the vigil
it makes sense now tysm 
big thanks
Glad it helped! I liked seeing your farm designs.
is this true, along with your latest graph?
so 7x7x7 solid obsidian around a 2X2 cube of agni vermin blocks with water on top would create a fire farm?
do amor blocks push vermin
no hhhzzzsss has the correct explanation
a 9x9x9 block with 1 vigil in the center would work i think
pls test in divine mode first though quite expensive to build
i dont know if amor block does anything special but friend shepach is often used to push vermin without damaging them
Huh... that is_block_solid_at condition wasn't there before...
func attempt_spawn() -> void :
shape.force_shapecast_update()
var entity_count: int = shape.get_collision_count()
if entity_count < max_count:
ray.global_position = (global_position + (Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1)).normalized() * randf_range(1, spawn_radius)))
ray.target_position = Vector3(0, - spawn_radius, 0)
ray.force_raycast_update()
if ray.is_colliding():
var spawn_position: Vector3 = ray.get_collision_point() + Vector3(0, 0.1, 0)
if not Ref.world.is_position_loaded(spawn_position) or Ref.world.is_block_solid_at(spawn_position):
spawn_timer.start(spawn_time_multiplier * randf_range(min_spawn_time, max_spawn_time))
return
var new_entity: Entity = spawn_scene.instantiate()
new_entity.transform.origin = spawn_position
get_tree().get_root().add_child(new_entity)
anim.play("spawn")
spawn_timer.start(spawn_time_multiplier * randf_range(min_spawn_time, max_spawn_time))
tragic... the upwarping design can't be done with 1-block-tall entities anymore
aw damn
this is probably why
aww
Apparently entities don't upwarp through egress blocks even when they're in the solid state
I built a 3x3 pillar and put egress blocks at the top, and spawned a sheep below, and it warped into the solid egress blocks and just stood there
However, solid egress blocks are a valid spawning platform for entities and open egress blocks are not, which is expected
You can make an auto farm by using fire, just get sulfur blocks light the walls on fire and they’ll walk into it
Using the fence is a great way to kill the mobs without getting hit
oo I love this idea, thanks!
I wasn't able to get the sulfur wall to work for some reason... even though mimics were pressed against burning sulfur they themselves weren't getting burned
I tested this on mimics it’s the only one fire doesn’t work on like that (there could be others)
This method works good on fish, bubble bears, noot, fruit fem, and others
Ah I see, that's unfortunate
just throw ball shepachs
Shepachs are uncontrollable, they always shoot together
couldn't you height stagger them to create some amount of randomization on impacts
I notice they tend to sync when you leave and come back
yeah they resync when you leave
I have a super overpowered farm I will share later when I’m done farming!
It’s also very safe
here it is
the fence allows me to hit them, but they can't hit me
and i use the clay ball hitter thingy, because its stronger then the rest
and the spunge allows me to turn on and off the ball hitter thingys
I noticed the ball shepach shoots faster though, and only does slightly less damage, so I'm a bit undecided between the two for my own farms
I love the farm design
i've been using this for mine too ^-^
The clay one will also not clog up because there is less
Ah yeah that's a good idea
Does anyone happen to have a solution for mimics spawning on top of one another? My shepachs only shoot at mimics on the floor so when one spawns in the air due to spawning on top of another mimic, it just gets stuck there
This is my simple, single-vigil design for a mimic farm
The kill chamber is a 2x2 tube that looks like this
It's in a distant corner of my qualia, so wherever I'm standing, as long I'm somewhat close to the central pillar, they walk into the corner kill chamber and die
The issue I noticed with double vigils is that, on rare occasions, they spawn a mimic at the same time, causing the second one to spawn on top of the first. It gets stuck there because the balls don't reach it, and I don't like that.
