#Core Keeper University
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Would be nice to test it on a fresh lvl 1 character but you'd need to beat the bosses. U could join someone else for it and not fight to stay lvl 1
I doubt it'll give xp for range or melee, as for vit I'm guessing no
I doubt it gives xp at all
Do bombs give vitality?
Hmm, I assume the AFK spot for Azeos still works (if you can get there quickly enough). Then just wait for the spike traps to do their job...
Speaking, of, didn't they used to have a 2 second activation rate? I measured both, today, at 2.5 seconds. Maybe part of the nerf that broke insta-farming Glurch and Ghorm with them, maybe?
Probably not, but I wondered...
I had this passing notion of AFK farming mob spawns from behind an obsidian wall, proc'ing beams with an NPC for all the damage. ๐ค
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Hive spikes not far off drills' 12 DPS. (Is that once per second? Will have to double check.)
Do hive spikes have increased damage in hard mode...? Given they can hurt player, too.
I don't think so, i think they were still hitting me for around 30
Pretty sure the patch for Insta killing ghorm and glurch wasn't from a spike change
Well...
Ghorm breaks the spikes now but before u can 2 spike hit it without spikes being destroyed if the player is atleast a few blocks away
As for the slime boss idk what they changed, I don't think I tried killing it for a long time now
Maybe it is a 0.5 second trigger with a 2.0 second cooldown
Which would allow bosses to smash them before triggering
There's no damage increase that I noticed for hard vs normal.
Any solutions for destroying larva sacs in a mob farm without player interaction? So far I'm just thinking of having them spawn at the very end of the kill track just to make sure they're removed
Pretty sure nothing agros onto them and mobs won't fight if they're far enough from the player
that would be a good application for the crab bubble firing squad, but would limit the size of the larva spawn field
the best thing i've thought of so far is putting crab islands throughout the room
but at that point you might as well leave the cocoons cause you're losing a lot of space anyway
if your mobs are fighting each other already it's probably best to just have them pass through the room and hope the hit some
pink on the left is crabs, pink in the middle is larva, blue on the right is mold for bait mobs
you keep the bait mobs out of range of the crabs, but the crabs still attack and blanket the area with bubbles
that's a p narrow strip innit
dang
i can't think of any other way to automate attacking passive objects
yeah me neither
well, specifically cocoons anyway
big larva will smack mushrooms at least
I'm wondering which would be faster or if it wouldn't affect rates if it's quick enough. Have strips in the mob farm for mob types then either have it spaced with walls inbetween so they won't agro and stay in the room so it'd empty the spawn cap in that area or have them fight in that room and be pushed along the way
Currently I'm thinking of just having them spaced with walls
Atleast until they leave the spawn rooms then I could connect them
Nah, they hit just as instantly, I think. With a 2.5s cycle I timed over 10 hits (25s total).
But checking my archived footage, this is actually half of what it was in e.g. 0.3.7! Spike traps used to hit every 1.25 seconds!
I knew they felt slower, but didn't realise the devs nerfed them that hard!
So, now, you really need to get mobs to run across a bunch of them for them to be effective. Which makes auto-loot collection that much harder.
But so far I've only found gardeners that can't be kill by running around on multiple spike traps (without poison).
Has anyone managed to get mobs to slide on slippery (blue) slime?
I was disappointed that it seems to act effectively like regular slime on them - immediately kills their speed.
Damn, a big nerf that nobody noticed ๐คฏ
I prob won't bother using spikes for my mob farm
I think mob-vs-mob is definitely where it's at.
Cant slide when its under conveyor or spikes it seems
the mobs that went on blue slime under conveyors and spikes didnt slide around for me
I tested it using my mold farm
The [slippery] debuff doesn't work through conveyors at all.
But I think I tested cavelings [directly] on just blue slime, no spikes, and this is what I'm talking about.
Ah yeah
it sux
we really need some stronger slime. Im having to put some metropolis mages in a 2x2 to shoot at the mobs ontop of having spikes + poison
i can't recall if blue slime worked in my mob arena
Player does slip on it, even through spikes. And the debuff particles animate on mobs.
It's just that mobs don't have momentum, I guess.
Wanted to have them slip through a line of spikes.
I just think we need like scarlet spike traps or something
spike traps that do only like 60 damage
is way too little
especially in hard mode
But the slide distance for player is kinda disappointing too; I wanted to have a fun slippery slide as a mode of transport. ๐ข
It's what everyone's been asking for, so I expect that's what we'll get... ๐
But I'd hope for something with a different weapon mechanic, more creative or, or at least opening up new build options.
I was thinking more so ballistas
that pierce mobs
but wall spears work too, although id want poison dipped wall spears
:)
i wonder what their original intention was for spike traps
probably cheesing bosses and thats it XD thats about all I used them for until I started making pointless mobs farms that are INSANELY slow
Anything that has more reach would be good, yeah.
"Original intention."...?
Everything being added to a game has an intended use
Such as a higher tier pickaxe being needed to mine the next tier
right, when they developed first added it, how did they intend the players to use it
same thing but for the spike traps
like why nerf it?
think of it like the ancient pick
It was intended as a devtool
to mine everything
You think they didn't mean for them to be used against bosses at all? Just for base defence, say?
I think the devs are very cognizant of the game's structure evolving over time as they add content. So 'nerfs' may often be more about opening up space to add in the new stuff.
But yeah, I think they also throw spaghetti at the wall, to see what sticks, when it comes to the actual player base. Can't beat real world testing.
Oh, so not even cavelings will aggro on (full) cocoons? Or trigger them?
yeah like maybe just base defense, not mob farms or boss kills
or maybe just ghorm
afaik nothing
I think they expect mob farming, for sure. At least at a low level. It's done to death in Terraria, etc.
You could have waves of crabs and infected released periodically up parallel conveyors, instead of continuously in situ. Say, hourly, or less.
Kinda complex to implement, but much greater coverage per amount of mob-collision-based fps-loss.
would be hard to sync the bait mobs with the crabs
Automatic doors. Near player's AFK position.
On long period timer.
But, I'm not sure if cocoons even slow the spawn rate of Larva...?
Like, different mob types (e.g. slime colours) don't slow other types. I've not tried to test if specific mobs slow spawning of others.
Like Mold Tentacles and Infected. It kinda seems like the tentacles aren't limited by a big build-up of infected. Only by their own presence, maybe.
So it could be only an issue of blocking that one specific tile. Which isn't a big deal (compared with mushrooms).
Think this alliance diagram is correct?
Does anyone fancy testing if shoomen and slime take any damage from Omoroth?
BIRD
Loney bird... Makes me wonder if we'll see more bird-people in the dessert or crystal biome...
Geez... Even Shroomen have >12 self heal per second... ๐ตโ๐ซ
Even with the comically weakest enemy, you gotta poison them to get a kill with acid burn alone.
is there a good guide for building mob farms? im not so great at building AFK farms, mostly decor/farming
I'm working on it... ๐
๐
Depends what you wanna farm, really.
ah, cavelings, ig
slimes and shroomish still do well under spikes, but the sentry and esp with the gardeners escaping water+wall has me confused.
drills went a little slow. wondered if there were better ways, or if mixing the mobs to let them kill each other was better
I think mob vs mob is definitely the way to go, late game, yeah. There's been a bit of discussion, above, with different ways of doing that. E.g. bubble crabs with infected as decoys, for cavelings. But I don't know of a simple, 100% reliable design, yet.
Although, spikes plus poison slime will kill everything, in normal mode, I think. If the mobs are able to move around enough to get hit faster than that base 2.5 hits per second.
KanSer used a combination of the above; just dumped all the mobs in a fair sized poison spike area, together. Let them fight it out to speed things up.
But that means having to manually collect the loot. Preferable with the help of the magnet rings.
Did you have a caveling farm working with (just) drills? (Got a pic, if so?)
ah, not working. belts go down, drills point up. but ig it'd make sense it doesn't do enough on hard mode
haven't worked on any farms since pre-sunken update, but trying to see what goes well now and just. not workin out
Oh, hard mode farms is another thing entirely. @inland compass has done the most (I've seen) on this. And yeah, that's gotta be mob-vs-mob.
When even the weakest enemy in normal mode has over 12 self heal per second, and I'm assuming that's doubled with hard mode health scaling, too... Yeah.
Health doubled, spike damage output halved. Factor of 4 harder to kill mobs in a simple way (than pre-Sunken Sea).
Oh, and there's some random mob teleporting, that may be unavoidable, currently.
But you can prevent mass pile-ups, through walls and spilling into the void, by making sure that there's always an empty tile of ground at the end of any conveyor line that carries mobs. (When you're over 205 tiles away, mobs effectively turn into items and get stacked off the end of the line, otherwise.)
the 2 methods i've seen are crabs, even without the bait, they seem a bit more tanky than mold
and then lots of mold tentacles with infected in front of them as meat shields
I guess those are the only two viable options... If one's including Stone Moss Cavelings, and so, Brutes. Which have to be dealt with at range.
(Sea tentacles too flimsey and slow to respawn, on their own. But maybe ok as a backup to compliment Crabs.)
So one option, might be super janky
Hive mother larva, however if you did stone moss you'd still have the brute issu
I'd just been thinking about bosses, and yeah, hive mother's the only viable one. And as you say.
And malz for non cavelings
Feed a bunch of infected and slime to him lol
Might be hard to collect loot though
Too bad ghorm doesn't drop their loot
Maybe morpha for cavelings too
My thought was that none of those bosses would work in practice... Maybe I'm wrong?
In each case, you'd have to be in their AFK spot, right? So they don't aggro on you... Then even small amounts of damage will chip them to death? Like farming them with spike traps.
.
Does core keeper keep a crash log anywhere?
(Game crashed out while I was AFk for 3 hours running a spawn rate test, so I need to know exactly how long it was actually up for, to be able to use the mob counts, with any confidence.)
.
Oh, and a cheeky farm idea for killing non-cavelings: sit Brutes behind an obsidian (maze) wall so they can repeatedly pummel mobs on the other side of it with impunity. ๐
Drills got nerfed from 1 second to 2 seconds now, too.
