#Core Keeper University
1 messages ยท Page 17 of 1
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.
yeah it was parallel with my sprinklers, and it was unload/loading my base
one of my merchants got out of his house
It's from what I can tell only the new foods. I'll have to do more testing when I get home later today.
Off the top of my head though I can't remember any others that did it that I have cooked
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?
moss works on all floor types
don't stack multiple types of moss (or spawners -- slime/chrysalis/etc)
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.
Have you checked to see if that's made any of the watered ground tiles bug out? ๐
I've had an NPC teleport out too (in 0.4, I think). But also, as far as I know, doors may unload at 80 tiles, still, too...? They fixed them losing their collider for players, in 0.4.3, though.
Nah this guy was locked in his bed, blocked by other items
He didn't wander out due to the collider unloading
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.
The game is fine and lag free after restarting so it isn't the same sprinkler issue
I have random crashes while exploring as well
I don't think their load/unload code is solid
just early access things
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).
Wait, what happens when the plants mature? Wouldnt afk leveling stop?
You harvest them, with punch, and automatically replant with the stack of seeds that's in your hand.
I might be confused. So you have to alternate between right click and left click then?
Nope. Hold both.
Didn't know that would work. Thanks
At least, i think it has to be both, like with the AFK mining skill while standing still.
I coded a python that alternate between right and left clicking when I was maxing out my mining skill. Wish I knew about this ๐
This is new with sunken sea
Also there's a slight memory build up while doing the mining loop
Not enough to OOM the game, but it indicates something is getting allocated and not released
Small memory leak? (OOM... Oh, out of memory.)
Wonder if they spawn new unity objects when you punch a wall
To keep track of cracking and hitpoints
๐คท Who knows... Though surely more likely to be related to loading/unloading, right? Unless same happens with stationary AFK mining setup?
You're not hitting as many wall objects while stationary, and you destroy them which probably has proper cleanup code
I don't think they envisioned someone looping around punching random walls every second for over an hour
Good point.
Really i should move it to a new world so it has nothing but the track
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. ๐ค
I mean. Various players have done this already... So it's a question of who we know, who can upload a pre-stripped world. ๐
Someone uploaded a stripped world up to ghorms circle
Any idea who or where? (Link?) ๐
@halcyon shell
Thanks. I see she did the big dig, but not a file upload... #๐ฎ-game-discussion message
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...
Maybe the memory leak is related to mob teleportation...?
There's a memory leak issue?
i had a very slow increase of memory while i loop mining
like 40MB in about 30 min
Actually increase surviving multiple rounds of garbage collection
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.
@trim kestrel Im away from home, but I can give it to u in a few days
OK, thanks. ๐
'Just'... ๐ 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...
So, I did the basic measurements and maths:
โข Tracks take 5 seconds to recover from a hit.
โข (Grass) walls take 5.5 seconds to heal (from a pickaxe hit).
โข 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. ๐
K. I started on an empty world
I'll see if it still crashes
Also for the vertical return you can zig zag and potentially punch a wall
haven't crashed yet
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... ๐
I'm hoping the vertical reach of the punch hits the wall most of the time
Since it can reach slightly farther upwards
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.
What radius did you want a clear world at?
Who in the hell did this? lol
I will be doing testing with this now, I will attempt to post results within the coming hour.
i'm just doing pi * r^2
however captain stupid gave me the code i need to do it easy
if you don't mind slime with your dirt
remove that many tiles?
I'm surprised he gave you the code, he's pretty careful with who he allows access to his stuff
yeah he trusts me lol
lets just say this world will have about 100,000 ghorms in it
๐
Good to hear that he does, he needs some people to trust
Oh, that would make sense yea
why clear the tiles when you can spawn ghorm to do it for you
I thought I'd seen screenshots of worlds with all dirt, stone and clay removed...?
