#Core Keeper University

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trim kestrel
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What other ingredient combos make dishes with different icons and different rarities? (That you've seen.)

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What do you think might have crashed it...? You got any sprinklers within ~80 tiles of it?

I'll try to run mine for a couple of hours later, over dinner. But I feel like 50 tiles wide (100 long) should be enough, for mining skill.

Obviously, for farming, one should try to get up to 999, if possible. I think.

inland compass
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yeah it was parallel with my sprinklers, and it was unload/loading my base

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one of my merchants got out of his house

lilac gale
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Off the top of my head though I can't remember any others that did it that I have cooked

remote thunder
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so how does moss work, can I put moss from stone in the dirt biome, does it need to be on a solid floor, if so does the floor have to correspond?

inland compass
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moss works on all floor types

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don't stack multiple types of moss (or spawners -- slime/chrysalis/etc)

trim kestrel
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Yeah. Don't stack, but do alternate types of moss, for higher throughput of mobs. Possibly about 2x increase, over one type of moss in a big solid block, when laying it in alternate stripes, or a chess board pattern, with the other moss types.

Same for slimes.

trim kestrel
inland compass
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Nah this guy was locked in his bed, blocked by other items

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He didn't wander out due to the collider unloading

trim kestrel
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Which also unload past 80 tiles, still, maybe. Then can kick the NPCs off on reloading, if they moved on top. But yeah, probably not that.

inland compass
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The game is fine and lag free after restarting so it isn't the same sprinkler issue

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I have random crashes while exploring as well

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I don't think their load/unload code is solid

floral tendon
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just early access things

trim kestrel
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Yeah, so, this little area of my dirt biome has bizarrely lumpy spawns in horizontal slices, too...

I replicated this pattern while over 100 tiles away (on rail loop) and while standing afk right next to it.

So, next step would be to cross reference my vertical and horizontal spawn rates, to find the tiny patches that give insanely high spawn rate (or none at all).

green imp
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Wait, what happens when the plants mature? Wouldnt afk leveling stop?

trim kestrel
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You harvest them, with punch, and automatically replant with the stack of seeds that's in your hand.

green imp
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I might be confused. So you have to alternate between right click and left click then?

trim kestrel
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Nope. Hold both.

green imp
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Didn't know that would work. Thanks

trim kestrel
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At least, i think it has to be both, like with the AFK mining skill while standing still.

green imp
inland compass
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This is new with sunken sea

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Also there's a slight memory build up while doing the mining loop

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Not enough to OOM the game, but it indicates something is getting allocated and not released

trim kestrel
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Small memory leak? (OOM... Oh, out of memory.)

inland compass
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Wonder if they spawn new unity objects when you punch a wall

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To keep track of cracking and hitpoints

trim kestrel
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๐Ÿคท Who knows... Though surely more likely to be related to loading/unloading, right? Unless same happens with stationary AFK mining setup?

inland compass
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You're not hitting as many wall objects while stationary, and you destroy them which probably has proper cleanup code

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I don't think they envisioned someone looping around punching random walls every second for over an hour

trim kestrel
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Good point.

inland compass
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Really i should move it to a new world so it has nothing but the track

trim kestrel
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Not that much to setup, yeah.

It would probably be good to have, as a general resource, a world file with everything cleared out for 300 tiles, radially. ๐Ÿค”

inland compass
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270000 tiles right?

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lots of ground lol

trim kestrel
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I mean. Various players have done this already... So it's a question of who we know, who can upload a pre-stripped world. ๐Ÿ™‚

inland compass
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or means i need to work on my miner bot

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๐Ÿ˜„

green imp
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Someone uploaded a stripped world up to ghorms circle

trim kestrel
green imp
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@halcyon shell

trim kestrel
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Huh. looks like my NPC also teleported out of their room while I was AFK on minecart loop, last night. Same room from while one escaped in that direction before...

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Maybe the memory leak is related to mob teleportation...?

long dagger
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There's a memory leak issue?

inland compass
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i had a very slow increase of memory while i loop mining

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like 40MB in about 30 min

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Actually increase surviving multiple rounds of garbage collection

trim kestrel
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Oh, Craig, I had a thought: how about keeping an entire AFK mining skill farm within a 20x20 footprint? Possible? (I'll give it a go later.)

When I was testing loading ranges, there was usually a 20 tile hysteresis between loading and unloading. So if you move less than that, it might avoid any problems from that.

Although, a higher proportion of vertical rails would mean lower efficiency - more useless hits.

uncut remnant
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How do you afk mining?

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Just a macro to place block, break it, etc.?

halcyon shell
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@trim kestrel Im away from home, but I can give it to u in a few days

trim kestrel
# uncut remnant How do you afk mining?

'Just'... ๐Ÿ˜… https://youtu.be/-99Uhil0KKU

In short, you don't need a script/macro. If doing the standing still method, hold a stack of blocks and stick both mouse buttons down, to one side of you.

Or use Craigin style minecart loop about 50 tiles or more wide. And just punch, never breaking any walls.

The tricky part is getting your mining power into the zone where it gives you XP from hitting the block of choice. e.g. ~178 for wilderness grass blocks.

In this Core Keeper video, I'm going to provide you a very detailed guide to Mining. This video is to help you understand the game's leveling system so that you can maximize your mining efficiency.

I spent a lot of time testing and finding the minimum numbers presented in this video myself. These numbers are minimum mining damage requir...

โ–ถ Play video
trim kestrel
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So, I did the basic measurements and maths:
โ€ข Tracks take 5 seconds to recover from a hit.
โ€ข (Grass) walls take 5.5 seconds to heal (from a pickaxe hit).
โ€ข Minecart travels at ~14 tiles per second (to the nearest second).

So a loop of 5.5*14 = 77 tiles makes it impossible (in theory) to break anything, no matter how you punch.

I made this one 79 tiles long. In a movement footprint of 12 wide by 11 tiles tall. It wastes something like 1/4 of the punches on the vertical. But doesn't seem in any danger of breaking. And maybe there's less world loading/unloading. Going to run it for a couple hours now, I guess. ๐Ÿ™‚

inland compass
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K. I started on an empty world

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I'll see if it still crashes

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Also for the vertical return you can zig zag and potentially punch a wall

inland compass
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haven't crashed yet

trim kestrel
# inland compass Also for the vertical return you can zig zag and potentially punch a wall

Yes. And I saw that your build did. But ultimately you have the same number of verticals and for each horizontal take a horizontal from the other side.