But you can at least farm shroomen with 3 of them. ๐ Not slimes, cos they aggro and break the drills.
was it ever stated whether the wood not growing on wilderness ground was a bug or a feature
It wasn't stated in the patch and I don't think the devs even mention unlisted changes
it has been done
ill prob chip part of the dirt and start working on the layout for the farm another day
here's a riddle... why does nothing spawn in the circled area
i can't imagine that local mob density is maxed out by just the tentacles in the lower room
and the upper platform spawns fine
Try adding a platform of mold floor to the left and right of it and check if anything spawns
The tentacles do take up the mob cap, as for the range of it idk. Had a bunch in my farm before removing it. Prob had 5-7 or so on my screen at all times
Since ghorm can destroy obsidian and replaces/adds dirt ground and the slime bosses can add ground, u think the slime bosses can destroy obsidian? Also would it be possible to bait them further from their spawn (bait from spot of agro for ghorm)? Wether it'd be relogging or something
I think they can destroy obsidian, but you can only kite them a short distance from their spawn
Frost welcome the void into his world. ๐
Did things ever spawn in that bit?
How far away is the other side, there? Like 8 tiles? I think even if it were totally packed full of infected, it'd only block mold spawns out to 8 or 9 tiles away...
So maybe you've found a mob-spawning dead zone, like I got in my rate test setup, near my core. ๐ค
On the right side is the typical design using conveyors. On the left you can see you can just use chests on both sides
it is heavier on drills but it is significantly faster since it doesnt have to waste time on conveyors
can do the same to smelteries, of course by inverting the timing signal on the "refined metal" arms
Ah right, thanks. I think this is similar to the design @long dagger came up with back here...: #๐ท-ck-media message
It makes sense, space wise. And is still just 1 drill per chest, right?
yep 1 drill per chest
actually so yeah same cost not heavier
it makes more sense for when you want to quickly sort a system though
nice, yeah. i was looking for someone who had done this
Is there a practical use for this? Or is it just for fun/testing the automation systems in the game?
If you're producing a lot of different items, say in a big mob farm, then it's handy to sort them away automatically. Rather than manually sorting them every time.
Ahhh gotcha
it becomes a massive pain to sort everything out when you try to save everything
Otherwise, I'd say, it's a bit of fun.
and yes, its quite fun
Your (and Frost's) design(s) uses half the number of arms as a one-sided design too, of course, right?
Although, I'm not sure I'd like the two sided access. In terms of player work flow. But I guess it depends just how much storage you've got and how you use it.
yep it is more arm efficient. i find you can fit 15 double chests in a single column, accessibility wise
can easily power 2 columns of 14 chests with 1 power source
I do wish this game had more in terms of logic and industry, it's pretty fun but there's only so much you can do
Needs more input output devices for wiring to interact with the environment, for sure.
I imagine at some point there will be water manipulation? (I hope)
And maybe some advanced tech from the metropolis style ruins
u can extend it with just this
oh nice, i thought i tried that but i must not have
Has anyone successfully created an Acid Larva farm? I haven't been able to get the suckers to spawn so far.
They can't be spawned aside from during terrain generation (in exploring a new world).
Oh Damn, I need the statue for my collection. Off I go exploring new worlds then.
why have the mage 369 life?
The shaman has 356. You mean, why less than cavling miner...? Cos they are a delicate ranged unit with a lot of scary fire power...
Urgh... The order of precedence for stacking floor layers doesn't tie in with what blocks spawns, a lot of the time...
Like, stone tiles appear to be underneath slime, but still block slimes spawning. Unlike lit floor tiles, which permit slimes but block caveling moss, etc, as expected from appearances. ๐ I've not finished with testing all of these yet:
Is moss will block the spawn from mold floor?
I think zero was talking about something like that that i skipped over, he may know
I'm having slow spawn rates for my crabs, I made a nice fat chunk for them and bridged off a couple tiles yet they've been spawning slowly. I doubt they would've made a seperate type of mob cap for the new biome but I think it may be different
i had a struggle trying to spawn crabs that way
not sure if it was the wall or the conveyers, i ended up just spreading conveyers spaced out by 5 across a big area
mostly used pre-generated terrain instead
Idk if zero mentioned crab spawns, I skim through too much. I'm getting lazy, I don't wanna rework my crab platform too much
Digging out the stone biome was too much
Yes, Caveling mosses should take precedence and block mold floor.
Only the top spawn surface layer should be able to spawn anything. (Of course I've not tried every combination to be certain of this.)
How big is that area of beach sand? And what do you call slow? What did you expect?
With 1k tiles in a square of mostly naturally occurring beach sand (all in the sea biome) I got a spawn rate of ~1.1 crabs per 100 tiles per hour. Which felt fast to me, compared to Ruins cavelings on stone, only, for example.
This is my full experimental spawn rate matrix, as of this morning. I'm starting to feel that a lot of the variations have been down to spawn rate anomalies in patches of the map. I.e. dead patches and (adjacent) bright patches. That are consistently high or low in spawn count.
i didnt consider that, natural spawns just feel insanely slow
mines 52 x 60
was just hoping for consistent fast spawns
Crafting 1 of WoodBridge, got 1 extra, variation: 0
Crafting 1 of WoodBridge, got 1 extra, variation: 0
Crafting 1 of WoodBridge, got 1 extra, variation: 0
Crafting 1 of WoodBridge, got 1 extra, variation: 0
Crafting 1 of WoodBridge, got 2 extra, variation: 0
Crafting 1 of WoodBridge, got 1 extra, variation: 0
Crafting 1 of WoodBridge, got 1 extra, variation: 0
``` Looks like this skill can proc twice on one craft. I never noticed.
Just over 3k tiles, So my expectation would be for ~30 crabs per hour, from that. Plenty for stocking up a shooting gallery. But not going to get a huge amount of drops, of course. Was there any particular drop you were after?
not rly, was just disappointed at the spawn rates at the time, extra figs would be nice tho
Oh, so the bonus item can spawn a bonus item...? I'd not noticed either. It should happen quite a lot, though, at 0.3 * 0.3 = 0.09. I.e. 9% of crafts.
Yea I was just setting up a drill rig and noticed when I glanced at my console window lol
I lazily used that to log crafts and make Polished Scarlet Chunk Necklace when crafting that was broken
I have a suspicion that it may be possible to get much high spawn rate per tile of sand, with crabs, by using strips. Say 1 row of sand to 2 tile of something else.
This would use as much, or a little more, space per spawn-rate. But a lot less sand. And you could mix in strips of the 3 different slimes, together with the crabs, as they are all friends. Or non-allied mobs, if you just want the drops (not stone cavelings, of course).
I'm a lil burned out, going to sleep in a bit but if I do test it then it'll prob be 20+ hours from now
fr
Natural spawn rates are crazy low, that's why they added moss
If natural spawn rates are high as moss, it is too hard to explore then
Re-explore you mean.
Just too much tentacle and crab on the sea and both of them are ranged
Right, but that isn't from respawn
When the world gets generated, it gets populated. That rate wouldn't need to change.
It's not populated up to the [spawn limit] though, is it? ๐ค So, it could get significantly more crowded, if you're not a very fast, decisive explorer.
Like, the mold dungeons already kinda get outa hand, if you set up base within range of any.
@inland compass - would you say I was being too picky (or wrong) if I said the map tool's chunk grid looks like it's one tile (pixel) too low? ๐
And with lines on an even symmetry (0 in between tiles), when the world appears to be odd (0 in the middle of tiles).
Did you scrutinise this pixel alignment carefully wrt to the world generation chunks we saw in the maps with -nographics on?
0,0 is the 2nd tile down from the core
here's a -x at 0 y tile
and the core tiles
while we're nitpicking might i suggest reorganizing the breakable crate checkboxes
most of them are under furniture but jellyfish is under sunken sea and large jellyfish is under boulders
+1 to this
i haven't seen a data dump like we had on the previous update, so I really don't know what tilesets they belong to in order to organize the new tiles like that.
no, all the sea biome crap i added manually by looking at pixels i had on my map
oh gotcha i misunderstood
which is why i don't have any of the furniture or anything for the seabiome
originally someone data-dumped the tileset list into csv format and that was the basis for filtering
i see
i thought it was amusing that you could see the jellyfish from the map
and that the large jellyfish turned out like boulders
so i added them ๐
Heh. I knew you'd be on top of it, thanks for the clarification! ๐ ๐
It's possibly relevant to what I'm currently boggling my brain over, with the patterns of spawn-gaps...
Did you see Cysidus's 0.4.3 parsed data dump in the Wikizet server? Any of that helpful?
nope
As in, not helpful?
their discord?
i didn't see it
lol yesterday it appears
doesn't look like it has the tileset info, Mz had pointed me to a spot where I should be able to grab it but i forgot
2 clips put together so there's a slight cut in the middle. I'm still thinking raid parties just select already spawned mobs and have them run towards u
not just run, i'm very sure the game can just yoink them from anywhere nearby
That is beautiful visual comedy! ๐
When you have interleaved strips of spawn surface, like that, each spawn event commonly gives a mob (or two) from each biome type.
So, what you showed would be expected, if newly spawned mobs get set as a raiding party, at time of spawning.
what is a raiding party
Occasionally (usually after killing some mobs), you will get chased down by a small group of mobs, making a bee-line straight for you, from well off screen.
They'll sniff you out by running along the path that you just took.
Mob spawning mechanics investigation:
A couple days ago I watched @tidal dock's video on mushroom/shroomen farming, where he observed big gaps and bright spots in mob farms, too: https://youtu.be/UxEt-d9fyWY?t=356
I said I'd tag him here when I posted some findings from laying out big mats of fungal soil (and spikes) around my spawn-rate anomolies, on a new world, too, so here I go...:
Map view of my old main world (left) and new test world (right) where I laid out fungal soil and AFK'd for 2 hours and 4 hour respecively:
(New) World 2's main area had unexpected line pattern of spawns (I thought it would look more organic, with diffuse bright and dark areas):
The horizontal lines of high spawn rate, at 16 tile intervals, extended down to the core, too:
And I saw very similar in my old world, at the same 16 tile division lines. So I think everyone should see the same in their worlds, with similar experiments.
It seems like the spawn algorithm starts at a multiple of 16 and looks up for a valid spawn surface. Then looks across to the right. Hence the accumulation of spawns on the left edge of the areas, but not the right and top edges.
But if the spawn area is restricted, it kind of overflows up to the next row of valid tiles, extending the spawning area up.
At least, this is what happens to the x=0 co-ordinate. I think it might be less pronounced, out away from the world axes.
Any thoughts?