I thought he was referring to outward progression at first
the equation he gave made me realize otherwise
I was just skimming on my phone before getting onto my PC lol
Ahh... You planning on going for a 1M tile swim next...? ๐
Nah, it's barely worthwhile to do
Ruin another world just to say I did it
that much rendered water too might make the world perma-crash before I even got out that far lol
err- generated water not rendered
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
It may be just golden pewpaya that is guaranteed to be base rare then, but time will tell I suppose
Grubzooka 2.0, more like Grub-NUKE-ah! ๐คฏ ๐ What about all the digging?
what digging? lol
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...
That's one heck of an orange slime farm, though... ๐
Instead of grubzooka, try chicken beam. No ground slimes afterward, better lighting, and most enemy spawning stuff is removed
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.
Golden pewpaya is king of the ingredients, then maybe? Will you lay out the resultant dishes somewhat like this?:
There are too many cooked foods to make them like that, since some give three different foods
I have a slightly differently laid out system
etc.etc.
You can just join me off Steam if you'd like to see the results, I have them in chests nearby me
That's good too.
In case you're curious about food color
4 color data for each ingredient
I may or may not have messed with those data using CE with moderate success
Thanks.
It confuses me
I hope it does not confuse you too much lol
All I could really tell from grabbing them was the smoothies always have the different sprite epic
So. I mean. It makes sense, right? Apart from you being weirdly unlucky on a few. And the different dish image template for epics....?
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
It that brown bowl with red stuff sprite shared with anything else?
Like with the pewpaya samples how puffungi and bomb pepper are base uncommon
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
I do not believe so, I think it is only with the new ingredients
Organized by ingredient from the wikizet
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?
I'm offering the save files, but not the epic. I have, however, the skill to "epicfy" them
I mean, you're my hero when I was starting out with Terraria
By skill, I mean CE skill to guarantee epic version
I mean. I told myself I was done with this cooking theory mallachy, for now...
Oh, lol. ๐ณ
I'm good, I just wanted to know why there were randomly different sprite epics
and I sorta figured it out, so I am good
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).
whar
If/when I come back around to looking at the cooking system again, can I maybe give you a ping?
And totally, just ping me any time
Might be safer to toss those in the #๐ง-modding-chat area as a just in case
@inland compass
idk how they're planning to handle the modded related stuff in other channels now that the one dedicated to modding is around
yeah beam just doesn't go as far
Wouldn't it be funny if you send ghorm from the sunken sea back ๐
I'm sure you wouldn't get anything other than just a reminder to use the channel, but better safe than sorry lol
ghormzooka done
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. ๐ตโ๐ซ
Oh that looks horrible lol
have a few slimes
And same thing with urban moss.
So, I'm wondering what weirdness their algorythm has, in processing X-Ys, that creates this kind of a knot in space?
That is, if everyone will see this same behaviour, in this spot in their worlds...?
looking like it took about 1500 ghorms to do that
@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.
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.
hello what mod you used to do this i need to destroy boulder fast ๐ i need a way to clear a zone fast and ec to make a pixel art.
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.) ๐
for pg i mean the character or my position when afk for ten minutes and for the extra test i can share the world if you want to test directly
Ok, I guess. If you don't fancy doing it yourself? ๐
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 ๐
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?
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
so, the sprinkler thing was a particle update, are we assuming the layering issue still remains?
i was able to afk farm for a long time with no issues
i have my own mod program, i just put in the code to spawn ghorm every 5 seconds lol
๐
Hmm, guess ill try them and go from there
I had 2 rows of 25-26 sprinklers each. I afk farmed over 8 hours with no issues
Afk mining on the other hand is messing everything up
hmm, guess to be safe i should still try to make sure they stay in a chunk boundry
Mine went 2 chunks wide
I wonder why the mining is even causing issues in the first place.
Could storing the damaged state data cause that much lag?