So it's not clear to me if that would change anything, on average. Only if the punch reach is quite long and prefers walls to rails. Or punches just happens to sync perfectly with inward parts.

I might do a slow-mo video analysis later... ๐Ÿ™‚

inland compass
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I'm hoping the vertical reach of the punch hits the wall most of the time

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Since it can reach slightly farther upwards

trim kestrel
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Well, mine ran fine for 2 hours, no breakages. And levelled up my mining the last quarter of 77... This slowness is wild! I can't believe there's not a quicker way to do this. Than 1 xp per hit.

inland compass
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What radius did you want a clear world at?

lilac gale
lilac gale
inland compass
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i'm just doing pi * r^2

lilac gale
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Oh, phew

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thought I got beat out lmao

inland compass
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however captain stupid gave me the code i need to do it easy

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if you don't mind slime with your dirt

lilac gale
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remove that many tiles?

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I'm surprised he gave you the code, he's pretty careful with who he allows access to his stuff

inland compass
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yeah he trusts me lol

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lets just say this world will have about 100,000 ghorms in it

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๐Ÿ˜„

lilac gale
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Good to hear that he does, he needs some people to trust

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Oh, that would make sense yea

inland compass
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why clear the tiles when you can spawn ghorm to do it for you

trim kestrel
lilac gale
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I thought he was referring to outward progression at first

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the equation he gave made me realize otherwise

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I was just skimming on my phone before getting onto my PC lol

trim kestrel
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Ahh... You planning on going for a 1M tile swim next...? ๐Ÿ˜œ

lilac gale
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Nah, it's barely worthwhile to do

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Ruin another world just to say I did it

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that much rendered water too might make the world perma-crash before I even got out that far lol

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err- generated water not rendered

lilac gale
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So, immediate interesting thing of note: Golden Pewpaya is cooking into base quality rare regardless of what I have put into the pot with it, while Golden Pinegrapple is not. I'll see if this sticks across the batch of tests I do tonight. I have batches of 50 ingredients in each slot going 11 batches at a time.

@trim kestrel

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It may be just golden pewpaya that is guaranteed to be base rare then, but time will tell I suppose

inland compass
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clearing started

inland compass
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so far so good

trim kestrel
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Grubzooka 2.0, more like Grub-NUKE-ah! ๐Ÿคฏ ๐Ÿ˜… What about all the digging?

inland compass
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what digging? lol

trim kestrel
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I thought the point was to clear it all out...? That's what I was going for. Nothing to load in or out, or consider for spawns. No terrain...

inland compass
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ahhh

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pure void

trim kestrel
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That's one heck of an orange slime farm, though... ๐Ÿ˜…

green imp
lilac gale
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Zero you're welcome to come try to make sense of this, because I have no clue what to make out of it except cooking sucks.

trim kestrel
lilac gale
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There are too many cooked foods to make them like that, since some give three different foods

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I have a slightly differently laid out system

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etc.etc.

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You can just join me off Steam if you'd like to see the results, I have them in chests nearby me

trim kestrel
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That's good too.

green imp
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In case you're curious about food color

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4 color data for each ingredient

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I may or may not have messed with those data using CE with moderate success

lilac gale
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It confuses me

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I hope it does not confuse you too much lol

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All I could really tell from grabbing them was the smoothies always have the different sprite epic

trim kestrel
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So. I mean. It makes sense, right? Apart from you being weirdly unlucky on a few. And the different dish image template for epics....?

lilac gale
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It makes sense for the most part. It's somewhat illogical with how it chose certain foods to not be base rare and some to be base rare

trim kestrel
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It that brown bowl with red stuff sprite shared with anything else?

lilac gale
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Like with the pewpaya samples how puffungi and bomb pepper are base uncommon

green imp
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I have every cooked food combination saved in a world if you researchers are interested. I haven't, however, tried flipping which ingredient is on top and which is at the bottom

lilac gale
green imp
trim kestrel
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It makes no difference which is top/bottom, that I've seen.

Every combination, eh? Including all the epics? Are you offering up the save file? Or just a visit?

green imp
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I'm offering the save files, but not the epic. I have, however, the skill to "epicfy" them

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I mean, you're my hero when I was starting out with Terraria

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By skill, I mean CE skill to guarantee epic version

trim kestrel
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I mean. I told myself I was done with this cooking theory mallachy, for now...

Oh, lol. ๐Ÿ˜ณ

lilac gale
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I'm good, I just wanted to know why there were randomly different sprite epics

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and I sorta figured it out, so I am good

trim kestrel
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I mostly wanted to be able to explain what's wrong with the current system and get feedback on what most players would like it to look like (if they understood it, but it's too confusing).

manic shore
trim kestrel
inland compass
green imp
trim kestrel
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Oh. Source code? You've decompiled?

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OK... ๐Ÿคท

lilac gale
lilac gale
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idk how they're planning to handle the modded related stuff in other channels now that the one dedicated to modding is around

inland compass
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yeah beam just doesn't go as far

green imp
lilac gale
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I'm sure you wouldn't get anything other than just a reminder to use the channel, but better safe than sorry lol

inland compass
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ghormzooka done

trim kestrel
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So, I've pretty much divided up this spawn rate anomaly. The little chamber (A), on the left, with 10 slime floor spawns consistently more than the big chamber (B) in the middle with 65 spawn surface.

In 87 minutes:
(A) Spawned 6 slimes - 41 spawns per 100 tiles per hour.
(B) Spawned 4 slimes - 4 spawns per 100 tiles per hour (10 times slower).
Vs normal rate everywhere else of 7. ๐Ÿ˜ตโ€๐Ÿ’ซ

gusty epoch
inland compass
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have a few slimes

trim kestrel
inland compass
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looking like it took about 1500 ghorms to do that

solemn saffron
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@trim kestrel i did two test of 10 min on my current farm whit this composition to see the drops... in the first test the position of the PG is near the killing zone see the image and this is the loot, during the ten minutes I checked the infected showed up more often than other types of mobs as if there was a maximum limit of mobs present.

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In the second ten minute test my position was in the center, look at the image, and this is the loot. what I noticed after ten minutes was that this time there was an accumulation of caveling scolar and golems.

solemn saffron
# inland compass ghormzooka done

hello what mod you used to do this i need to destroy boulder fast ๐Ÿ™‚ i need a way to clear a zone fast and ec to make a pixel art.

trim kestrel
# solemn saffron <@135482054912507904> i did two test of 10 min on my current farm whit this comp...

