#Fungeon Master's Mob Farm Build Thread!
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I took my Octarine mining site and decided to turn it into a mob farm! To prepare the area I consumed 7 Galaxite shovels and 5 Galaxite Pickaxes (this was before I finally completed Soul Seeker). My build plan is to use a 4x4 cell grid layout with room to grow to the North and East, where I can take over what is currently mostly open water tiles.
After removing all existing terrain, I prepared the area by creating an outline of 16x16 tile squares using beach sand ground for the borders. Once I reached 4x4 cells, I walled the area off using Galaxite Walls and started filling in the ground, using mostly dirt and then whatever else I had available.
To make sure I could see what I was doing, the first things I placed in the area were Lit Floor tiles, covering the entire inner space with 2 tiles between each.
Following https://steamcommunity.com/sharedfiles/filedetails/?id=2846860078 as a loose guide for the sorting room, I prepared that room first. To avoid any unwelcome spawns in the room, I removed all of the ground tiles and filled the room with Bridges.
The Pest Control room, adjacent to the sorting room, removes all unwanted additive materials from our loot... Such as things that want to murder us and eat our face. We're using tilled mold ground to slow things down a bit and give our "Security" a little more time to work their magic. The mold ground is freestanding in the void, with the conveyor rolling on adjacent bridges to connect to the rest of the pathways. This avoids any possible risk of infection spread. I'll fill it in with lava eventually, if possible.
(Electrical wire for the turrets is run under the temple walls)
Creating the first spawning arena - While most cavelings can spawn alongside other NPC types and will help "cull the herd" by starting fights, the Cave biome dudes are a bit different. We don't want any of the Brutes to spawn in and pick fights as their melee attacks will smash up our floors, conveyor belts, and other infrastructure. So... We have a Brute Reserve ๐ Three of the right-hand cells have been walled off with a 3-layer thick Galaxite wall to allow them to spawn without being in combat range of any other opposing NPC factions. The belts will move them into the Pest Control room separately from the rest of the herd. We will mix and mingle other caveling types into this area, but the majority spawn slots will be for Stone Moss tiles.
All conveyors added; Note that we're already receiving guests!
One improvement we made on the way: the feeder conveyors for both primary inputs to the Pest Control room both run on mold ground. NPC's weren't quite slow enough when they reached the turrets and would sometimes go past them. This helps slow things down even further! All of the southern rooms feed onto a primary belt which takes them up to the Pest Control room.
Mold Ground tiles inserted into random chunks on all mainroom spawn cells:
(Since, contrary to what's typed above, mold ground doesn't spread - only water does!)
And now we start filling out all the mainroom cells, trying to cover all spawnable biomes (EXCEPT cave moss and desert sand!)
Working on the conveyor belts, all feeding into the main Pest Control Pipeline
And now there are so many conveyor belts that they don't all fully load when I walk through the room, ha!
Ran into an issue where some NPC's still weren't getting culled in the shooting gallery so I went for a bit of a redesign. Instead of a straight shot path to the sorting room through cannons, the North and South paths both take a winding route now, just about doubling the amount of ground each NPC needs to cover, therefor doubling the amount of time they are under fire! This only required a small 2-tile expansion above and below the Pest Control room.
I also tried to stack 2 rows of turrets on each side. Back row turrets will not shoot over the front row, at least in all of my testing - so it does not look like we can "stack" turrets in this way. Instead, I've left that 2nd row open as an easy access repair corridor. Unfortunately, the only big problem that remains is that the desert cavelings and scholars really, really love hitting my turrets with ranged attacks, so I usually have to re-install 3-4 turrets every 20 or 30 minutes. Haven't found a way around that yet.
To the right of the pest control room, we give the NPC's a little bit of extra room to play with each other, and thin the herd a bit ๐
at the end of the line, as extra precaution you can instead put down a galaxite trap and then an arm to grab the drops
I changed it before I went to bed last night, will share pics when I get online
Update to the Pest Control and sorting rooms:
I took the bulk mobs and trimmed one cell so I could loop them around parallel to the caveling circuit once. This allows the cavelings and bulk monsters a little bit of extra time to A) fight each other at range, and B) more time for the Mold ground to stack a speed debuff on them. It's worked out well!
The pest control room itself is no longer a direct channel into the sorting room. Instead both mob circuits feed into a loop in the firing room and stay around for a nice long turret barrage. You can see where the bottom loop completes it's circuit and feeds back around - this way, if the turrets can't keep up, I don't have NPC's overflowing into the sorting room itself. Instead, I need to run down the turret maintenance path and replace the occasional Galaxite Turret that got hit too many times and broke. That's a bit more manageable.
The sorting room is also complete, now!
The robot arms collect items from the pest control room belts and feed them over the walls to a sorting machine with everything you see in the screenshot. Since they're able to feed items over the wall in this particular setup, it makes the farm a LOT safer since the NPC's don't have a direct way to invade the sorting / AFK room. Even if the farm is left running for an extended period of time, at most some of the turrets may end up destroyed and need to be set back down, but I've yet to have any monsters break through to the rest of the base or sorting room.
I used the delay circuit design shown on @torpid moon's youtube clip where he demonstrates multiple ways to orient the circuitry. I like having room to move around so I split it into two vertical channels for stackable items, with overflow heading into the two magma chests on the left side of the screen. That's where equipment is most likely to end up.
The control circuits are hidden beneath floor tile and the delay/repeaters are hidden under the wall around the generator. I walled off the generator because I accidentally broke it once and forgot where to re-place it since I couldn't see the circuits. Cutting myself off from it should prevent that from happening again ๐
Adding two thrones for my wife and I to sit in and AFK was the cherry on top to complete the farm!
Last thing I may do is move one of the friendly merchant cavelings up here so I have a local spot to sell excess equipment. Not sure if I can move him or not since I already have him moved in at my base.