Cause idk what else would possibly cause it
No idea, i set up in a fresh world and it only made it about 3 hours before bugging out
Fresh world, i was just walking back and forth punching a long line of grass wall
I wonder if those particle effects from hitting the wall stay until the wall is broken for some reason
Or some wacky thing like that
Cause hitting a wall really shouldn't cause lag
I came down this morning and the game state was messed up. I would break a dirt wall and it would pop back
And i couldn't eat, thats how i knew how long it went
nah, restarting fixes it
Ok so it's not something that persists at least
That's like if server communication breaks down, right? (Including as 'single player'.) Like, the client code tries to make a change to the world, but the server doesn't accept it. So, a comms backlog issue...?
I'm still adamant that chunk boundaries have no use except for (initial) world generation. (And map file image sub-sections, maybe?)
I saw the sprinkler induced ground tile corruption lag load in at ~80 tiles radius (all 4 directions). And Peace seemed to get it at about 80 tiles. (You going to try that setup you had again?)
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
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).
@long dagger - did you find a (vanilla) way to convert maze wall obsidian, then?: #๐ท-ck-media message
ok, i wont worry about it then, just try to keep it reasonable. thanks!
Just floors, for the walls that I did manage to remove, I had ghorm destroy them
Oh right. Of course.
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.)
well it works on both my farm
if you go in the base the wood farm is working in the same way
i feel like it's been that way for a while
tho maybe 0.4 has been out for a while ๐
It's been out a whole month now, yeah.
Maybe @ripe lily noted the timing of the change...?
So I see. ๐
You've put blue slime under some of the collection conveyors. Does that help prevent the mobs from running against the conveyor movement (or stepping off it)?
i don't think slime effects work under belts..
sadly is like ricegnat is said i was testing it
the only way to get them pushed is to be hit by the blu slime
if you happen to see them push some golem they go so fast on the conveyor
crab bubbles apply slippery right
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. ๐
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.
acid doesn't work either, strictly speaking
it only works specifically on the edge of the last belt
it doesn't work along the belt
I've been watching it hitting mobs in the middle of conveyors. ๐
crit build isn't too shabby
i did have a question for the cooks out there though
gold heart berry + pink coralotl = uncommon(green) fish balls
but gold heart berry + silver darter = Rare (blue) pudding
any idea why the base food rarity is different?
proc rate for epic seems to be the same
It. Is. Arbitrary. No rhyme or reason for which ingredient takes precedence for making the dish type (suffix & icon). So gold veg only get to make base rare dishes about half the time (maybe a bit more).
I've posted about this repeatedly while adding it to my guide. ๐ https://steamcommunity.com/sharedfiles/filedetails/?id=2797638499
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.
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)."
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
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
so you only see the epic rolls
but your graphic later on has it right
(and i was just getting crazy rolls with those fish, for parity epic and rare)
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.
yeah i would just call the Gold+Normal = Uncommon a bug
You think...? Interesting. I thought maybe trying to increase the variation of dish types... But yeah.
i would say the gold+normal = uncommon is a bug, and when the extra food drop processes it processes correctly
the question is why they don't fix it
lol
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.
right now there are 32ish ingredients, use a long which is 64 bits and you have plenty of space
are pots treated the same as food for buffs?
No, they can stack. ๐ E.g. Keen pot and ranged damage from pewpaya.
sicc
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
You mean, heading out to the cheese spot range, effectively?
yeah like i'd boat away from him
and end up at the 20+ tiles distance and he just stops attacking
And I'm going to call it on the mob cap hypothesis, @long dagger - there's no way it's a thing! ๐
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. ๐
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
I'm confused now ๐ตโ๐ซ
Cleared out the mobs there, not the walls/floors*
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... ๐คท
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?
funny so no cap i can't get it to run while on stream and moving arround with portal
and the farm was working well and killing the mobs
I think so. (Within 200 tiles of player.)
I suppose, strictly speaking, I've not ruled out a second longer range cap on mobs of the same type/biome, say, up to 100 tiles away. Because the bottles up mobs are all collected at one end of 200 tile long segments.