Oh, interesting... (What:s PG stand for?)

So, your circle radius is ~200 tiles, right? So I'd estimate the spawn surface per segment at ~15000 tiles. Unless you have a more accurate count from laying any of them...?

Most of those drops aren't so good for easily inferring spawn-rates, because they are rare (so high uncertainty) and/or shared between different biomes of mobs....

But purple and blue slime should be pretty solid, at ~96% drop rate, unique to those mobs. So at ~30 each in 10min, that equates to ~190 spawns per hour, per each of those segments.

So, about: 190 / 150 = 1.3 spawns per hour, per 100 tiles.

Very low compared to my 7 per hour per 100 for my 10x10 purple slime farms.

So, for sure, something is severely curtailing the spawn-rate, there. Part of it will be:
(1) Diminishing returns on intrinsic spawn rates, with bigger areas.
(2) Stagnant mobs, loitering on the spawn surface, blocking some would- be spawns.
(3) Part may be some high level (wide range) mob cap, I don't know.

We could get a feel for (2) if you were to completely cover, say, the purple slime segment with conveyors that move the mobs off the spawn surface as fast as possible. See how much the rate shifts compared to blue.

We could test (3) by blocking off all the feeds from all segments execpt, say blue and purple. To see how the accumulation of those other mobs impacts the spawn rate. Or if it will even halt it altogether, at some point (BACK UP SAVE before this. In case excessive mobs make it unloadable.) ๐Ÿ‘

solemn saffron
trim kestrel
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Ok, I guess. If you don't fancy doing it yourself? ๐Ÿ˜œ

solemn saffron
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well i wanted to make a pixel art in that world but i can't move to much around from the center or the world stat to crash xD the game go crazy even if i'm at 60 fps far away... and line 25-15 if i'm close to the killing zone. hope you don't get so many crash ๐Ÿ™‚

trim kestrel
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Oh, what fun... Lol. So it might be impossible to even apply conveyors to all of an addition segment? Like, even that far will likely crash it?

solemn saffron
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that why i leave some space i was scared the game would crash more i just add the necessary one. the game crash if you are far or if you use the portal or if you move alot up and down in the farm but if you are at center hardly crash and if all the kind of mob come how they should you will never get stuck mob but some time one kind get stuck if you move alot in the center

trail badger
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so, the sprinkler thing was a particle update, are we assuming the layering issue still remains?

inland compass
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i was able to afk farm for a long time with no issues

inland compass
trail badger
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Hmm, guess ill try them and go from there

inland compass
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I had 2 rows of 25-26 sprinklers each. I afk farmed over 8 hours with no issues

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Afk mining on the other hand is messing everything up

trail badger
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hmm, guess to be safe i should still try to make sure they stay in a chunk boundry

inland compass
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Mine went 2 chunks wide

lilac gale
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I wonder why the mining is even causing issues in the first place.

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Could storing the damaged state data cause that much lag?

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Cause idk what else would possibly cause it

inland compass
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No idea, i set up in a fresh world and it only made it about 3 hours before bugging out

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Fresh world, i was just walking back and forth punching a long line of grass wall

lilac gale
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I wonder if those particle effects from hitting the wall stay until the wall is broken for some reason

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Or some wacky thing like that

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Cause hitting a wall really shouldn't cause lag

inland compass
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I came down this morning and the game state was messed up. I would break a dirt wall and it would pop back

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And i couldn't eat, thats how i knew how long it went

lilac gale
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Dang

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Is the world permanently like that too?

inland compass
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nah, restarting fixes it

lilac gale
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Ok so it's not something that persists at least

trim kestrel
inland compass
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yeah

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similar to harvesting the crops and they pop back

trim kestrel
trail badger
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i just want to avoid the corruption issue. i thought consensus was that it seemed to be if they went into a half load unload state and water tiles that werent technically loaded. if not then i wont stress it

trim kestrel
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Sure. Could well be at the loading transition. But this is radial, so there's no benefit of looking at chunk boundaries (except for as rough measurement of how far away you'll be standing).

trail badger
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ok, i wont worry about it then, just try to keep it reasonable. thanks!

long dagger
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Just floors, for the walls that I did manage to remove, I had ghorm destroy them

trim kestrel
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Oh right. Of course.

trim kestrel
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Since when did a simple 1 second oscillator become viable for an auto-sorter setup?

Did 0.4 increase the delay before drills hit (objects)?

(This is in @solemn saffron's farm setup that I'm having a nose in.)

solemn saffron
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if you go in the base the wood farm is working in the same way

floral tendon
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i feel like it's been that way for a while

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tho maybe 0.4 has been out for a while ๐Ÿ˜‚

trim kestrel
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It's been out a whole month now, yeah.

Maybe @ripe lily noted the timing of the change...?

trim kestrel
floral tendon
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i don't think slime effects work under belts..

solemn saffron
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the only way to get them pushed is to be hit by the blu slime

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if you happen to see them push some golem they go so fast on the conveyor

floral tendon
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crab bubbles apply slippery right

trim kestrel
# floral tendon i don't think slime effects work under belts..

This always slips my mind... Yeah. But the acid works (on mobs, not players). I'll have to make a little table of this, if I make a guide. For my benefit. ๐Ÿ˜…

Crab bubbles also kill, though, so that'd be their main use, right...?

But you could have a one tile conveyor gap with blue slime down, every so often. Or pink if going for poison. Any mobs behind would push them onwards, if they stopped on it.

floral tendon
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acid doesn't work either, strictly speaking

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it only works specifically on the edge of the last belt

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it doesn't work along the belt

trim kestrel
floral tendon
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๐Ÿค” interesting

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never worked when i tried it

inland compass
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crit build isn't too shabby

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i did have a question for the cooks out there though

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gold heart berry + pink coralotl = uncommon(green) fish balls

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but gold heart berry + silver darter = Rare (blue) pudding

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any idea why the base food rarity is different?

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proc rate for epic seems to be the same

trim kestrel
inland compass
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lol even the food type randomly changes

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nice

trim kestrel
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BTW. I'm still not seeing any evidence for a hard (total) mob cap.

The longer I leave @solemn saffron's farm running, with 6 of the 8 segments blocked up, the lower my frame rate goes. But Purple and blue slimes keep on coming at a good rate.