Rates are pretty good even with a single vigil due to optimal positioning though
One thing to note is that vigils are not rotationally symmetric, so the farm only has the best rates at this exact orientation
(For other orientations you'd need to position the vigil slightly differently)
do not fall into the mimic pit when trying to replace ball shepachs with clay shepachs worst mistake of my life
REAL
only reason i survived that in my cobbled together farm on my survival world is because i had like 500 health
the only block i know of that does not allow mimics spawning on it and blocks spawns inside it (i think? i need to test that) is the immaterial form of the egress block
hmm I see
I remember mimics being able to spawn inside egress blocks from a capsule, but if it blocks vigil spawns that would be great
yes
i forgot
wait
i hit the ball so it flings up in the air and hit them
I prefer it to be fully automatic
FUCKKK THEY CAN
THEY CAN SPAWN INSIDE EGRESS W VIGIL
aughhh
oof
It'll be nice if there's an easier way than just spamming a lot of balls from high up to fill the area, I like that I don't need to use that many ball shepachs in my current design since it reduces lag
im checking if the glitched floating fruit trees might block spawns rn
it doesnt :(
unfortunate
Btw what I mean by asymmetric is that the spawning area (or at least the area where it starts the raycast to determine the spawn position) is a sphere centered around the bottom corner of the block (the corner with the lowest x, y, and z position), so my design has an 8x8 spawning platform with that exact corner of the vigil at the center of it
And since the vigil is exactly 2 blocks up, as long as the picked position is within the middle 4 blocks of the spawning sphere, it'll spawn a mob. Only the top 2 blocks and bottom 2 blocks will fail to spawn, which is a very small percent of the spawning sphere.
one way to stop doubled mimics is to just put blocks one block above the spawning platform and upward until it clears the 4 blocks
i think ?
Yeah, that would stop it, but also completely slash the rates
I guess if you just had enough vigils it wouldn't be a problem
like filling the entire ceiling of the 1-block-tall area with vigils XD
Try putting your ball weapon thingy higher
I think that'll cause the balls to jump over the first row or two of the spawning platform unfortunately
That didn’t happen with me when I used they clay ball thingy (if I remember correct)
Because it’s slower
oh, do they like bounce all the way down?
i wonder if there's a decent way to launch balls from above that would cover the entire spawning area
Then. Set them further back
So
That don’t happen
Right?
I could just be dumb
The clay ball's trajectory would need to hit every single block of both the first and second layer of the spawning area
I imagine this would be extremely difficult to build in survival though because mimics would constantly spawn as you're trying to fill all the vigils
um here's my design
the items in my inventory are from 10 minutes of letting the farm run
but the issue is my computer can NOT handle 6 vigils + shepachs
so i ran the farm while on the lowest settings possible and looking at the ground for those 10 minutes and even then i only got like 5-7 fps
but this design fixed a lot of the random issues i encountered
like at some points the mimics decided they knew how to fly 40 blocks in the air at random
but i think i fixed that
and the mimics clinging onto the wall closest to the player are hit down by clay balls
it runs 6 vigil spawners and i think the vigils might be far enough from the killing chamber to continue spawning once a mimic gets down there?
also the entire shepach system can be activated with a single egress line
im going to try and make & optimize a 1 or 2 vigil design though, bc i want something i can actually run without killing my computer
Woah that's a cool looking farm, what do the green and red indicate?
I've gotta increase my stack size quickly, in the time I spent updating revelation engine my farm overflowed with tungsten appendages
oh up & down ^-^
i just made it with white tile so it would be easier to see things sticking out
the little rib thing was me getting bored
ohh I see, it's an elevator
yeah one of the screenshots shows how it works
there's accelos that are invisibly cutting through the wall
so if you go up against a corner you are launched upwards
What are the blue and red things on either side of the mimic chamber, are they ball and heart shepachs?
blue and red are the mind and body cakra
.o.
so you get unified waves of balls
I see
- i have the actual shepachs only covering half of the span of the farm on either side
like, shepach and then tile and then shepach and then tile
so the mind and body cakra make it so they actually do cover the entire span
even with less shepachs
oo that's nice
bc they fill out ^-^
mostly just for lag reasons
ok well the waves of balls arent unified but they fill out more space than otherwise i think
i dont know if your whole directionality thing is totally accurate
bc i have a 1 vigil farm design in operation rn and it spawned on a tile block it shouldnt have been able to reach if it operates from the corner of the lowest coordinate position
hm? where did it spawn?
like on the opposite side
on a wall
im in the negative x, positive y, positive z quadrant
or wait i guess i was imagining it works towards the origin
oh yeah the raycast goes downward
ohhh
the origin of the raycast starts at a random point on the sphere
so its not towards the origin it's towards the negative x, negative y, negative z diagonal ? the point that's the origin of the sphere i mean
The center of the sphere is centered at the corner of the block that has the lowest x, y, and z coordinate yes
it's a sphere of radius 4
got ittt ok
i thought it was towards the origin for some reason
like world origin, (0,0,0)
and from the point it casts a ray straight down (the ray has a max length of 4)
ahhh I see
Then, from the collision point of the ray, it goes 0.1 blocks up and checks if it's inside a solid block
if yes, it cancels the spawn
otherwise it spawns the mob
tyyy
Oh yeah and if the ray hits nothing after travelling 4 blocks nothing spawns either
alright after pretty much exactly 20 minutes of my single vigil design i got 71 blue plastic, 27 clay lumps, 156 gold blocks, and 242 tungsten appendages
so it's not that great.. i'll try removing the cakra blocks and see how that works out
this would be about 213 blue plastic, 81 clay lumps, 468 gold blocks (the duped block), and 726 tungsten appendages per hour
so a lot worse than the 6 vigil design
but my computer can actually run this one so
yeah, the main limiting factor is lag
I like to keep it on in the background while I do other stuff in my pocket qualia
that makes sense ^-^
also with how well this 1 vigil design is working i might also try upgrading it to a 2 vigil design
bc i think i could handle it ?