But it definitely shows that there's no cap over 200 wide. And no cap that was greatly limiting the output of this farm.
I didn't try using the portal, to be fair. Maybe that would have crashed me I can check later, if you'd like?
np i did't alot to know it will crash me on stream xD
but i need to get it 2 or 3 time
I've re-written that paragraph for clarity, and modified the one below to fit with it. ๐
Wait what
I guess not, eh?
No I haven't been playing the game as much lately and have only been messing around with the massive auto sorter
Still don't think a 1 second clock is the best option tho, it would be off half the time
But I wonder if a 2 tick clock works instead of the 4 tick one
Also I really should put links to these guides in the pinned message, do you have a list of good technical core keeper links
Hmm, I mean, my information's still kinda being distilled, in here... I should have tagged all my spawn-rate testing posts, to easily find them... But I've been screenshotting, instead. Ready to make a guide, I guess.
So, I'd just link all my steam guides... https://steamcommunity.com/profiles/76561197971318812/myworkshopfiles/?section=guides&appid=1621690
... And Craigin's maptool and KanSer's pixel art pallet..?
@trim kestrel So to dig up the copper boulder in clay caverns
i have quite a few
That highlighted map may as well be a star field, for all the context it gives... But fine, i'll update the guide to just straight up say "y". As the third person to point this out.
Are the clay caves really a good place to go to find copper, though? I guess they weren't that great for me for tin, when I first played... ๐คท
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. ๐
that's probably going to get fixed
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.๐คท
I was thinking about it but never thought it'd work
It looks nice
I wonder if it'll affect rates
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.
I havenโt had any spawn without moss
I thought I did but there was some moss hiding under one of the 2x2 tiles
I think they just spawn with the initial prefab, then respawn on moss
no spawn on that tile, i have a base in the city so i can tell. go take a look i cleared all the moss in the save i gave you.
Right. Good, good. Thanks all. ๐
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?
And which additional mob-biome combination(s) are people most eager to see measured?
so auto farming seems to function, wonder if we need to make a guide for it
leaves fishing as the only skill you can't afk farm with only weighing keys down
- without = with only
Yeah. I'd love to make a video covering both minecart loop AFK mining and gardening skill farming. But... ๐ตโ๐ซ ๐ฎโ๐จ
Got any thoughts on my info-graphic, above?
lol yeah i was going to say without advanced macros
is that the self lighting tile?
in the graphic
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.))
small larva are passive vs cavelings as well
enjoyable to watch them get slaughters as they wander about
might want to mention brutes can hit at range, i think 3 tiles away
so if you have a pit surrounding, they will attack across the pit
and one test I've been thinking about but have never done, i should try it really quick
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
I think it's within 2 tiles... ๐ค
Blocking the shore tiles, with bridges, seems to greatly slow the sea tentacle spawn rate, though. So not an entirely simple algorithm.
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.
Because I thought it might look like that.
yup
so i'm thinking making 3 islands
1 of normal sand, 10x10 with a 1 gap of water around it and bridges blocking the rest of water
1 of beach sand, 10x10 with a 1 gap of water around it and bridges blocking the rest of the water
1 of beach sand -- hoed, 10x10 with a 1 gap water around it and bridges blocking the rest of the water
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
and i guess i should have a control of 1 island beach sand with nothing surrounding it
also included one open square of water
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
2 and 3 should have a lower amount (3 is the hoed ground)
I think your numbers will be too low to draw any firm conclusions, unless you repeat it hourly for like, 10 hours (clearing tentacles to avoid spawn blocking effects).
expect what, 2-3 an hour?
In a 10x10? Probably less. 1 maybe.
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.