I know at least one person was previously posting (possibly in here?) about gaps in theri shroom farm. And another YouTuber was seeing dead bands in their (just one small part) of their mob mega-farm.
So it's a wide-spread phenomenon, it seems. But harder to observe outside of killing every spawn on the spot.
I needed to dupe up more fungal soil for these tests (getting only 300 or so from the new world's dirt biome).
And I'm tempted put aside my aversion to mods, to install the placement mod, to make a much bigger test viable to set up. Unless @gusty epoch or someone has a better suggestion..?
I can give you however much fungus you want lol. Using placement plus would make putting it down a cakewalk
Thanks. I'm good for making more materials. And yeah, I may need to go with placement plus... Unless someone else fancies 'tiling the plain' for me, so to speak. ๐
In terms of exploiting what I've observed, above, I think you may be able to get bonkers per-tile spawn rates by positioning tiny spawn areas at the intersection of these n*16 grid lines.
E.g.: Above and to the right. Say, 5 spawn surface tiles in a horizontal line. Maybe a row below that too, if the spawns from the grid below will get pulled up that far (not sure). it's probably more complex and mess than this, when moving around the map.
Simply have them spawn better, that's my suggestion ๐
try it without spikes
i don't have spikes in my farm and i have never seen any type of line behavior
off to the right, not very big but it would fill with mushrooms
it might attempt to spawn them in 16x16 squares, and if that fails it pushes them to the bottom row
That is quite narrow, and that seems to cause the lines to wrap up to the next row. Also, I guess having a tile blocked by an object (e.g. mushroom) will cause it to search for the next tile...
Of course, my objective isn't to rid myself of lines, but to see what we can figure out from them, about the algorythm. And is they tie in with bright and dark spots, directly.
Next level of test ready for some afk...
Now thats a lot of mushroom ground you have there
Yeah, I cheated. ๐ข
๐ญ
My msg didn't go through cause I slipped a word in and I can't copy paste...
Just checked some of the pics and counted the tiles for one, looks like a 9 tile gap
I recommend you don't just resend a photo of what you typed with the word still in the message.
Tbf it wasn't targeted at anyone, I'll edit it out, sec
Thank you
I'm a bit more confused now, I can't think with all this first thing in the morning
To maximise spawn-rate per tile, in this (maybe unusual) section of map I've looked at, it looks like maybe having a single row (or short strip) of spawn surface, every multiple of 16 tiles upwards (starting at map origin zero), might be very efficient.
But alternating stripes of spawn surface is useful in general. Because there are specifically caps on how many mobs, of each type, can be spawned together in a single event. But they all operate independently, it seems. So you can get one or two of each type, simultaneously.
I don't know what kind of algorythm the game uses to decide which tiles each of these come from. I previously imagined a little circle, of randomised x-y offsets. But maybe it more kinda crawls about linearly...?
Btw, I saw, repeatedly, a pattern of 2 mushrooms and a shrooman appearing together, just off screen, while I was setting up this big strip (and clearing it ready for launch).
Dynobot clobbered me for "๐ณ ๐ฎ ๐ฌ ๐ฌ ๐ฑ ๐ช ๐ธ" the other day. As in, minor qualms. Too close to the bad n-word.๐คท
Canceled by a bot
Still a bit confused with exact positioning but I'm willing to wait for results, I'd prob screw up my own testing by doing it incorrectly
I usually do. But sometimes you learn something unexpected in the process. At least, that's how I console myself.๐
Tryna convince me to do some tests? ๐
I'm a bit lost of where to start for it besides testing some forms of spawning strips but if u can explain it in a way I can understand then I could use some time for testing it
So, a couple things I'd like to be sure of: that these lines do indeed appear in this spot I've already tested, in everyone's worlds.
Then, to see if they occur all over the world, far from the axes (x or y =0).
For that, I'm planning to set up just a big spawn box of fungal soil with spikes. See what it catches.
Orange slime could be used instead, for a slightly less clear picture, as those mobs die in 2-3 hits. And, infact, I'd like to try that on the exact same spot I already did, in my world 2. To see if the pattern is the same for other surfaces.
I've not made a clear representation of this yet, but these spawn lines should lie along the chunk grid lines of the map tool and sub-divide those further into 16 squares, of 16x16 each. (Heh, numbers!)
Knowing this will help out with the testing
I'll prob test it away from my core tho since it's kinda occupied
something I've been curious about actually
i know it's been said for a while that stripes/checkers are "better", but better in what metric exactly?
like would 20x20 striped with two spawn types be better than two separate 10x20 sections? what about 20x20 striped compared to 20x20 of a single type? would spawning multiple types at once necessarily be more than spawning more of one type, and does this depend on the specific mob?
i'm sure you probably covered some of these in your testing already but searching is a bit of a pain lol
With slime, a 10x10, with 50 tiles of orange and 50 of purple (striped), produced both types of mobs at about the same rate as two separate 10x10s filled with 100 of each.
And I think that worked with a 3 way split of caveling mosses. But my testing was done near this core spawn anomaly, so I'm not sure about quoting numbers.
And yeah, I struggle to find my own stuff in here! Doesn't help that you can't narrow down Discord searches to within threads only.
I need to finish bringing it all together into the fabled guide post. But the details are hanging me up and the final shape of it all is still amorphous, in my mind.
hmm that's interesting
i wonder if that's intentional design or not
feels like not but hard to say
If not for Brutes, an optimal ultimate farm might be to just stripe everything together on conveyors. Blended in such a way that one ends up with only an easy to kill mob piled up the end, maybe.
well if it weren't for brutes you would just flood everything with mold cavelings and have them picked off at the end with scholars or crabs
but alas
the fact that shamans and brutes spawn together is a huge headache lol
I peeked at some assets, and it seems that the terrain object and mob (re)spawning code is all combined. So it may be quite thrown together, currently, and up for major refactoring... (Just when I have it all figured out, probably.)
The pain of research in general tbh
I still think there's a food chance that the right ground pattern in the right places of the world may avoid ever spawning brutes. I might try to parse their spawn requirements later. But there's definitely aspects I can't see, in what I've looked at.
who knows ๐
though i'd prefer figuring out a way to farm everything if possible anyway
The horizontal lines do lie along the chunk grids, exactly. And divide each chunk into 4 vertically. I marked them with notches on the side of the test area.
And video of me walking around looking at where all the spawns landed (even more uniform than before): https://youtu.be/jbelyMCCLcQ
I AFK'd in this spot for 3 hours. Looks like nothing at all spawned within 5-7 tiles of me. As expected, pretty much. Drops a tile or two closer, due to Shroomen trying to make a dash for me, no doubt. Heh.
NPC didn't put them off, but none spawned in with him.
Note that blocking the spawn algorithm from moving horizontally is what appears to have caused it to expand up and fill in the space either side of my AFK spot.
Also, the only place where a vertical line was created, was in the one tile wide strip that overhung the x=0 axis, at the top of my test strip.
I think means that it can look only up to 16 tiles to the right, as a limit. In a 16x16 spawn grid. Once it hits that limit, it then looks upwards.
What I'm wondering, is if a spawn in a tile gives only that specific tile a cooldown from spawning. So next event, that counts like a blocked tile and it skips over, extending the line to the right. Or if it's more stochastic than that. I should be able to test this by recording a (long) video of spawns in action.
What blows my mind, though, is the 2 tile notch 24 tiles away at the right edge, that appears to correspond to the indent on the far left side... Like how is that affecting it so far away, if that's what it is...?! (No missing drop spots anywhere else down the right hand side.)
how'd you do it
Duplicated a stack of 300 fungal ground tiles i harvested from this world. By repeatedly restoring a world from backup, after taking the stack from it. (Don't do it at home kids.)
I'm keeping it all confined to this test world though. It's bad enough that I caved and made a new world to harvest, after farming over 100 fungal tiles from drops in my old world.
hey man, gotta do what you gotta do, i ain't got time to farm a gorillion fungal tiles either
That's a fun mix. Bit of a rough shuffle, though... How'd the conveyors collect them like that?
i wasnt nearby when they piled up
They get clumped when its not loaded and they expand and spread out a bit when u get close enough but in this case there was too many to fully expand
Oh! Now that is fun! Kinda like centrifuging your cavelings by width. After stacking them all on the same tile at the end of the conveyor... ๐ค
Independent sounds about right. Since I got a dead zone for slime but then replacing the slime tiles with lush I started getting spawns of azeos mobs. Still requires a bit more testing to see variations
hey guys, wasnt really active here to follow up all interesting farming videos... does anyone has a good and most effectif method how to build mob farms? i think there is a lot of university staff whats the best size of farms to and in which area to build - to get the most loot/mobs per tiles
you just copied the map file? or the character file?
I don't want to give a tutorial on how to cheat the game. But I'll say that I acoid messing with the character file at all. It'd been said that it's encrypted and might be more prone to weirdness.
If you mess about with game saves, always back up the whole directory to a zip file archive, first, to be safe.
It's interesting why that might happen...
Do the different surfaces get treated separately in the spawn algorithm?
Or did you move around some spawn surface near by that let the algorithm come in for a different angle, or something...?
I think I should try to test slime, next. Going to take a lot of hoeing if I decide to clear out all this fungal soil, though! ๐
I think I'm getting close to being able to say with some amount of certainty what's best. If there's not any more too major surprises.
That spreadsheet pic that was linked gives an idea of a couple of instances where spawn rate should be a lot higher for e.g. larva on clay caves or urban moss in sunken sea.
But the smaller variations may just be noise from the effects of the algorithm at different world grid (relative) positions. And I can't rule out that causing some of the big variations too, at this stage.
But using alternating strips of spawn surface is definitely good for increasing mob output per tile.
I'm not aware of any items in CK that emit electromagnetic fields
...