Hard to judge exact spawn rate, given that this slows game speed a lot. But I'll use the 1s timer blink as a yardstick and give a rough estimate later.

inland compass
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this isn't true, unless i'm reading it wrong:
"Epic rarity is only achievable when receiving a bonus cooked food dish, which included a golden vegetable, that has elevated the dish up to rare, already. Then it must also trigger the "Master Chef" cooking skill, which acts only on bonus cooked food (with a 25% chance, maximum)."

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and it isn't a double proc of master chef, the %'s don't line up unless i'm crazy lucky, as I cooked more epic than rare

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what i think you see is the master chef procs, and you get a 50/50 chance of that proc being epic or rare. but if the base dish is already rare it doesn't upgrade it

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so you only see the epic rolls

inland compass
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but your graphic later on has it right

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(and i was just getting crazy rolls with those fish, for parity epic and rare)

trim kestrel
# inland compass this isn't true, unless i'm reading it wrong: "Epic rarity is only achievable wh...

Hmm. It looked like I didn't quite manage to fully re-word that paragraph, from what I said in the previous guide iteration...

It's very tricky to explain all this in words, and I'm trying to lay it all out a bit at a time...

But I think it is right, strictly. Re-reading it carefully. Only bonus food triggers masterchef. So you need both successively for epic food.

But there's two cases for the bit before: (1) default dish was already rare. (2) default dish was uncommon, bonus food made it rare, then masterchef made it epic. Two different rolls happen immediately on taking food out of the pot.

inland compass
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yeah i would just call the Gold+Normal = Uncommon a bug

trim kestrel
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You think...? Interesting. I thought maybe trying to increase the variation of dish types... But yeah.

inland compass
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i would say the gold+normal = uncommon is a bug, and when the extra food drop processes it processes correctly

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the question is why they don't fix it

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lol

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honestly unless they plans to double the amount of ingredient items, i'd just use bitwise operations with the highest 2 bits being rarity. makes things super simple.

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right now there are 32ish ingredients, use a long which is 64 bits and you have plenty of space

floral tendon
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are pots treated the same as food for buffs?

trim kestrel
floral tendon
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sicc

inland compass
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with max gear and full crit build including the epic ranged & crit fish food, all the bosses were pretty easy, but I kept un-intentionally out ranging ormorath while dodging his whirlwinds

trim kestrel
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You mean, heading out to the cheese spot range, effectively?

inland compass
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yeah like i'd boat away from him

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and end up at the 20+ tiles distance and he just stops attacking

trim kestrel
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And I'm going to call it on the mob cap hypothesis, @long dagger - there's no way it's a thing! ๐Ÿ˜…

I'm down to 2fps, here. After 3.5h of running the mega farm blocked up on 6 of 8 segments. Purple and blue slimes still coming as if nothing's different.

Which means that, hypothetically, it should be possible to increase the output of a max sized farm by (I think) a factor of 3, with striped spawn surface types.

Or make it 1/3 the size for the same result. Given that 3 times faster spawns would mean 3 times more mobs in transit and probably 1/3 the fps, slowing the game down.

Anyway, no crashes! Even when I ran out to the bottom edge (twice), to bottle the stone cavelings at the start. So thanks for the build, @solemn saffron. ๐Ÿ‘

long dagger
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There's gotta be something affecting mobs from spawning in a large range, how else would my farm not produce much till I cleared out the stone biome

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I'm confused now ๐Ÿ˜ตโ€๐Ÿ’ซ

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Cleared out the mobs there, not the walls/floors*

trim kestrel
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I don't know. Maybe spawning can get stuck like root growth can...?

Maybe there are other perceptual differences, depending upon where you've had the player positioned over the last however much time... ๐Ÿคท

long dagger
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So they r just garunteed to continue spawning if their mob type doesn't fill the small mob cap radius and if ur ~100+ tiles away?

solemn saffron
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and the farm was working well and killing the mobs

trim kestrel
trim kestrel
solemn saffron
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np i did't alot to know it will crash me on stream xD

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but i need to get it 2 or 3 time

trim kestrel
trim kestrel
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I guess not, eh?

ripe lily
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No I haven't been playing the game as much lately and have only been messing around with the massive auto sorter

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Still don't think a 1 second clock is the best option tho, it would be off half the time

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But I wonder if a 2 tick clock works instead of the 4 tick one

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Also I really should put links to these guides in the pinned message, do you have a list of good technical core keeper links

trim kestrel
inland compass
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@trim kestrel So to dig up the copper boulder in clay caverns
i have quite a few

trim kestrel
solemn saffron
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someting funny

solemn saffron
trim kestrel
# solemn saffron someting funny

Heh, cool. I was meaning to play around with this (but forgot), after seeing @gusty epoch (?) post about regrowing the decorative root over the core, using coral, too.

This would actually be a helpful trick to illustrate root grow mechanics. How a root vine can be shared and which stump is growing the extra wood each time. ๐Ÿ™‚

primal rapids
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that's probably going to get fixed

trim kestrel
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Does it lend any advantage? It just looks dumb, right? I think it's kinda fun, and not 100% unrealistic, given that one can (irl) splice cuttings into different trees.

But yeah, quite possibly removed in a month or two. Assuming devs don't continue to leave all the non crital bugs, in favour of working on the next content.๐Ÿคท

long dagger
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It looks nice

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I wonder if it'll affect rates

trim kestrel
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Question: has anyone seen sea cavelings spawn on just Forlorn Metropolis ground tiles, without any Urban Moss?

I'm wondering if it has a very low background rate, like stone in ruins and grass in wilderness.

gusty epoch
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I havenโ€™t had any spawn without moss

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I thought I did but there was some moss hiding under one of the 2x2 tiles

inland compass
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I think they just spawn with the initial prefab, then respawn on moss

solemn saffron
trim kestrel
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Right. Good, good. Thanks all. ๐Ÿ˜…

trim kestrel
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I've taken a stab at pulling my spawn-rate testing data together into one graphic.

Grateful if anyone can shed light on "?" stuff, give insights on boss aliances vs mobs, or spot any mistakes.

I may do some basic fungal soil testing later. And I've got a couple other infographics in mind too:
(1) Biome map (to highlight neutral zones, particularly).
(2) Per mob stats - drops (just icons, grouped into >30%, >2%, <2%), health, dps(?), killable by spike traps?