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
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?)
they have no other path
i was more at the center of the map on this pic but i was offline and cleared some more before sharing what happened
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
Cool. ๐
Oh, does this mean that you managed to run a farming minecart loop for hours without a crash? (But mining skill still causes crashes?)
i would assume on my world it would still crash
after about a half hour of farming i went down to build the islands and it crashed my game
i would hope since the plants get destroyed that we wouldn't see the same buildup to crash as with the walls
Right. So it might be more about the movement causing loading/unloading, or something. Rather than the mining action on blocks.
i'm fairly sure floor tiles will block biome spawns
i have several rooms in the wilderness that are tiled up and i've never had a caveling spawn in them
Is the rule that if a tile appears on top of a spawn surface, then it blocks it?
that's what i've been working with and it's held true so far
not applicable for spawn items though
only for biome spawns
oh you mean the visual layering?
hmm that's probably true
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.)
the same mechanic works for mold ground, so
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!
lol
pain. makes it hard to explain simply lol
what layer are spikes in
i think acid slime blocks spawns too
Spawns what...? Oh, whatever's underneath? Really? Thanks I'll have to test and add that, either way.
yeah, it stopped my fungal soil from producing anything, at least
Makes sense. If you had spawning slime on top, that would take precedence, right?
probably
as for mushrooms blocking shroomen, i didn't test at scale but a small plot seemed to suggest so
removed the tiles except for the ones under mushrooms and didn't get any more shroomen spawns
I just did that too, and yeah, no little doods. ๐ข
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.
lol
i've been using the big larva to clear the mushrooms
since they attack basically everything and will actually aggro the mushrooms
just don't try to use turf ground as walls ๐
cursed things will eat them too for no reason
I wanted to try making a mob-vs-mob arena with automatic doors, but the damn larva nom them too, last time I checked.
hmm i haven't observed that, though i wouldn't be surprised if it was true
they ignore normal doors at least
Oh right. Maybe worth a more careful test... As there's a lot of scope for collateral damage.
yeah if they were fighting nearby they'll hit open doors
but not closed doors, interestingly enough
Corrected clay copper (and added some biome colour formatting ๐ ).
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:
I had almost no spawns in the 3 hours i tested
More crab spawns on the islands than tentacles in the water lol
Yeah. Expected. ๐
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):
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.
anecdotal evidence points to the 200 tile spawn radius
My mob farm is in the sea biome. So after afking for days there, i attempted to sail out to find the bow
Big mistake lol. Typically 3-4 tentacles on screen at all times, on hard mode, was not fun
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.
Strange, I had crabs spawning in my mining area that was lit but surrounded by coral wall. Stopped em with flooring
i believe he means the lit floor tile
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
This "lit floor" specifically:
oh yea that makes sense, I just misread lol
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.
.
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.
Great... These new 2x2 tiles block infected spawns (and Merchants) but presumably/reportedly not urban moss cavelings:
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). ๐
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:
I've been thinking, r raiding parties truly a seperate spawn or does it just affect already spawned mobs?
Would explain y parties vary in size often
Pretty sure they're separately spawned, or at least newly spawned. As as you were saying, they seem to spawn on impossible surfaces sometimes.
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
So which is it? Do you think they spawned not on stone?
'
im not sure, just guessing here
Ok.
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... ๐ค
i have strong suspicions that they grab nearby mobs and teleport them. i remember people saying something like that before, and i had scholars disappear off of an isolated platform
Mold veins on wood floor look neat.
I don't think it does, but yea it's hard to see
not 100% reproducible for me
I'm pretty sure the game is just registering a second hit before the animation occurs
And the "second hit" is just the third
I also don't think it's reliability faster either, like craig said it's rather inconsistent
can you still daggermine?
It just makes it much harder to see, as it's a very similar shade and brightness as the clouds.
But the floors are shutting out the spawns. So I really like this as an alternative to two punching each mold vein (fiddly) before hoeing it (or digging it).
it's a good effect for a bath house or a sauna ๐
Wow. Dynobot just ate my post for no reason... ggs indeed. ๐ถ
.