What signals are you talking about
well that's what all the MC redstone engineers use
So if i recall correctly it is 20 tiles from the generator before there isn't enough power to power devices
basically the longer a circuit is the less "strength" that redstone or part of the circuit transmits to other blocks
Well lets not inherit the wrong terms from Minecraft
The longer the circuit, the more resistance, and less current to apply to a device
Try with drills
I've only seen it referenced with drills, perhaps they need more power than lights
Signal strength... Ugh the cellphone generation
still 24
the 25th placed on any of the 3 sides of the 24th will be inactive
i mean
not inactive
not powered*
K
Would be nice if they made the next generation metal super conducting. And added current draw, such that say 1 generator could power the equivalent of 2-4 drills
idk
so basically
a generator can power 24 electric circuits in any direction
and the components of the electric circuits can power 24 - the current index (?) of the element in the circuit
in the other directions
Ugh no don't think of it like that
The generator powers anything in a 24 tile radius. Power goes through components in the circuit. Imagine it just has additional pass through wires
what i meant to say is
you have 16 electrical components going in a straight line from a generator
now you can out another 8 upwards, downwards and to the left/right of the 16th element
and so on and so forth
i mean ... you aren't wrong but that's needlessly complicating it lol
is it within 24 tiles, y/n that's it
lights start dropping off around 15
And this is why a self-feedback delay circuit loop will tail off in power level (brightness) in the last couple of seconds before it turns off. Each of the tiles distance around the loop get added to the effective path length.
Which I guess is an interesting hidden value. Not sure if useful.
I mean, I had a mobile phone in my teens (technically). I didn't realise you were such an old grumpy, Craigins. ๐
I think we're onto the "wifi" = internet connect generation now. ๐
Lol. I had the family nokia for road trips when i was 18-19 does that count
Almost.
By 21 is when the richer students started carrying cellphones.
Oh right. So you're a (late) gen-x, then?
1981, so i believe that makes me a very old millennial
And I thought I was stretching "elder millennial" at '83. ๐
I guess I'm an ancient mellennial then lol
But i do a lot with electronics at work, signal strength is talking about data communication. Signal to noise ratio. Stretching that could be like the wave form required to power a device
Oh right. I studied cybernetics with a large portion of electronic engineering. So yeah. But. ๐คท
.
Anyway. It looks like this my be the reason some of you were struggling to get any mold tentacles, or such, spawning on some of your farm kill-areas. @floral tendon?
Spawn events seem to start looking from the bottom left tile of each 16x16 sub-chunk. They look right first. And if there's enough spawn tiles there, all the spawns will land in that area. So none will then loop up to the next spawn area, above (where I'm standing, or the bigger one above that).
And I had a (delayed) thought about a finding of this, earlier. Assuming it was valid and not a spawn algorithm artefact...
If caveling floor tiles block slime from spawning any mobs. But do allow the debuff to take effect. Then they are ideal for putting under poison ground in mob kill areas, in instances where you want to avoid spawning purple slimes.
E.g. when you're using drills on cavelings, who don't aggro on them, but slimes would break the drills. Or they may rarely cause brutes to attack them and break the setup.
I'd be grateful if someone could check this, though. ๐
well
i have a feeling drills will break them even through slime
because that's what happens with logic circuits
Oh yeah... hmm.
and caveling floor tiles behave similarly
for some reason they get priority when hitting the tile
Still. To avoid mob-vs-mob aggro with rare slime spawns, could be handy.
it's worth considering yeah
man that means i should reroute my brute route
pain
i don't wanna move my crab platform ๐
There may be easier work-arounds. Like extending your upper spawn area out to the left, to pick up spawns from the next cell over (but only on the tip).
And, to be honest, I've not finished checking this applies to other mobs, fully (running orange slime now).
What's that map area of yours look like, with chunk grid lines on?
Maybe we'll have to ask @inland compass to add 16 tile sub-divisions, next, once I'm more condident. ๐
Man is dust at this point, so sad ๐
Lol
not at home to get the screenshot, but I'll check the subdivisions when i get back
The floor tile I changed out. Slime tiles gave number dead patches complete dead. I only replaced 3 rows with lush . Left three rows below showing the dead. Total of 6 rows I believe were dead.
Have you got a map-tool screenshot of that, with chunk lines? And for the area you showed in the mushroom video, if it's a different place? ๐
Yea. It's another screen over from my video
I mentioned it on stream at one point. Probably have a time jump to it somewhere. I'll check or screen shot it here when I get a chance
does the chunks has any effekt of spawn rate or farms?
the only conclusive evidence of chunks is that the game generates the world around you in the 64x64 chunks
OK, so I've just sat and watched this for half an hour, at the end of a 4 hour AFK session. And I can tell you all that:
(1) Orange slime does indeed use the same spawn algorithm as mushrooms. That is based on a 16x16 grid of cells (or sub-chunks).
(2) The primary spawn always lands on the y=16xN lines. If there are enough spawn tiles in width to grantee an open tile (not on cooldown, or randomise chance of skipping over, not sure yet).
(3) If a secondary spawn gets rolled, in this case a red slime, it can spawn far away from the primary. Furthest I saw was 14 tiles up. But I think , still within that same spawn cell. Always simultaneous with the primary. (Same as what I saw, in passing with 2 mushrooms + 1 shrooman.)
(4) Each spawn cell has it's own 15 minute timer. Very little variation from this (seconds) across 3 spawn events in these two adjacent cells I was watching.
(5) This pattern appears to happen everywhere. It looked just the same with these additional spawn areas top middle and mid-right. So not at all only on origin axis.
Also, I may have to re-visit my assertion of a 105 tile loading range for spike traps. Because it seems like mobs still got killed on the spot without being able to roam. Despite being well over 105 tilse from my AFK spot...
Maybe it was mob AI that stopped interacting the same with traps, in my previous test... ๐ค
I don't understand what happened in this bottom left corner, though. I expected the opposite, that the orange slime would take all the spawn events and block that corner from making shrooms... ๐ I'll need to think on that.
But it seems to me, that a very spawn tile efficient way to deploy a farm is in 2 tile tall strips (or maybe 4, need to test directly). 1 tile about the y=16xN lines, 1 tile below. Then a 30 tile vertical gap until your next strip.
If you are farming only one type of mob. For sure if that's mushrooms. I need to test how exactly striping different spawn surface works, here.
Questions, comments, confusion, general disbelief and doubt? ๐ฝ
yes
Any bits in particular?
Oooh! Sweet! ๐คฉ
But, I mean, all the stuff I've done does align. Because I already marked it out in tile at the side of all the areas. E.g. the notches you can see up the side of the biggest column, here: #977128133142659102 message
yeah i just wanted to make sure the offsets are right
and that they didn't do anything weird with rounding or something
(like start at 1 )
Thank you very much for the 16*16grid
Oic. check your working. Heh.
yeah
But how to approach to the new version of map tool?
It works. Thank you
That looks right to me. Given that it seems the devs have defined whole numbers to be on the transition between tiles. you mob grid lines have highlighted the tile above and below each. And to the right and left of each. ๐
My notches alight with the tiles the spawns land on, which is the first tile up/right from the 16 lines.
ok looks good
This will very be handy for me to look quickly at my previous spawn test areas, and try to figure out what was happening. And maybe set up new ones far away from the origin....
I refined that to rule out 206 tiles, though, specifically.
I feel like it might have been defined as 5 tiles exclusion around player and then +200 for mob spawning.
ahh
so would that make optimal mob farm rooms 16x16?
and same for spawn rate testing, if you had a 10x10 room that spanned multiple 16x16 cells, that could in theory spawn more than a 10x10 in a single cell
Optimally standardised mob spawn rate testing rooms, at 16x16, yes.
Optimal spawn rate per tile, as I say, probably thin (horizontal) stips with a lot of air between.
.
It depends on the observations I don't fully understand, yet. And how far striping different surface types can be stretched, in terms up multiplying up the number of spawns.
.
These two chambers I'd already identified as having below expected spawn rates. About half.
And it looks like that's because they fall entirely within a single spawning-cell. So they only get 1 timer. While the majority of the rest are bisected by at least 1 grid line. So have at least 2 timers.
Hmm, that was unreasonably fluky... My (several months old) spawn-cap test chambers all fell within single spawn cells....
Except the one in the wilderness. Which topped out at ~12 slimes vs 8 in the most populated of the rest.
So that might be down to spawn cell mechanics instead of biome (or distance from core) specific mob cap variations.
Oh, snap... Probably not a coincidence that spawns just happened to be (mostly) blocked in the closest 4 columns to the full chamber...
They were almost entirely in the same cell as most of those mobs. (And 2 tiles at the bottom of each slot, outside of that cell, may account for those couple stragglers.)
(6) So I'm gonna call probable spawn cell based per-mob type spawn caps.
Which is why that cell managed to get so full! Because they were being pulled to the left (by conveyors), freeing up the sliver at the right (and dot at the bottom right) to keep spawning more. ๐
so i wonder if you could get a small 2x20ish strip with conveyors pulling the mobs away to overdrive spawn
get them covering 6 spawn cells lol
And this was the first 'spawn-rate anomaly' I zeroed in on. The two little rooms (with only a strip of spawn surface at top and bottom, each) spawned twice as many mobs as the T-shaped room in between.
They each got first shot at the spawns from two different cells...
And that also explains how the T-room snagged all the darn sentries, but the little room none! ๐ฎ
The secondary mobs have to be spawned away from the primaries. So it was throwing them all to the other side of the wall!
I think that should work with brutes, too... ๐ค
i upped the alpha to 0.5 from 0.3, should make the lines a little easier to see
Yeah. I mean. The name of the game is to maximise use of each cell's 15 minute spawn timer.
I think strips might be the easier way to get others to organise that. With just a 1 wide conveyor every 16 tiles. (Thinking of one spawn type here to start with.)
But, come to think of it, the shape of the spawn surface area used shouldn't really matter...
Like, it could be a small square in the middle of each cell. And the algorithm will still find it every time.
As long as it has enough tiles to use up all the spawn-chance. Which seemed to be less than 16 tiles. Maybe 10, or 8 even. At which point, you'd be reducing down from 256 spawn tiles per cell (e.g. @solemn saffron's mega farm), down to, say 8. A factor of 32 efficiency gain! (Or 16 with 16 tiles.) Pretty huge.
it's only efficient in the sense of spawning items needed right
still takes up the same amount of space
Yeah. Like an atom is mostly empty space. You could have something else in between bits, like a wood farm...
A lot quicker to set up and less laggy, too. So you could plausibly make your farm bigger than 200 tiles radius...
... That is, if there is some kind of 1-timer duration catch-up (?!) that makes that somewhat worth while...
Like with roots, where they all harvest when you come back...
Aww, pants... ๐ถ My spawn range test may be an unsafe conclusion too. At least I'll need to re-run it again. The cut-off happens to aligns with a cell border.
Might we be about to see a rare win for team chunk loading...?! ๐ฌ๐
This was my initial thinking. With the curve accounting for the partial number of mobs in the last slot.