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And which additional mob-biome combination(s) are people most eager to see measured?

inland compass
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so auto farming seems to function, wonder if we need to make a guide for it

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leaves fishing as the only skill you can't afk farm with only weighing keys down

trim kestrel
inland compass
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lol yeah i was going to say without advanced macros

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is that the self lighting tile?

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in the graphic

trim kestrel
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lit floor, yeah. (I'll have the work the name in somewhere for that to be clearer.) ((And I didn't test with fungal soil or grass blocks or sand yet, but assume it will block.))

inland compass
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small larva are passive vs cavelings as well

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enjoyable to watch them get slaughters as they wander about

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might want to mention brutes can hit at range, i think 3 tiles away

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so if you have a pit surrounding, they will attack across the pit

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and one test I've been thinking about but have never done, i should try it really quick

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i wonder if sea tentacles can "spawn" anywhere in the sea biome (sand and water) and the spawner just places them at the closest point to water

trim kestrel
inland compass
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yeah need a 2 tile gap

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O X X

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computer programmer, 3 tiles ๐Ÿ˜„

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0, 1, 2

trim kestrel
inland compass
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yeah because those are water tiles

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but are blocked ๐Ÿ™‚

trim kestrel
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So, you mean, can their spawn event land on sand and slide to the coast...? That's kind of what @long dagger was testing very early on in 0.4. Above, somewhere.

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Because I thought it might look like that.

inland compass
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yup

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so i'm thinking making 3 islands

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1 of normal sand, 10x10 with a 1 gap of water around it and bridges blocking the rest of water

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1 of beach sand, 10x10 with a 1 gap of water around it and bridges blocking the rest of the water

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1 of beach sand -- hoed, 10x10 with a 1 gap water around it and bridges blocking the rest of the water

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that way the only spawns in the water should be the ones that hit land and slide to water, or naturally occur in the 1 water buffer around the island

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and i guess i should have a control of 1 island beach sand with nothing surrounding it

inland compass
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also included one open square of water

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so if the theory is correct, 1 & 5 should have the same amount of tentacles around it, 4 should have the same number distributed within the square

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2 and 3 should have a lower amount (3 is the hoed ground)

trim kestrel
inland compass
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expect what, 2-3 an hour?

trim kestrel
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In a 10x10? Probably less. 1 maybe.

trim kestrel
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I was thinking of making a series of adjacent square loops of sand around sea water, to get a feel for the tentacle rate and variability.

But a ring (or few) sitting alone in the ocean could tell you something, depending on how many spawn on the inside vs outside coast.

If thr reach of spawn repositioning is, like, 5 tiles or more then you'd expect to see way more on the outside of the loop.

I don't know if bridges will let tentacle spawn moves travel through their tile and doubt that events landing on bridges could turn into tentacles at all.

long dagger
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was digging out on the right side and had a party of a caveling and shaman spawn over to the left and ran across the bridge directly towards me, doesnt look like they need to directly spawn on stone/moss

trim kestrel
# long dagger was digging out on the right side and had a party of a caveling and shaman spawn...

Oh, that's interesting. I did wonder. Although I'm a bit surprised I've not had a clear case of that happening to me, given all my spawn rate tests, killing stone moss cavelings...

I'm wondering if you need to be on a a valid caveling spawn surface, though? Or in the ruins biome...

And are you sure there's no long paths they could have come from? Including spawning on the stone, following your path across the bridge, doing a loop and coming back over? (Can they loop through the same tile?)

long dagger
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they have no other path

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i was more at the center of the map on this pic but i was offline and cleared some more before sharing what happened

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i saw them run atleast 3 4ths of the bridge and i even made some distance between me and the shaman to confirm it was a raid spawn

trim kestrel
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Cool. ๐Ÿ‘

trim kestrel
inland compass
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i would assume on my world it would still crash

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after about a half hour of farming i went down to build the islands and it crashed my game

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i would hope since the plants get destroyed that we wouldn't see the same buildup to crash as with the walls

trim kestrel
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Right. So it might be more about the movement causing loading/unloading, or something. Rather than the mining action on blocks.

floral tendon
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i have several rooms in the wilderness that are tiled up and i've never had a caveling spawn in them

trim kestrel
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Is the rule that if a tile appears on top of a spawn surface, then it blocks it?

floral tendon
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that's what i've been working with and it's held true so far

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not applicable for spawn items though

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only for biome spawns

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oh you mean the visual layering?

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hmm that's probably true

trim kestrel
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I mean, wilderness grass has the lowest spawn rate. Small rooms might not be expected to spawn a single mob in many hours. (But I suspect you're right.)

floral tendon
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the same mechanic works for mold ground, so

trim kestrel
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Well, except for conveyors and spike traps and the new 2x2 and 3x3 decorative plates from the sea dungeons.

They, btw, do block NPC from having a free tiles to move into a house on. I accidentally found out yesterday!

floral tendon
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lol

floral tendon
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what layer are spikes in

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i think acid slime blocks spawns too

trim kestrel
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Spawns what...? Oh, whatever's underneath? Really? Thanks I'll have to test and add that, either way.

floral tendon
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yeah, it stopped my fungal soil from producing anything, at least

trim kestrel
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Makes sense. If you had spawning slime on top, that would take precedence, right?

floral tendon
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probably

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as for mushrooms blocking shroomen, i didn't test at scale but a small plot seemed to suggest so

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removed the tiles except for the ones under mushrooms and didn't get any more shroomen spawns

trim kestrel
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I just did that too, and yeah, no little doods. ๐Ÿ˜ข

They hate larva, which is funny to watch them valiantly try to take on a single little grub and have it just casually ignore them, heh.

floral tendon
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lol

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i've been using the big larva to clear the mushrooms

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since they attack basically everything and will actually aggro the mushrooms

trim kestrel
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๐Ÿ‘€ The ๐Ÿ„ must โ˜ ๏ธ ! Lol

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That's a handy tip then, actually, thanks.

floral tendon
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just don't try to use turf ground as walls ๐Ÿ’€

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cursed things will eat them too for no reason

trim kestrel
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I wanted to try making a mob-vs-mob arena with automatic doors, but the damn larva nom them too, last time I checked.

floral tendon
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hmm i haven't observed that, though i wouldn't be surprised if it was true

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they ignore normal doors at least

trim kestrel
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Oh right. Maybe worth a more careful test... As there's a lot of scope for collateral damage.

floral tendon
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yeah if they were fighting nearby they'll hit open doors

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but not closed doors, interestingly enough

trim kestrel
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Corrected clay copper (and added some biome colour formatting ๐ŸŒˆ ).

trim kestrel
# inland compass

Did you have a go at this yet? Any findings? Here's my first attempt:

Tentacle spawn rate does seem either very low or more heavily limited than any other mob type. Basically, each 10x10 area had on average 1 tentacle in, after 3.5 hours.