What do we think of this new biome map graphic? @inland compass. Anyone not realise the borders are defined geometrically like this? ๐
Looks good
I'm attempting to make a more precise measure of that distance right now. But it's with 10 tiles of that, yeah. ๐
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.
Oh, I'd better label it to show that the biomes can be at different angles, for the noobs. ๐
probably lol
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
idk i have my doubts about that number but there are a lot of factors that make it hard to tell
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
it was definitely some nonsense with the catchup or retroactive spawns or whatever
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
i don't know what conclusion to draw here but I'd wager it's more complex than just a 200 tile distance
did u have a drill or something nearby? I wonder if drills also have a 210 radius around them maybe?
because I know before the sunken sea, drills werent working as they should when far away from the player, but now they do
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...
Im guessing probably B
imo
it seems more likely they edited something that makes them chunkload without actually chunkload
... 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.
Lol! That was an either/or. Both a and b are true. Pretty sure.
how
i get that but my farm ain't that big, there aren't more than 3-4 on the belt at a time
how what, and what geometric?
there definitely isn't enough time to naturally spawn several dozen before getting well out of range
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
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
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
and only one of those rectangle rooms spawns them, so...
Ok, I'm interested. ๐
Care to share any close up shots of the spawn room, this "loop", and kill area(s)?
If the stone cavelings did spawn, the other type next to them didn't...? Or, how would they have been killed?
I assume you mean the map. Craigin's explained a bit on his (massively popular!) Reddit post, yesterday ๐:
https://www.reddit.com/r/CoreKeeperGame/comments/w1p3yr/fully_revealed_map/iglo9sl
soo many fake internet points
not as many as when the new valheim patch came out and i beat the last boss using about 100 Lox
this is the path that's relevant to the stone cavelings
the loop is to keep them from interacting with enemy units because l0l brutes
that full map is still so beautiful to look at
the other rooms still spawned stuff but they don't seem to really be an issue
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
everything leads into a big loop in the last room that's half mold pit and half scholar platform
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
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
did you teleport to the south area?
uhhh i teleported from here
to the core
then i walked (railroaded) to the border
east
and stayed there
ok just wondering if perhaps it kept the last X spawn points loaded
and if you teleported they'd still be there
Oh, lol. I was just about to ask you if you had been in this area before you went far away...:
Apparently yes, then, heh.
how would that factor in
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:
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.
mm
question really is how, cause like
to begin with i didn't stay very long there, just walked to the portal and teleported away
and even if teleporting kept the nearby spawn area active, i walked across the entire stone biome
What about before that, though?
before what
Were you AFK'd at the farm?
ummm
i don't recall, but if i was, i checked the rooms before leaving
i like to watch so i don't usually leave right away if i see mobs on the belt lol
mobs actually don't really get to accumulate if i do afk next to the room
if the combat resolves correctly, there are (were... ๐ข) enough tentacles to kill anything that spawns well before any more get the chance to
but often combat does not resolve correctly ๐
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. ๐คท Where was your respawn bed, in all of this?
uh
i have no clue
i have many beds, i don't know which one i touched last LOL
there are some beds nearby but i don't usually afk in one
there are some here
and one here
damn that's blurry, screenshot of a screenshot of a screenshot of a screenshot lol
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.
So, I think I have a read on spawn range to within 2 tiles. At 205 to 206 tiles from player. ๐
hmm.. i wonder where this scenes water generation ends ๐
Oh, heh. So you caught a scene with water flooding the adjacent void chasm. By exploring a new world quickly. ๐
Which scene is this, specifically? (Got a quick map shot?)
.
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.
water isnt even flowing yet, its still stuck
Oh! Lol. Huh. I wonder if this is a rare bug? (And why it happens.) Did it start flowing after game restart?
havent restarted yet :D, guess i could go test
yeah, leaving and returning starts it flowing again
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
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
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?