Literally! ๐ Like, this much higher rate for larva in clay caves (which sounds logical)... Look at the near perfect 4-way split on that chamber! ๐คฆโโ๏ธ
But I might be able to just straight up calculate the theoretical rates. After establishing validity for doing that with a couple tests for each.
What about your 'stripe' tests? Are they perhaps related to these grids?
Striping different types of spawn surfaces alternately? I think that makes use of the second part of the mob spawning algorithm. Which is the Next Thing (TM) to test and try to optimise.
how big is each farm there?
only problem with doing this in the sea is tentacles can steal the spawn
slightly upgraded for a better kill box. all the crabs get funneled towards the opening, and there isn't a direct line of sight down the conveyor to allow the scholars to pick off the crabs
Yrah, in theory you should get about as many spawns from that as if you covered those 8 spawn cells entirely with 10 times more moss. Quite an efficiency gain. ๐
Hmm, yeah, I'd guess that is what will happen. Unless the tentacle spawn lands so close to the chamber as to also trigger a spawn in there...
I was wondering, last night, what would happen with just one tile row of beach sand, in each Sea cell. (With conveyors for collection.) ๐ค
Like, does the algorithm make a very low probability roll for every single tile of sand, in a 16x16 cell. And still spawn no crab sometimes?
Or does it cap out after a certain number of tile rolls, for efficiency...?
I've had a few crabs spawn on 1 tile wide boxes fir my tentacle soawn-rate measurement. But it's not guaranteed, even after an hour or two.
I do not understand the spawn grid.
Is that I should only put the spawn tile on the grid and place killing zone / connecting device at other place?
If I place other type of spawn tile not on the grid too, will the other type of mob spawn or not?
Each square has it's own (15 minute) spawn timer. If your spawn area is only in one square, it gets only one spawn event per 15 minutes.
Whereas, if it overlaps enough of 2 squares, it can get twice as many spawns. Or 4 squares, on a corner, it can get 4 times as many spawns.
Other spawn surfaces in the same square can take a spawn event, though.
Of course, one could also catch all the spawn events on a shelf beneath your kill area, to prevent any purple slimes spawning (rarely) on the poison, and breaking automation (that cavelings don't).
Thank you for explaining.
moved my farm to a fresh world. i couldn't even afk in my old world, i would crash after afking an hour or so.
Ha. So maybe your minecart/mining AFK crashes, weren't related to the activity?
well the mining i started in a new world and still crashed
so far so good in this new world
wonder if bubbles cause issue, i had like 10-12 crabs when i restarted this morning lol
still going. Soooo many moldy boys
a 4 corner mold spawn, and 2 4-corner urban moss spawns.
I'm not sure that I follow your reasoning re: the secondary mob spawning, have you been able to replicate this?
I've thought about making an overrun core decorative build, packed with larva, but infected would do. Maybe for halloween...
Yes. Further up, I talked about watching orange slimes always spawning on the 16 tile lines. And, half the time, a red slime spawning simultaneously with them. But always a good distance away: #977128133142659102 message
Seen with mushrooms as primary and shroomen as secondary. And inferred with scholars + sentries (there) and caveling miners + brutes, from weeks ago confusing findings.
One side experiment, today, I was trying to figure out how far away the secondaries need to land. Didn't get it yet, will need more focused testing.
4 corner mold kinda scary at up to 16 infected per 15 minutes. Assuming that doesn't need too many mold tiles to ensure max of 4 each time. (Again, more testing.)
Btw, I tried alternating tiles of mold, fungal, slime and stone moss. I saw the first three sometimes spawn together, in a little room. So the mobs don't even have to be allied, to share a spawn event. (Cavelings might have too, but left no drops.)
i mostly see only 1 guy spawn at a time
i wonder if my squares are too small
should be about a 5x5 in each cell
what would be interesting, if i expand the room out, and then just put 4 dots of spawn surface
in each extended part, that way it would check to see if it looks at all possible spawn points in the cell to generate
This could be a limitation on optimising the spawn-rate, like this, yeah. We need to figure out if
(a) The secondary spawns are forces to be over a certain distance away (but still inside the same spawn cell, I think).
(b) ... Or do they require just a certain quantity of additional spawn surface? That can't be cheese as much.
And here it is; can I get an ๐ซ for my 205 tile radius theory, please...? ๐ณ ๐ข
Looks like it might actually be more of a 12 spawn cell radius. Or some intersection between absolute distance and the cells. That would take me a long time to pin down exactly. Given that each measurement takes ~2h of afk after setting up the build.
I don't know how that one scholar got in the middle slot, there. Maybe in the seconds while I was leaving...
Or the one that teleported into the closed area above. Mabe both teleports. Which muddies things.
But the mushroom chambers above and below line up perfectly with the main 3 columns and the cell borders. When 205 tile radius would have been 4-5 tiles to the right..
And I'm more unsure what's happening with spike traps range; when I TP'd back to check (from 200 tiles away AFK for 2 hours) they activated to kill (at least) 3 accumulated Shroomen. But it seemed like all the mushrooms had already, previously been broken.
So maybe there's a 105 tile range but also, certain events can a spike trap. Or the whole cell gets intermittently reloaded...? ๐คท
seems to be working well. lush on the bottom, urban on top
i noticed lush mobs seem to spawn in pairs, gardener and hunter
the strip seems to be a better way to spawn them so far
less wandering for them to do, gets them to the kill box quicker
Is there a way to get a robot arm to only pick up one specific item?
our best option wouldve been pedestals for fewer items but they removed the mechanical arm interaction with it, so far it doesnt seem like we can filter items in other ways without using the arm, chest, and drill. would be nice to find a way to take a stack out of the chest but then filter back a stack of 1 of the same item that was removed to keep the filter in place
simple equipment sorter but u cant fully separate equipment from other items in a way to store it in chests instead of the repair stations
havent played much for the past 3 days, i cant get motivated to work on any big builds atm
someone needs to make a turing machine in core keeper fr
turing?
havent heard of that before
A Turing machine is a mathematical model of computation describing an abstract machine that manipulates symbols on a strip of tape according to a table of rules. Despite the model's simplicity, it is capable of implementing any computer algorithm.The machine operates on an infinite memory tape divided into discrete cells, each of which can hold ...
not a CS student i see
there is also the term of "turing completeness" https://en.m.wikipedia.org/wiki/Turing_completeness
In computability theory, a system of data-manipulation rules (such as a computer's instruction set, a programming language, or a cellular automaton) is said to be Turing-complete or computationally universal if it can be used to simulate any Turing machine (devised by English mathematician and computer scientist Alan Turing). This means that thi...
is there a way to implement state with what we currently have in the electronics table?
yeah
but not... in any practical way lol
a feedback loop using a logic circuit can serve as a latch to hold a high value
but you'd need an extra piece to break the loop to bring it back to low
and whether or not you can actually use the stored value in any way... no idea
i find it confusing, cant find a vid that explains it well enough for me. based off what i saw and if im not mistaken, it could be possible with just 1s and 0s to some extent but then there was some other stuff there that i couldnt understand with letters getting involved.
will the enemies spawn on any ground in sunken sea? or do you have used a specific ground?
I haven't seen anyone showing off crab spawns in the cities. Dunno if he mentioned about the ground type needed for crabs
Has to be beach sand, for crab spawns in sunken sea.
Not clay, even though it looks very silimar in a storage chest.... ๐ณ
Always have done, yeah. ๐ Except for sometimes in my Wilderness grass native spawn-rate 1k chamber, where I now think some of the pairs got split by the bottom wall, one half outside.
Is that horizontal stripes, 1 tile thick?
Yup,. 1 tile width horizontal
Have you seen it produce any sentries?
the strips are lush
urban is square, and when i enlarged the room and peppered a few squares away from the main square, i didn't see any real increase (wasn't measuring)
scholars still seemed to mostly spawn as single mobs
I don't think it's currently possible in the current wiring system, to make a general purpose computer. Because wires can't cross at all.
I mean, I made a binary counter. Which is a register/accumulator. With a reset function. https://youtu.be/k6DIZvPfRys
I guess if you were happy to reset by counting up to 0 (or flipping each bit manually in an expanded layout) then you could add in numbers from a second register.
Core Keeper's first every binary counter! Lamps at bottom indicate the current count (least significant bit on the right). I demonstrate, in order:
0:00 All lamps lit = count of 63.
0:04 One game-tick impulse generator component.
0:09 Astable Logic Circuit component.
0:18 Manual input binary counting.
00:41 Count reset function.
00:49 1 game-ti...
But I'm not sure that you could multiply/divide, like I showed in my Terraria "Digi-Comp 2" (hoiktronic) build: https://youtu.be/MpZBsTTdXUc
And I've not found an alternative, like in that, like moving player or mobs through rail/conveyor/corridors to switch states in the environment.
A simple binary 'computer' made in Terraria (1.2.4.1), based on a 1967 educational toy. This build uses the sloped block glitch for rapid, controlled displacement of player, as described in 'hoik' guide: http://forums.terraria.org/index.php?threads/hoik-guide-rapid-player-npc-etc-transport-using-only-sloped-tiles.1656/ What is 'Hoiktronics' gui...
But anyway, to be a Turing machine, you would need the memory to be extendable without obvious limit.
So if there is a design to fit that bill, in Core Keeper currently, it would probably look more like a 1 dimensional cellular automata. Like from Stephen Wolframs "A New Kind of Science". That evolves states as the input propagates down adjacent the rows, into an enormous expanse.
But I don't think even that will be possible, currently. (My brain too foggy to think it through clearly, these days.)
Turing machines are a fundamentally unintuitive concept.
It's saying that once you reach a certain, very minimal, level of computational complexity, that basic computer can do anything that any other computer can do. However much more complex you make any future computer.
The catch is that it may take exponentially more time and memory for a simple machine to do those more complex calculations. Such that it becomes impractically slow almost immediately.
The letters you mention are probably the "states" of the machine, behind the read/right head.
It's not too important what those are, exactly. They are just a limited memory for the machine to look-up and remember what action it is currently taking. At a basic level, if it's moving the tape a certain distance left or right, reading a bit or writing a 0 or 1.
This Minecraft build kinda shows an example of this, with a (blue) array of look-up wiring that he turns around to show. (Criss-crossing wires, like what we can't have in CK.) https://youtu.be/1X21HQphy6I
This is a Universal Turing Machine implemented in Minecraft. The video is running at 60 times normal speed, in other words, each minute is an hour of run time. The total run for this tape took just over 13 hours.