It's also possible the mimic stacking issue is exceptionally rare and I just got really unlucky
no it happens
ah I see
i just have noticed that the balls bouncing on occasion deals with it given enough time, at least usually
somehow even with clay shepachs raining down projectiles from above in front of the viewing screen a mimic managed to clip through the 1 block glass screen... so i just made it two blocks thick
you should probably make a staging containment
a section where there's an outer container where spare entities go
if in case they breach
adding more shepachs might kill performance so you might as well add an entryway to manually kill them
(floors are still funnels
right i actually had issues w that. in the world i'm in rn it's flat and the area beneath the farm is just entirely air
i had to make the walls much higher, because at times the random momentum of the ball shepach killing chamber & window cleaning system would give the mimics a really high amount of upwards momentum + potentially horizontal momentum. which means rarely they can just fly their way out of the farm
so i put a ceiling and walls on it
anyway i left my 2 vigil design going for a little bit (1 hour 22 minutes 34 seconds) and i calculated production per minute based on that. it made about:
0.1 dirt blocks / minute
14.55 duped blocks / minute
4.52 blue plastic blocks / minute
1.91 clay lumps / minute
21.79 tungsten appendages / minute
so not very much but at least my computer can run it well
2 vigil design ^_^
i was planning to make disposal chutes but i quickly realized this tanked my frames
so it remained a botched execution
What how long did you leave you device for?
Don't remember exactly, but maybe like 2-3 hours? It's meant to always stay running the background while I'm staying in my personal qualia so I don't need the highest rates. I think I posted the first video of it not too long after I finished working on it.
Wow
Thanks
How do I get vermin blocks? I can’t find them in the divine menu
You have to discover it in a normal world in order to unlock it in divine mode.
Oohhhhh I see
I was wondering why there seemed to be so many blocks missing
Thank you!
Why r u farming guard cubes?
They have very high energy, and thus tend to produce tons of output. For example, with 50 guard cubes and 1 dirt, you can get 938 temple brick blocks.
They are very dense atoms, so you can turn them into more blocks with one of them
Oh my god I learned this way to late, thank u
I always put golems in multiple vigil blocks in my personal qualia to farm temple brick blocks, after a few minutes of massacres and mountains being build I have a full inventory and litter of pickaxes and clay axes
It only needs to be one block high, I just tested
hmm I see
I used egress blocks for a non-mimic farm one time
Found it
wait wrong one nvm
this one
I think the main reason we haven't been going for designs like that is just because they don't work with mimics
i think they can work kinda
make a huge pit they will fall into
wdym? At least for a design like what is shown in the video, what I believe would happen is they will spawn on the egress blocks, fail to mimic anything and turn into grass, then stay as stationary blocks since nothing woke them up
What I mean is make a pit for them to fall into
assuming they take fall damage
Just tested it
They don’t take fall damage
ohhhh I see that makes sense
rip
vigil blocks can only spawn mimics one block up
(some) mobs can take fall damage?
yeee
found a way to decrease mimic farm lag by making them share a killpit
multi-floor mimic farm
i did this too on my survival world's mimic farm
i dont know why i blocked you but im unblocking you. sorry
my really bad & quickly made diagram of how one vertical slice of my mimic farm design works
blocks colored gold are the blocks being duped. the blue blocks are ball shepachs. the brown block is a clay shepach. the blue and brown balls are ball and clay projectiles respectively. the dotted boxes are to show height, and the dashed boxes are glass.