Me. โ Looking for a world fully excavated right out to the ghorm ring. For spawn testing. ๐
Kk ill pm u the .rar later I got a vpn running on my pc installing something that needs it on
You're going to remove your entire mega-farm...?! ๐ฎ
Ur surprised by that? ๐คง
You've yet to c what I was doing
still removing some left over water rn but heres what i finished so far
Hah! Well, someone's got a couple stacks of stone ground...! ๐
No wonder the cavelings hate you!
... a couple
Would've had like 5 full double chests by now
Traded off atleast 2 rows to mainly 1 person
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! ๐
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?
Make drops seperate, prob even leave it for last or let someone else work that part if u wanna save time
Agro range and reach would be nice to know, as for dmg not rly since it doesn't affect how they dmg structures
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
If it can then it prob takes long
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
Sorry, that yes/no spikes I just guessed quickly. Not started on testing that yet.
But you have a point, that static and/or singular spikes are far less effective than multiple while moving. It's a sizeable matrix of things to test...
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. ๐ค
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.
my mob farm had a bit of a leak under it too so thats fun
i dont wanna say when i may be done with it all cause as usual i may take longer than expected to finish
Hofstadter's Law: It always takes longer than you expect, even when you take into account Hofstadter's Law.
Bye-bye mega-farm 1.0... ๐ฅฒ
I've been doing a fair bit of that gif myself. But in 10x10 boxes accumulating all over my map, heh.
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. ๐
Yea I figured they could, they just appear to have a low likelihood from what I noticed.
yeah remember i teleported out to 2000,2000 and they all spawned around me.
then the guy in the mod channel said they didn't have a min/max range in the datatables
They probably just have a high weight to spawn on the first few chunks generated in the biome
Just my thought though, I have zero clue how to check data block info to confirm that lol
yeah i assume they have like a 25%-50% chance to spawn
Showed the gif for the slime spawning close to me, luckily I found out I can use the Xbox feature of recording the last 30 seconds without setting up a recording software to catch things like that
So I don't have to worry about storage for recording minor things
If you have GeForce you could also use their Shadowplay feature to record things
It's pretty simple to both use and set up
I wasn't aware of the shadow play feature, I have been using that app for regular recordings tho
the slime didnt wanna go so it spawned in just for u
It's their instant replay system, it just records a set amount of time that you designate in the past after you hit a set of buttons
I use it to record my minute long clips of things that happen
Can you crop those in-app too?
I use it with manual recording control, for my YT videos and everything (easy but probably not very professional, heh).
Yeah. My main point, really, was that I was wrong to think/say there might be an exclusion zone.
But the fact I didn't initially boat straight into any, makes me wonder if they preferentially spawn to the side (in effect). Or that's just luck, still.
Oh, heh. I didn't even pick that up! ๐ถ๐ตโ๐ซ What was that, 3 tiles away from you?
๐คทโโ๏ธ
I can take a closer look at it frame by frame and send a pic of pre spawn and the moment of it spawning
Once I get back
I don't believe so, I have always just opened the .mp4 and snipped it that way
What'd you use to edit? ๐
i go thru a long process to edit mine to fit the 8 mb size when sharing elsewhere
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
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
Would that be considered 4 tiles away since my character is on the edge of the top and bottom bridge tiles?
dont think so
Imo i think its like the exact same as when I plant seeds
u can normally only plant what? 2 blocks away?
something like that and its very slow
actually i think its 1 block around the player?
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
found that and have been planting like that since Lmao
I'd say 3 tiles away. Counting whole tiles distance from the centres of player and slime, then rounding up.
Just gonna assume it works the same as when i plant ๐คทโโ๏ธ U can also do the same while digging and shoveling floor
Oh, that's a thing that exists and can do that, huh...? ๐
I used to use Windows Movie Maker, a decade or so back. That was actually pretty powerful, but got removed. ๐ข
It most likely has something to do with block edges and the distance idek too much thinking for me LMAO
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.
I use screentogif too, just didn't consider using that as an option for lowering file size
I did wonder, from your frame time-line. ๐