A Universal Turing Machine is a Turing Machine with a fixed action table that can be used to simulate any other Turing Machine. Bot...
In principle, if a human brain operates deterministically, at some level, then a magical demon with a calculator, and an unlimited amount of paper for writing down their working, could compute any human thought.
All the actual 'thinking' happens in the change of state of the program data on the tape, though. The states in the Turing machine, itself, are dumb. As dumb at the physics operating in the synapses of your brain. It's just rules for how to turn the handle to evolve one pattern of information into the next pattern.
Does this hold true if neurons use, in part, probabilistic quantum effects?
My feeling is that quantum computation will found to be, at some level, deterministic. That quantum computers can take shortcuts, but aren't somehow magical.
And quantum processes not truly random, from the right frame of reference. Physics has always been a series of less wrong approximations.
I am by no means any kind of quantum scientist, but haven't some experiments shown that, even if quantum processes are at some level deterministic, that they are fundamentally uncomputable?
I mean, quantum uncertainty means that an observer can't know a particle's exact position and velocity, because any process of pinning one of those down changes the other in an unpredictable way.
But the interpretation of quantum phenomena is very abstract and nuanced. I don't think it's been definitely proven that anything is fundamentally incomputable. To me, that concept, itself, sounds like nonsense. ๐คท
One must certainly be skeptical of Quantum Woo
End-user-level question: how many spawn tiles would make an entertaining farm of mutually-hostile mobs in which there is almost always at least one of each type alive slugging it out, or wandering around waiting to find each other and start slugging it out?
I would like to stroll past fields of ongoing gladiatorial carnage
Well, if you have, say, one mob spawned per 15 minutes, per spawn cell (16x16 tiles). You could start working out how many you'd need for a fight every 10 seconds, say...
And there are 12 cells within your the spawn radius. Which gives an upper limit.
Any tests on the spawn radius shape? Circular/square/taxicab?
How are the spawn cells checked? Because I built a silly "prison" of 3x3 spawn tiles, 4 types all adjacent to each other with walls between them, and sure enough there are cavelings inside. Now I don't know how long they took to fully populate but I did watch two different types pop into existence simultaneously.
Circular. Roughly. But as I was saying yesterday, it's not a simple 205 tile radius, as I previously told everyone. It's actually something like 12 (16x16) spawns cells radius.
So a jagged circle of spawn cells?
Probably. Would take a lot more long tests to be sure.
Have you tested whether it's indeed 12 spawn cells, or 3 chunks? That would dramatically change the shape of the 'circle'
I was figuring this out and explaining what I'd found in detail a couple nights ago.
A spawn event starts looking through all the tiles in its cell from the bottom left. Going right first, then looping back up to the next row.
If it finds a spawn surface tile I think it rolls a number to see if it spawns something, with weight based on that spawn tile type.
Then, it may spawn a secondary mob (or groups of mobs) depending on what and where there are other spawn surface tiles further on in its search.
I don't know the criteria for this, yet. But you can certainly spawn at least 3 different biomes of mobs from one event (simultaneously).
It's not 64x64 chunks. Definitely more fine-grained than that.
Did you see KanSer's mega-farm, above? And the gif of the mob kill area in action? for an idea of (approaching) maximal carnage rate: #977128133142659102 message
I think we could do 2-3 times more than this, using striped spawn surfaces. Probably with like 1/4 of the spawn surface, too.
Maybe less.
Oh my god, that's glorious.
Honed in on any minimum spawn surface requirements?
Well, with fungal soil, all the mushroom tend to land within 16 tiles, so all on the first row. Hence the lines of drops I was observing, above.
But the shrooman may soometimes land a lot higher up. And I'm not certain of the mechanics behind this.
With stone moss cavelings, 90% landed on my first strip of 8 tiles. But wasn't getting any secondary spawns on the two rows about that, as I had hoped.
.
It seemed like horizontal stripes gave me only cavelings, before. While vertical stipes gave me a higher propotion of shaman and brutes, but fewer mobs overall.
And I need to reexplore this, with the new spawn cell theory in mind.
I see now the merits of fussing about with conveyor belts, even without a spike trap kill plan. It delivers larger numbers of mobs to each other than would spawn wild in a visible space.
Conveyors take things places. ๐
Are brutes slap-happy even without being aggroed? Or will they ride a conveyor belt quietly to an arena full of crabs and tentacles?
No random attacks or trying to swat anything over 3 tiles from them.
They'll even let you drill them, unlike slimes.
I guess if they spawn and ride in peace I can still use the moss so they don't need to be a marine offshore farm
Hmm, I finally retested my old Ghrom one-tick farm. And, indeed, it's very useless now...
Even maximising spike surface area, he still slides out of there before the second spike activation (2.5 seconds later).
It's funny watching him mow down slimes on his slime ring... Like, the circle of life, so beautiful... ๐ตโ๐ซ ๐
Do players always find a whole stack of slime on the track, when they first get there? Seems weird and I don't remember that.
turns out i briefly converted Core Keeper University to Computer Science University ๐
I just made a simple observation, but with somewhat significant implications for mega-farm limits...
After being away from this area for well over 15 minutes (over 200 tiles away, just about) there were no immediate spawns in any of the 4 spawn cells around me. They continued over the next 10 minutes or so, at staggered timings.
This means that their timers don't increment while you're far away. So there's no catch-up when you return.
Which means that you couldn't, for example, alternate between two mob farms locations (over 200 tiles apart), to trigger all their spawns every 15 minutes. One farm of (approx.) 200 tiles radius is all you get. (Or 12 spawn cells, whatever it is.)
Just woke up, I'll look at the vid in a bit
R u willing to try this once more but by teleporting away quickly to c if the result differs
Oh that makes sense
And explains why my first passive farms produced so little slime and larva meat
Why would that maybe help? Or hinder? Can one complete a teleport before boss spawns in?
When it was possible to kill it in 2 spike hits without it destroying the spikes, u had to be a few tiles away from it to make sure it wouldn't destroy anything. I'm thinking the range of that may have been increased to prevent builds like that from working up close. It could be possible they just changed it to destroy them no matter how far the player is like the wires having no limit
I don't have much hope on the result but it'd be interesting if it works and doesn't destroy the spikes
There's no way anything's going to help unless it allows the spikes activate faster, or causes Ghorm to take longer to recover from enraging and start moving. Or the spikes magically do more damage per hit.
If there is time to TP far away, this could be a method to test spike load-in distance, though.
I was just hoping it'd prevent it from destroying the spikes by being further away if they just increased the range that the player had to be unless if they reworked that part which would make the test worthless
It's just down to timing. If he moves slower, then maybe.
This video explains it better for me, as for how it'd be possible based off my dumb guesses. The belt would have to be stationary and small but as for the belt reader I got no clue how thatd go back and forth while skipping tiles and being able to come back. Idk if u could use an item as the bit but it's still be extremely limited and prob wouldn't be considered as a Turing machine. As for the changing between 2 bits, it may go off as an endless loop if a small design is even made to work. That's just what I think
Terraria may be 2d but atleast it's got multiple tools and wires that let it overlap which should make it possible, as for Mc I'm surprised someone made it with just that 10 years ago, I was expecting a design using command blocks to cheese it
Here's 4 different biome mobs all spawning with the same event in a single cell. (Like with the 3 caveling biomes, above.)
It's kinda like watching a cloud chamber and seeing the wake of a high energy charged particle having zipped through... ๐ค
Anyway, it makes me think you you might be able to get all mob types spawning simultaneously of a single event. By patterning their surfaces together. ๐
Even if just one of each is spawned, that could still be pretty efficient, if it doesn't take too many tiles of space, in total.
Yes, yes! That's the sort of thing I was thinking of! Brutes complicate things but they could be imported.
I saw my first secondary moss caveling spawn on these 3 separated rows of 7 stone moss, too (after about 12 spawn events):
I think the algorithm does a primary spawn with high chance, then the secondary with much lower chance, per tile, scanning across then up.
I don't know if a secondary or one type precludes the chance of a secondary of another (biome) type. Or if that ends the spawn event and prevents any more primaries, even.
So, you figure it may be possible.. though unlikely.. for a secondary mob to spawn low within the cell?
I wonder if it is a mold cluster spawn that just picks the other biome tiles around it
Going in tile search order, that was a stone moss spawn that got picked first.
But yeah, I did initially think that one mob getting spawned triggers the rest, too. But that was my thinking before spawn cells.
A test for cross-biome cluster spawning might be trying to force a crab spawn, off the back of an mold tile (or something else).
ooo
Or just getting more mob types to spawn simultaneously, as a counter indicator. I mean, i had 5 entities spawn there, but you might count the 2 mushrooms as one, because they always spawn together.
I finally finished the test farm. the mold tentacles are still building along the smaller kill zones, but the main kill zone is up and running. Im going to see what I get after a couple hours.
Too close together:(
each farm is in between 4 spawn chunks. anc the kill zones are all in at least 1 or 2 spawn zones of their own
If you look, purple and fungus share 2 cells
I don't think that should matter though....
Depends what the goal is
I see what you mean Craigins.
Each cell spawns once every 15 min
the stone and urban moss share some cells too. as do lush moss and eggs
Yup
Each cell gets one event, but couldn't that event be split between the spawn surfaces?
So really building at the 4 corners is mainly to reduce the required building materials
I'll probably keep this design for now because I just dont have it in me to rebuild. but I can move some things around to ensure they're all in their own 4 cells each
I already have some of it built. I just need to move the rooms
I figured the brutes, large larva and sentries could benefit from a death line of tencticles before they even reached the main kill room
try to mitigate destruction
Yeah i need to set up stone still in my new world
I had to compact this a bit because directly north of the eggs and lush moss is Glurch. and directly south of the bottom 2 zones is my main rail line...which I can move, I just dont want to
I dont think it matters, but I made my walls out of city walls to try to minimize larva destruction there too
Brutes can pop chrysalis too
really? maybe I run the brutes through the crysalis room before they run through the tentacle gauntlet
I put in my own entrance to that room and the mushroom room so I could go in there and harvest them
@trim kestrel my wood farm (following your steam guide) has like 2 holes in it in terms of wood
should i be worried
i just messed up badly when initially growing it out
just those 2 wood pieces missing
wait wot
why didn't it embed
here
will it impact the growth/efficiency of the farm + is there a way to fill in those gaps without nuking the whole farm
i spent way too much time on my coral wood farm and i somehow got it to be complete
don't have to nuke the entire farm, just the whole right side
delete the red, plant at green
let it grow out how you want it, so you'll need to dig up the root areas on the right
i am never extending either of these farms
i spent too much time getting them to grow
i mean they grow pretty quick
the initial first row might take a bit
but as soon as you start adding additional roots it speeds up
Technically, you don't even have to replant the starter root.
it took me at least an hour to grow my coral farm into its final form
well
i am stupid
true, just not sure how far it can grow without it
but
if there is a distance
so look at this, as soon as the blue grows, plant the green
don't wait for the whole thing to fill out
And if you want to baby-sit the regrowth, you don't have to dig up the existing roots, either. Just break any wood that forms not attached to the main branch.
ah wood will grow next to an adjacent root?