the yellow is funnels
me getting thrown into [PRELUDE /// SECOND
THE MEATGRINDER] bc i tried to replace a placeholder
mfs stole 86 hp from me, cant have shit in the qualia
wait
i found a way to do maintenence on it thas less ass
slowing time
roughly my loot amount from a few minutes (i just added the gold floor and it has 10 blocks of gold and the rest are placeholder osmium)
roughly bc i had to split stacks like tungsten appendages and holyground
i went from not being able to make regular mimic farms to making one with a vigils-per-layer count
albeit sometimes one vigil's spawn radius permeates into the floor above it
or, judging by a pulse i saw where the vigil didnt spawn anything seemingly, below
floor 4 complete
no :(

easy seed farm just make some towers like this and let them fall to there deaths while you afk
have a collection site at the bottom
also blasphemy farm it is not as good and could be improved the idea is that they kill each other
I was planning to make a auto farm but i was not awear of this until just now. I think i should take notes and if i make a video i will credit you.
fixed the 4 layer issue with my mimic farm
very nice farm designs, love to see them
how could i best depict my design incase others want it
bc i wanna show it but idk how to depict it in an easy to understand way
ykw imma just make a divine qualia that shows the design directly
https://steamcommunity.com/sharedfiles/filedetails/?id=3718391852 qualia with my mimic farm design. it has all of the blocks i substituted so you dont get shredded by shepachs or mimics in a convenient key. by "essence block is not there", i just mean it's only being used for signs like that and doesnt need to be in the farm
i uploaded a divine qualia showing my design
so if ya want to see mine, ya can
floor 6
so, theres
||holy ground||
guard blocks
obsidian
gold
glass
anger blocks
huh thats farmable now
is that a different name for the ||yhvh blocks||
Always has been
Yes. The blocks you get in the place where you ||FIGHT GOD||
2.9.1 made them drop
ah i see
before update rod tried it and said it only dropped ball essence (fallback)
i havent actually played after update lol
Ya can get it in gallery biomes
nice
i have a better desighn
ill share it
maybe
wheni feel like it
this block we can make high amouts with guard cubes, 1 guard = like 4 anger
same thing for obsidian, 1 guard = 3 obby
layer 7
layer 8
i am curious, why anger blocks in the windows instead of glass? 
its fucking genius to have egress be toggles for the shepaches
my dumbass was putting and breaking blocks every time, so happy you showed a better way in your video!
It looks nicer! :D
I wantted to make a real tutoral but im too lazy 
https://steamcommunity.com/sharedfiles/filedetails/?id=3727626993 better multilayer mimic farm
i have made an agni farm. the caveat: 64 funnels
nvm
by "nvm" i mean
https://steamcommunity.com/sharedfiles/filedetails/?id=3727650015 YOU DONT NEED 64 FUNNELS (you can see the outdated design here too), I JUST MADE THE HOLE 1X1 WHEN IT SHOULDVE BEEN 2X2
what is this the fuckin lucid lab?
ah bro your updated design is not working
Wha
i cant get the quailia
I DID
Or search "mimibc updated" in firmament
oh
Thas the qualia's name
there is not mimbc updated
I may have misspelled the tpyo
nope
WAIT FUUUUCK I JUST REALIZED
I didnt rename the qualia
I literally only renamed the workshop file
So there should be 2 "mimibc"s, one is the new one
gave me an error
Tf
I specifically designed mimibc to not require any mods or anything 💀, how is it not loading
could be a calling error, they both have the same names
Fair
Wait that doesnt make sense
Is the error in searching or loading?
loading
i don't, i am a pure vanilla guy
but my skin sure ain't
W h a t
w h a t
How in the FUCK is it failing
I tested it in vanilla and it worked
Calling error makes no sense
Different folders
maybe reupload it?
ima just use the old model
...sure
just don't let the balls ever fall onto a platform
Bc that plastic is a BITCH to the concept of fps
or get this, i could just cover them up
fair
if it ain't broke, don't fix it
that right there is one of the 2 major changes to the updated model
any reccomendations for building blocks to farm?
The other is an off switch
I'd rather venture into the mimic dungeon and destroy the evil mimic cores instead
Depends on what you need, but if you're doing apotheosis, GUARD BLOCKS AND HOLY GROUND DUPE EVERYTHING
Well, welcome to touhou
Here's a recording from when it was 2 layers
Look at the hp falling
genuinely how do the items even make it to nthe funnel
That's A DUOLAYER ONE
items do not care abt balls. They pass through entities
Mine has 8 layers
Had*
the qualia corrupted, i am rebuilding
The divine ones are fine
okay but what if the items drop in a place where they can't get to the funnel?
My brother in christ, the killpit is 2x2 for a reason
If you stand on the corner where the killpit is, the mimics all fall in
You need to stand there for it to move them there
i shall trust you