And my first guestimate at the range for which it will move a spawn event to a coast is surprisingly low: 4 tiles (from the ratio of inside/outside spawns on the isolated loops). Less from inside/ouside the 2x4 grid of squares:

inland compass
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I had almost no spawns in the 3 hours i tested

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More crab spawns on the islands than tentacles in the water lol

trim kestrel
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Yeah. Expected. ๐Ÿ˜œ

Oh, I forgot to divide by the number of isolated loops... That's better, now the spawn rates between the two setups match closer (at about 0.3 tentacles per hour per 100 tiles):

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So tentacles may spawn about the same rate as background levels of wilderness cavelings on grass. Very slow. But then, there's a lot of open ocean tiles, so gotta keep it under control i guess...

I wonder if it's worth testing to check that they don't spawn beyond 200 tiles. Probably not.

inland compass
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anecdotal evidence points to the 200 tile spawn radius

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My mob farm is in the sea biome. So after afking for days there, i attempted to sail out to find the bow

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Big mistake lol. Typically 3-4 tentacles on screen at all times, on hard mode, was not fun

trim kestrel
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Oh, btw, I accidentally used clay for the boxes and that didn't seem to put off the tentacles, but did block the crabs.

Lit floor also blocked the crabs.

gusty epoch
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Strange, I had crabs spawning in my mining area that was lit but surrounded by coral wall. Stopped em with flooring

inland compass
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i believe he means the lit floor tile

long dagger
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So the tentacles can still spawn on land but they get moved over to a water tile nearby? Would walls block off their spawns? What if there was a 20x20 platform and only had walls for the outer ring by the water, I wonder if it'd affect the rates

trim kestrel
gusty epoch
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oh yea that makes sense, I just misread lol

trim kestrel
# long dagger So the tentacles can still spawn on land but they get moved over to a water tile...

I don't know that their spawn event can slide off land, yet. It's Craig's hypothesis. But it would be very time consuming to get a good handle on, statistically speaking.

I've set up one of my boxes to look for this, with a couple holes in the middle. But it's similar to what you first looked at.

They can definitely be blocked from spawning on coasts by bridges, which I think just waste the spawn event.

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.
I'm thinking that the tentacle spawns might only look in cardinal directions (right angles) for coast. Had a couple spawn just off of corners, within what I suspect their max glom-range is.

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Great... These new 2x2 tiles block infected spawns (and Merchants) but presumably/reportedly not urban moss cavelings:

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And my big problem is that my overall spawn-rates appear to be falling off gradually over time (many days). Not related to mob accumulation (which I had some of, causing lag, and then removed). ๐Ÿ˜•

Bold red rates of blue slime in sea biome. They are a very reliable spawner. With one at a time like clockwork and exact agreement between different chambers measured simultaneously:

long dagger
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I've been thinking, r raiding parties truly a seperate spawn or does it just affect already spawned mobs?

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Would explain y parties vary in size often

trim kestrel
long dagger
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i dont think i clarified about it, i saw them run 3 4ths of the bridge but i didnt c them spawn. i also had some cavelings in the dirt biome

trim kestrel
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So which is it? Do you think they spawned not on stone?

long dagger
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im not sure, just guessing here

trim kestrel
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Ok.

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What do we think, do the mold vien ground coverings block spawns? [No.] Or is laying [wood] floor worthwhile? Does that even block spawns...? [I think so...]

I guess I should check all these things. And I kinda am; I realised there were the best part of 4 mold dungeons in spawn range of my rate testing site, so have spent the last couple hours clearing them out! Burned through 3.5 reinforced Scholar's staffs, so far. So best part of 2k mobs. Gonna test, fairly sensitively, if that was throttling my spawn rates... ๐Ÿค”

floral tendon
proper bear
lilac gale
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The flooring also appears to remove the fog effect

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Or it doesn't, I can't tell.

gusty epoch
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I don't think it does, but yea it's hard to see

gusty epoch
inland compass
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not 100% reproducible for me

lilac gale
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I'm pretty sure the game is just registering a second hit before the animation occurs

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And the "second hit" is just the third

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I also don't think it's reliability faster either, like craig said it's rather inconsistent

inland compass
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can you still daggermine?

gusty epoch
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Right on

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Figured yโ€™all would like to know lol

trim kestrel
inland compass
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And gives a use for wood

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Aside from bridges

floral tendon
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it's a good effect for a bath house or a sauna ๐Ÿ™ƒ

trim kestrel
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Wow. Dynobot just ate my post for no reason... ggs indeed. ๐Ÿ˜ถ

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.
What do we think of this new biome map graphic? @inland compass. Anyone not realise the borders are defined geometrically like this? ๐Ÿ™‚

inland compass
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Looks good

halcyon shell
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210 tiles around the user mobs spawn?

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we got that confirmed now?

trim kestrel
# halcyon shell we got that confirmed now?

I'm attempting to make a more precise measure of that distance right now. But it's with 10 tiles of that, yeah. ๐Ÿ™‚

The thing is, there's a different, slightly further distance for unloading things from the world, vs loading, in other cases. So it may be a question of which is more useful to state. I'd probably go for an approximate distance between the two.

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Oh, I'd better label it to show that the biomes can be at different angles, for the noobs. ๐Ÿ˜…

halcyon shell
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probably lol

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had someone on vc once ask about the map tool showing the full ring around the core but i told them its only there to show the area in that specific biome because the map is different for every world XD

floral tendon
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idk i have my doubts about that number but there are a lot of factors that make it hard to tell

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my mob rooms are at the edge of the clay biome, but after spending about an hour on the exact opposite side in the stone biome fixing a mold water leak i went back to find a roomful of cavelings

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it was definitely some nonsense with the catchup or retroactive spawns or whatever

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because somehow the game decided that the shamans should have overwhelmed the tentacles during that period of time even though in normal circumstances there's no way that should happen

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i don't know what conclusion to draw here but I'd wager it's more complex than just a 200 tile distance

halcyon shell
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because I know before the sunken sea, drills werent working as they should when far away from the player, but now they do

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perhaps they made drills chunkload?

trim kestrel
# halcyon shell perhaps they made drills chunkload?