Yes. A root stump.
forget it
i have 5 stacks and going of wood
i really don't think wasting more time on it would be wise considering how much trouble i've had with it in the past
i really don't understand the point of them
it is to save drills, but drills are cheap
I'd say shouldn't take more than 10 to 15 min. But not a massive deal for overall output rate. Just looks silly.
Drills and space. Maybe fps... ,๐คท
And to feel accomplished.
i had like a 12 root farm, it was producing so slow, i just made 8 individual roots with 4 drills per
and it produced like 4x as much
Lies. ๐
Depends on design of the shared root farm, I guess. But 1 stump can only utilise 2 drills, max. 3 and 4 are definitely a waste.
yeah 4 is just convenience
should i just make my wood farm feed the wood into a saw
free money
maybe i should set another farm but for money
or i could just put wood into a saw every now and then
Which might be ok if the spawn event continues to search to any distance, after triggering a spawn. As I'm suspecting.
In fact, the bigger waste of spawn rate will probably be sticking to one surface type per chamber, instead of stripping all the ones that combine.
Although, still gotta figure out what's needed to get those secondary spawning mobs. If one is farming for trophies or their unique items.
Ive gone under the assumption that ground+moss has an effect on that but have done no testing. Though anecdotally, I didnt notice any brutes in my stone moss farm until I put stone ground under it.
The mold kill zones look too close the the through conveyor to avoid brutes attacking and breaking it. And too short in length to kill things for sure, if not...
don't need to kill them. the conveyers are also coated in purple slime so their hp should be low enough that by the time they get to the main kill zone they die fast and easy
I hope
we'll find out
๐
my last farm was a total mess. brutes smashed everything.
Nah. What's under the moss is always irrelevant. Brutes are just rare enough to confuse things and lead to false assumptions.
thats reasonable
though I am concerned about brutes smashing things. I have many notes already for changes to make in version 2. and maybe making things wider is part of it
If you are in a normal mode world (?) just feed the cavelings to a line of spike traps with poison (and arms at the side for loot).
I have a slightly more complex design in mind for trying to deal with when the arm's hit box stops existing, while the mobs still do...
do spikes not make them angry
No. Nor drills. So you can kill and collect from cavelings easier than slimes, ironically. (In normal mode.)
huh didn't know that, maybe i'll just use spikes then
i always thought it was by %hp or something
Ok, so, got all the loot drops pasted in, but a whole load of the middle section needs experimental discovery, still... ๐ตโ๐ซ
I've just posted all 3 pocket size (7x9) rainbow mob battles I recorded from one round of spawn events, here: #๐ท-ck-media message
Here's one taster.
In all three, each of the three types of slime spawned, and each of the 3 cavelings (including gardener & hunter) and infected, plus two muchrooms. Larva missed in one case and shrooman in one too. Still that about 9 mobs per throw. Pretty productive.
And the interval of spawn events in this case was closer to 20 minutes, I think. So that's going to take a bunch more observations. That would still be about 27 mobs per hour. So a rate of ~43 mobs per hour per 100 tiles. WAY faster than anything I'd measured before.
Not secondary mobs seen at all though (big larva, cocoons, mold tentacles, shaman, brutes, sentries). I think that will require a bit more of each spawn surface for (at least double this 7 tiles). But more observations needed for that.
Oh yeah, maptool view... And that little mushroom farm seems to work ok. Picked up most of the first round of spawn events in 4 cells.
So you got 9 mobs in one spawn tick?
today I learned that conveyer belts cover up purple slime. you dont get the debuff. I somehow never noticed that before
whats the arm contraption do?
Mushroom picker
Spawn on the spikes, spikes pop them, arms place them on conveyors to store
nice
what do you do when the chest runs out of space
do you just place another wire and another arm and another chest
and so on and so forth
robot arms are very much like minecraft hoppers
ever improving guides!
So no noticeable difference between the patterns?
Yuppers. Pretty sure that inter-biome cluster spawns aren't a thing. RIP idea of forcing crabs.
Not really. Well spotted.
I think the spawn algorithm treats each spawn surface independently. All that matters is the number of spawn surface tiles in a spawn-cell. And even then, only because that gives more rolls for triggering a spawn.
Also, the number of mobs of that type in the cell, which block more of them spawning at a certain number. Or, might just make the odds longer, to start with.
so mixing even seems to increase the original spawn chance
i was getting 1 scholar per spawn with just urban moss, rarely getting 2 or 1+sentry
i dropped lush and orange slime and i'm regularly getting 2-3 scholars as well as 2-3 slimes and a gardner+hunter
Can you screenshot your spawn chamber for clarity? ๐
I think this is accurate now...:
And BTW, the tiles that always block mobs spawning also block merchants from moving into a hour on their tile. ๐ถ
I recorded 3.5 hours of these rainbow chambers and noted down the times of all the spawn events to calculate their intervals: they were all 21 min 57 seconds (+- 2 seconds)!
But the timings in my new test world were very close to 15 minutes, also near the core. So the question is why those were faster?
Throttling due to processing burden? (FPS was at ~60 as normal.)
Scaled by number of spawn cells within range? (I hadn't spawned terrain all the way out to 200 tiles in every direction of my new world.)
Throttled by number of total mobs in spawn range, or world, like a mob cap equivalent?
Actually. It was a minor thing, so anecdotal, but the mushrooms didn't seem to like the vertical spawn strips as much. Never got 2 simultaneously on that. Horizontal and diagonal got more overall, too.
But did get one or two shroomen on the vertical. And my goodness, they're amusing when they try to participate in fights! ๐ ๐
Other observations:
(1) I never saw a second mob of the same type spawn into a chamber where there was already one still alive (from the last round). Except once with infected.
(2) One time there was a Caveling (miner) spawned (in the horizontal striped chamber) right in front of Shaman, too (a secondary).
But I'm thinking that we could bias, maybe even force spawn types onto the secondary mob types, by having some of the base type already in the spawn cell... [Edited]
(3) Never got a big larva or cocoon, probably because the little larva always died.
(4) I built bigger stone moss spawners above the top two chambers, to see if they would pick up only secondary spawns.
I messed up, forgetting to put any stone moss in the diagonal grid and had the collector conveyor one tile over into the right hand spawn cell.
However, the accumulation of mobs still blocked the spawns, so I think that mobs might register as more than one tile wide, being counted in both cells simultaneously.
(5) No cavelings (stayed) spawned in the top right cell (but were soon blocked by accumulated) spawns.
However, I thought I'd seen 1 frame of a caveling appearing in it, then getting pulled away to the bigger area at the top, where a shaman also spawned. Video was only 30fps, so could have missed this. (Or I was mistaken, only half watching.)
The last caveling to spawn was a brute, after there were already 4 miners and 3 shaman. Also, hence thinking about forcing spawn types.
How you prevent the brute to spawn?
I didn't, on purpose, but I think they may require another caveling to exist in the cell, in order to spawn. As per (3), above.
Either from the same spawn event (making the brute a secondary spawn), or already existing from a previous time.
.
So, if there's only a slim bit of (horizontal) stone moss, and you always clear it out, you may not get any brutes.
But having 1/3 spawn as caveling should make the caveling stay in the arena?
Or, maybe if you have a brute already in that spawn cell, that might block further brutes spawning in it.
It would take a long duration experiment to give this statistical credibility (unless it just disproved it).
Not sure what you mean...?
here you go!
conveyors were already down so i just randomly placed ground covering where i could
Grey square, gottit... Thanks... ๐๐
I found the actual (terrain generation) spawn chances for boulders, in a game asset file, so here's a definite edition of where one can find each boulders, and with what (relative) probability:
is just covering this place in poisonous slime good enough
ya thats enough to make spawns happen. if you want to kill the mobs automatically and its normal, add spikes. I like to add conveyer belts to force all the mobs to a single spot where the spikes kill them
It'll spawn some purple slimes, of course. But if you've been reading some of my above findings, you'll know that's the most inefficient way to spawn mobs.
Better to check the "mob grid" in map tool and have like just 10 ground slime per grid cell.
Then to increase output, spread your farm out as much as possible, repeating this in differetn cells. Adding each new spawn surface in adjacent strips in all the cells. As each spawns independently of the other types.
I've seen spawn events every 15 minutes exactly, in a new world and every 22 minutes, exactly in an old world. Both near the core.
cool
Im collecting a lot of the info you've been figuring out and want to make sure Im accurate
Needs more research to be sure of generalisations... ๐ฎโ๐จ
sure
if I said mobs dont spawn closer than 25 tiles from the Player character, and more than ~200 tiles away from the PC, would that be accurate?
The exclusion zone in only 6 tiles away.
And the max spawn range is only approximately 200 tiles, because it looks to be based on a number of 16x16 spawn cells. Possibly 12. But not sure where the transition happens with respect to where the player is within a cell.
cool. I had seen some of what you said before on the end tiles like 205 at first, then you tested and found it was a bit less, but varies
so 6-7 to 192-208 seems to be the range
closest I've seen is 7 tiles personally, it was a 5 down and 5 over spawn on moss
I'm pretty sure I've seen closer, like 5 tiles. But depends how one counts it. Peace showed some pretty close spawns a while back, too.
But even if less, 6 (or 7) would be a better rule of thumb for players to be sure they're not accidentally blocking spawns, I guess.
right, mine was 5 tiles diagonally, which is a distance of 7
really sucks that we count in tiles but the game is distance based lol
Pretty easy to test this range quite directly, now. Given that only 6 tiles of spawn surface needed to get almost guaranteed spawn(s) and can do several types simultaneously...