Well (a) world loading/unloading doesn't use the chunks shown in map tool.

(b) Drills just always exist, in some form, however far away. I don't know what magic the devs did for this, but it seemed like an overhaul on the backend, from all the new bugs and new function...

halcyon shell
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Im guessing probably B

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imo

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it seems more likely they edited something that makes them chunkload without actually chunkload

trim kestrel
# floral tendon because somehow the game decided that the shamans should have overwhelmed the te...

... I'm assuming you used conveyors to gather the cavelings to a mold kill room?

Mobs act like items, on conveyors, once you're beyond 200ish tiles from them. No ai and no hit boxes.

So any that already existed, when you go out of range, all just get stacked at the end of the conveyor. Then they explode out from there when you return. I've watched this several times and now build my setups to avoid this being a problem.

trim kestrel
halcyon shell
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XD

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I still choose B

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c:

floral tendon
inland compass
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how what, and what geometric?

floral tendon
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there definitely isn't enough time to naturally spawn several dozen before getting well out of range

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for context you can see where the rooms are in the top left, and i was hanging out in that big stone/sand blob in the bottom right by the wilderness border

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one way or another they must have been "spawned" after i left. whether it was in realtime and then "deactivated" or in a big wave later i can't say, but it definitely was an hour's worth of spawns that weren't there when i left

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as a side note it was only the stone biome cavelings that this happened with, because i have them fed into a trap loop instead of emptying out with the other mobs

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and only one of those rectangle rooms spawns them, so...

halcyon shell
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Point ivalid, didnt mine out everything till ghorm track

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jk lol

trim kestrel
trim kestrel
inland compass
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soo many fake internet points

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not as many as when the new valheim patch came out and i beat the last boss using about 100 Lox

floral tendon
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the loop is to keep them from interacting with enemy units because l0l brutes

trail badger
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that full map is still so beautiful to look at

floral tendon
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the other rooms still spawned stuff but they don't seem to really be an issue

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probably because they merge with some of the mold cavelings and the game resolves it so that the mold cavelings stack up on the belt instead and those get cleaned up later on

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everything leads into a big loop in the last room that's half mold pit and half scholar platform

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the stone cavelings have been a bit of a thorn in my side for a while, but this time was especially notable because i didn't expect to come back to any spawns since the 215 tile range has been floating around lately

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but consistently when i'm really far away, like 2000 tiles into the wilderness, there are no spawns when i come back. i'm sure there is a hard limit to spawns, but i'm not confident it's 200, or at least not cleanly

inland compass
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did you teleport to the south area?

floral tendon
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uhhh i teleported from here

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to the core

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then i walked (railroaded) to the border

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east

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and stayed there

inland compass
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ok just wondering if perhaps it kept the last X spawn points loaded

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and if you teleported they'd still be there

trim kestrel
floral tendon
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how would that factor in

trim kestrel
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So, both mobs and items can go invisible when the conveyor they are on takes them out of range. And they don't necessarily become visible again, until, something. Like with this item bug:

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My guess is that you managed to build up a load of invisible cavelings on the loop. Or just, I'm not even sure they'd need to have glitched like that, to accumulate without being killed. But I've seen mobs suddenly re-appeared in front of me, on the middle of a conveyor, after teleporting a distance.

floral tendon
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mm

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question really is how, cause like

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to begin with i didn't stay very long there, just walked to the portal and teleported away

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and even if teleporting kept the nearby spawn area active, i walked across the entire stone biome

trim kestrel
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What about before that, though?

floral tendon
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before what

trim kestrel
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Were you AFK'd at the farm?

floral tendon
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ummm

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i don't recall, but if i was, i checked the rooms before leaving

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i like to watch so i don't usually leave right away if i see mobs on the belt lol

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mobs actually don't really get to accumulate if i do afk next to the room

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if the combat resolves correctly, there are (were... ๐Ÿ˜ข) enough tentacles to kill anything that spawns well before any more get the chance to

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but often combat does not resolve correctly ๐Ÿ˜‚

trim kestrel
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Hmm. So, I'm not 100% what the conditions are for mobs becoming visible, after getting glitched by the conveyor thing. So, like maybe the could have been a load on there for any previous time, hanging out in the red circled section. That didn't re-materialise even when you were watching.

Other than that, there might be new stuff going on, that I don't fully appreciate. ๐Ÿคท Where was your respawn bed, in all of this?

floral tendon
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uh

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i have no clue

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i have many beds, i don't know which one i touched last LOL

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there are some beds nearby but i don't usually afk in one

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there are some here

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and one here

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damn that's blurry, screenshot of a screenshot of a screenshot of a screenshot lol

trim kestrel
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Because my thinking is. That if there's anywhere else in the world that the game might keep fully loaded in, without you, then maybe that might be your respawn point(s).

But I greatly doubt this. It would be problematic and actually contradicts other things I've observed in the past. Like bolder and root growth catchup, that I observed by teleporting back to a bed, in 0.3.13. So, sorry, forget this. Probably conveyor stuff. TM.

floral tendon
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LOL

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yeah, Probably Conveyor Stuff should be a t-shirt

trim kestrel
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So, I think I have a read on spawn range to within 2 tiles. At 205 to 206 tiles from player. ๐Ÿ™‚

trail badger
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hmm.. i wonder where this scenes water generation ends ๐Ÿ˜„

trim kestrel
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.
And, btw, yesterday, I retested my spawn rates after clearing out those ~2k infected and boarding up the mold dungeons (plus checking on surrounding ocean) and it gave no increase to my spawn rates across any of the mob types tested.

So, not only is there no mob cap, there's no (all mob) spawn-rate throttling. Based on total number of mobs within ~200 tiles.

trail badger
trim kestrel
trail badger
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havent restarted yet :D, guess i could go test

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yeah, leaving and returning starts it flowing again

long dagger
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I don't think it's rare, just gotta reproduce it correctly, happened to me within mere minutes of making a new world in 0.4

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Considering spawning mechanics, I won't be testing my current mob farm, just gonna remove it and make a new one once I finish clearing out the rest of the stuff

halcyon shell
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Someone asked me for a map download like a week ago but idk who but if whoever it was sees this pm me I guess?

trim kestrel
halcyon shell
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Kk ill pm u the .rar later I got a vpn running on my pc installing something that needs it on

trim kestrel
long dagger
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You've yet to c what I was doing

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still removing some left over water rn but heres what i finished so far

trim kestrel
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Hah! Well, someone's got a couple stacks of stone ground...! ๐Ÿ˜…

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No wonder the cavelings hate you!

long dagger
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... a couple

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Would've had like 5 full double chests by now

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Traded off atleast 2 rows to mainly 1 person

trim kestrel
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I've been working on this (draft) supplementary info for a (comprehensive) mob farming guide. There's a few interesting details:

(1) Mold ground appears to slow mobs (through conveyors). Tested on merchant. Maybe useful to stop some mobs running against the conveyor.

(2) Acid burns mobs (not player) through conveyors. (I already knew this, but it's a distinction probably most

(3) Horizontal fences let player walk through a tile without taking the debufs from (e.g. poison) tile underneath. Bit odd, not sure it's that useful.

(4) The 2x2 "Stone tile" often found in the sea dungeons with Urban Moss underneath, actually block the urban moss spawns. (At least, when placed by me in the neutral biome.)

I've not tested if every floor type blocks spawns. Or even the electrical or caveling floor tiles layers at all. So let me know if you find a contradiction to any of this! ๐Ÿ™‚

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Also, do we think a graphic like this would be helpful?

I've not really embarked on testing which mobs can be killed (effectively) by which trap combos [so the yes/nos are mostly guesses]. Range measurements will be a nuisance. And adding all the drops for each mobs a lot of work. Is that useful to have them all?

long dagger
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Make drops seperate, prob even leave it for last or let someone else work that part if u wanna save time

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Agro range and reach would be nice to know, as for dmg not rly since it doesn't affect how they dmg structures

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Knowing if they can die to certain spikes (+poisoning) is nice but did u test it with a single spike? I don't think some can get killed like the brute if it's a single spike dealing the dmg

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If it can then it prob takes long

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Hmmm... since u put blue slime as no despite their agro that can lead it to killing itself quicker from other spikes I'm guessing u prob did use 1 spike

trim kestrel
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The damage stat is more for mob-vs-mob farm design. To give an idea of how many might be needed to effectively eliminate an enemy mob (quickly).

I may need rate of fire for that, too. ๐Ÿค”

trim kestrel
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I tweaked this graphic, to show the 205 tile mob spawn radius...

Having checked today and found that there doesn't appear to be a second, longer range for for 'unloading' of spawn range. Like, if that were to actually reflect the ground tiles being unloaded, or something. There's no hysteresis with this, apparently.

long dagger
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my mob farm had a bit of a leak under it too so thats fun

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i dont wanna say when i may be done with it all cause as usual i may take longer than expected to finish

trim kestrel
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Hofstadter's Law: It always takes longer than you expect, even when you take into account Hofstadter's Law.

long dagger
trim kestrel
# long dagger

Bye-bye mega-farm 1.0... ๐Ÿฅฒ

I've been doing a fair bit of that gif myself. But in 10x10 boxes accumulating all over my map, heh.

trim kestrel
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Oh, @inland compass & @lilac gale, as we were talking about this the other day - I filled in the exploration of my sunken sea, yesterday. Around where I first went in (red arrows). And found most/all (?) of the unique scenes.

So, I'd just been unlucky, I guess, to have bumped into none while making a bee line to both bosses and 2 sea dungeons. They absolutely can spawn within that 1100 to 1750 range. ๐Ÿ™‚

lilac gale
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Yea I figured they could, they just appear to have a low likelihood from what I noticed.

inland compass
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yeah remember i teleported out to 2000,2000 and they all spawned around me.

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then the guy in the mod channel said they didn't have a min/max range in the datatables

lilac gale
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They probably just have a high weight to spawn on the first few chunks generated in the biome

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Just my thought though, I have zero clue how to check data block info to confirm that lol

inland compass
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yeah i assume they have like a 25%-50% chance to spawn

long dagger
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So I don't have to worry about storage for recording minor things

lilac gale
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It's pretty simple to both use and set up

long dagger
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I wasn't aware of the shadow play feature, I have been using that app for regular recordings tho

halcyon shell
lilac gale
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I use it to record my minute long clips of things that happen

trim kestrel
trim kestrel
trim kestrel
inland compass
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Luck

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I had the turtle spawn my first chunk right in front of me.

long dagger
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I can take a closer look at it frame by frame and send a pic of pre spawn and the moment of it spawning

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Once I get back

lilac gale
trim kestrel
lilac gale
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The default Movies & TV lol

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I just trim and ship

long dagger
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i go thru a long process to edit mine to fit the 8 mb size when sharing elsewhere

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record, edit with video editor from windows to a slightly smaller size, upload it to my acc on 4share, download it on my phone, edit it on another app to trim it further then i share it

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recorded the video with a gif recorder set to 60 fps, deleted duplicate frames since the game fps is lower and heres 3 frames, 2 pre spawn and one of the spawn

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Would that be considered 4 tiles away since my character is on the edge of the top and bottom bridge tiles?

halcyon shell
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dont think so

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Imo i think its like the exact same as when I plant seeds

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u can normally only plant what? 2 blocks away?

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something like that and its very slow

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actually i think its 1 block around the player?

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but regardless, if u stand in the middle of 2 blocks going through a row or column, u can actually place 4 seeds in a row/column

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found that and have been planting like that since Lmao

trim kestrel
halcyon shell
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Just gonna assume it works the same as when i plant ๐Ÿคทโ€โ™€๏ธ U can also do the same while digging and shoveling floor

trim kestrel
# lilac gale The default Movies & TV lol

Oh, that's a thing that exists and can do that, huh...? ๐Ÿ˜…

I used to use Windows Movie Maker, a decade or so back. That was actually pretty powerful, but got removed. ๐Ÿ˜ข

halcyon shell
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It most likely has something to do with block edges and the distance idek too much thinking for me LMAO

trim kestrel
# long dagger record, edit with video editor from windows to a slightly smaller size, upload i...

Yikes, that's quite a pipeline... I feel a bit awkward with:

(1) Record with GeForce Experience (formerly 'Shadow Play').
(2) Open in VLC player and resize window to reduce dimensions.
(3) Grab section off that with ScreenToGif (has built in cropping, frame removal and transition speed tweaking).
(4) If it's over 2MB, upload to https://ezgif.com/optimize to half file size with compression.
(5) Post in Discord/Reddit/Steam or upload to Imgur for sharing a URL.

long dagger
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I use screentogif too, just didn't consider using that as an option for lowering file size

trim kestrel