Be interesting to see if it just bins the mob or squeezes it out to elsewhere, if there's more spaces it could land.
Have u tested patterns yet with the 6 tiles? Wether u can have 2 columns of 3 with a wide gap or something
So, I checked the "MinimumTilesRequired" I found in game asests. That's 6 for everything except Infected and mushrooms, which are just 4.
So, bottom right, with 1 less than requirements, spawned nothing for many spawn cycles. While top right, with exactly the tiles required, turned on and spawn one of each thing every time, pretty much. Because the chance per tile is pretty high for the base level mobs.
The different stripe patterns had virtually no apparent effect, previously. Including splitting the minimums tile requirement either side of the chamber, for the diagonal stripes.
Interestingly, that left chamber had 1 too few stone moss, but 20 tile in an are just about (also within the same 16x16 spawn cell). And the first 2 cavelings still spawned in the chamber. So I guess it counts up all the tiles of that type before rolling spawn probabilities for each of them.
After those two, another miner and a shaman came from that top section. As if the first two miners may have been blocking more close by. But I'm about to try a experiment on whether that is proximity based, or count per spawn cell.
Hmm, I just got a 15-16 minute spawn cycle in the outer reaches of my main world, where get 22 minute cycles at the core.
So, I think it may well get scaled slower when more of the world around you exists. Which is a bit awkward.
Also, a entire 16x16 spawn cell filled with (over 250 tiles of Chrysalis) still only produced 1 of each mob type. As expected from the limits I've seen in game assets.
Next to find out what the minimum is to roughly grantee each mob type, each cycle. And see if that can all be crammed into a single cell, for every type together, to absolutely optimise spawn rates.
Yeah, 15 minutes 25 seconds every time, over 5 cycles. I think 15 minutes will be the quickest you can get. But it will take a lot more experiments to see how much map you can make use of while still getting that rate; trade-offs.
It looks bad for getting guaranteed spawns of every type. Even with half a cell of chrysalis I tend to get only big larva or cocoon. Never both. And half a cell of stone moss has given me no brutes and a shaman half the time.
I suppose I should graph the odds for each, by number of tiles...
I'm now pretty confident that mobs block/limit spawns only in the cell they are in. Not by radial proximity. (The cell border preventing spawns from the left chamber limiting further Larva spawns.)
And, I think, only of their specific mob. E.g. the cocoon spawned on the right after there were already some larva in the right hand cell.
Oh, and I happened to notice that Brutes can't break Stone Moss ground tiles. Which I guess is sensible. (They do definitely break e.g. Chrysalis, though.)
i want to dupe one on a test character to see how big character HP could get
will all these kind of spawn information saved in a place? sometimes its really difficult to follow al conversation and what kind of farm has the most effectiv spawn rates at end of the day.
i noted that a new wiki exist with some nice knowledge
what's that wiki called
ohhhh
yeah j read some articles from it
it seems more
technical
than the fandom one
anyways i am currently eating duped mushrooms
just curious if there's a limit to HP
takes longer to eat them than it does to dupe them
unfortunately
This wiki has been around forever.
Zoomer "forever"? About 5 months for the main page. ๐
The [wikizet's] creator/owner/admin/editor, Cysidus, says the Fandom got a headstart (main page created 8 months back). Hence why the wikizet's less known, lower ranked in Google.
Where'd you just come across it, @shadow grove? Out of curiousity.
I mean, in all aspects of the game being released on Steam it has been around. Hence the term used, forever.
It may be a couple days after the actual release, but it's been out basically since the game was launched on the 8th
The fandom site has existed longer likely because the actual creator didn't get into the earlier testing periods
or just had no thought to make one until later
either way, that's true that the fandom has been about longer
I'm kinda dumping my research notes in here as I go. For my own clarity and so others can follow along (or participate) if they want to experience every twist and turn with me.
But I'm getting close to having the overall shape of the spawn system sufficiently nailed down that I'll be able to make a first draft guide soon(TM). ๐ค
The fandom is just not updated, but the wikizet is also not contain all the information of the game...
There's a difference between information and knowledge, though. And looking at their respective cooking pages is a very good example of this:
Fandom attempted to list every single procedurally generated dish. With a picture for each! But doesn't really tell you anything about how cooking works.
While the wikizet lists the resultant buffs for each ingredient and the relevant skills. In a much more compact fashion. ๐
so in other words, neither is good
i think so far the only useful info I've managed to get from either wiki is what drops what
i prefer wikizet because i'm mostly looking up numbers. Fandom seems to have more qualitative information.
Well, it depends what level of game experience one is coming in at, how much hand-holding you want, etc, as to what's going to be good, I suppose.
But, flipping it around, what have you tried to look up and failed to find (on either)?
it was a while ago, but mostly stuff related to food
i was trying to find all the different kinds of sushi
actually i did use fandom for stats, that was useful
Hmm... I suppose if one want's to do a reverse look-up on a dish you previously made, or were shopping for some specific aesthetic, then the full food list could be useful... It's so sooo unwieldy to deal with, though. (Hence my guide, etc.)
Most people do not need a full combination table of the cooking effect, but wikizet not even have a combined list of all cooking effect or combined list of effect of all armor / accessory like fandom.
Make it hard to try to reach a certain special stay, like 90%dodge or maximizing the mining damage with bare hand.
wikizet not even have a combined list of all cooking effect
What would this look, like, I'm not sure I understand...
This table shows you everything you need to know about what buffs any food will give:
And aren't these "accessories" pages almost exactly equivalent? Is there something I'm missing? ๐ตโ๐ซ
https://corekeeper.wikizet.com/en/Accessories
https://core-keeper.fandom.com/wiki/Accessories
Does anyone know if poison slime/acid slime affects Ghorm?
If so.. it makes me think just maybe it could be possible with traps for a one-tick farm
Probably still not but maybeeee
@trim kestrel Ur the man to know this sorta thing hahaha
I think I actually prefer wikizet honestly, darkmode for one always a plus and just feels a bit easier to navigate in my personal opinion.
Ghorm's a very big Larva and they're all immune to acid. Sorry.
Sorry for not finding the page when it is actually exist
Yeah I thought so just happened to not use any slime on him ever and thought maybe..
That sucks man
My hopes and dreams of your one tick ghorm farm are far gone
And I have wasted so much effort on recording the cooking effect of the epic food...
Lmao..
All recorded on the internet for free use already for you
The internet can be a great place at times
No worries; I am the king of failing to find things (even stuff I know exists).
And wasting time in-game... Yeah, couple weeks, just now, recording nonesense counts for mob spawn rates. ๐คฆโโ๏ธ
U be doing the majority of the work here
Would you please add the Prefix and the Product for the ingredient of cookings?
Sorry I do not know the prefix generated from giant mushroom
Barely opened core for a few hours last week, I just want something to work towards and have more wiring tools
You could make a 1 second, AFK (Ghorm) boss farm, with enough e.g. urban moss cavelings spawned in around him. 200 ranged damage per scholar.
That sounds ridiculous hahaha
How to put the idol down under 200 scholar?
Honestly that would be a site to see.
Quickly
Hahahaha
And pray a little bit.
The world's your oyster, build a huge beautiful farm or try to think of a design to map out and build.
Heh, yeah. Nip out with a carefully arranged wall setup to control the firing lines. You can bait them to fire too.
I dug out a large chunk and worked a bit on the farm but stopped since I saw zero finding out more about spawning mechanics
Heh, sorry.
Didn't wanna rebuild my farmed a 2nd time
It's not ur fault at all, I want efficiency and if anything u helped me save time
should it be better to make small room of each spawn grid with mixed spawn than make a big room of spawn farm?
I'm not big on a building a crop farm rn since I maxed farming and I'd want better ways to farm like auto harvesting with drills but it'll be chunky. I'd kinda rather wait for more tools to be added
Auto harvesting with drill should be possible with current version but there is no auto planting
I ended up wasting a lot of time on this
@serene kraken
For what it's worth, I think it's going to depend upon what you want to farm, as to how one lays it out.
E.g. If you're after brute figurines, there's no substitute for very large areas of stone moss. Because the spawn chance per tile is so low.
But if you just want the ancient gems and cogs, then you want just 6 tiles of each moss type in as many spawn cells as possible. To make use of all the events.
Ye, I'm hoping for auto planting but it'd be op
I'd want a mixed farm so I'd be prepared for another Easter like event
I think a 3x3 planting tool like the scarlet hoe would be great or
A perk for gardening to replant
Now that
Would be fantastic
I want a seed gun. ๐ Planting go brrrrRRR...!
Hahahaha that reminds me of terraria
With the special biome guns
Oh, I was thinking coin gun...
Or atleast a way to farm them while blocking specific spawns with a single switch
I remember the gun that like stops corruption
Just sprays everywhere, it's beautiful
You could request that yourself, in the wikizet, by dropping in the Discord (if you don't fancy giving editing a go, yourself): https://discord.gg/F7PqGqXq
Do you actually edit in information for the wiki @trim kestrel
I've always wondered how like they authorise people to do that.. like finding someone and then trusting them not to just put like a big inappropriate picture on the website.
I've done a couple little bits. But I'm trying to focus on getting this mob farming thing done. And, ideally, making more videos. If I miraculously get the cognitive function for that again.
You should take a break honestly, you're going to burn out hahaha
The work you do is insane.
It's like an actual job!
Anyone can edit. Admins have to deal with vandalism occasionally and ban IPs. Wikis are made easy to revert.
Ah I see yeah
If I'm not mistaken was it @primal rapids doing a pacifist run? There's another immunity glitch that could be used but annoying to pull off, I doubt it's patched yet, I've experienced the bug part but not the immunity. As for a friend of mine he experienced both and killed the sea titan with melee without taking dmg
Respawning in bed was tweaked a bit, by the devs, so that if you do anything at all now, it wakes you up and ends invulnerability. (Not just moving.)
Not sure what happens if the bed just breaks and you don't move, if you can then melee...
There's a way to bypass that rn but it'll take a while, not by the amount of attempts to pull it off but waiting for the bug
It'll prob trigger easily on lower end pcs
I'm willing to let mz know or whoever was doing the pacifist run so they can get it done before it gets patched
Set up mob farms on every boss, technically ur not doing anything.. haha
Total pacifist
Right. That would count. I think the mosses make pascifist more manageable. But would be tricky to get enough stone cavelings (Shaman specifically) lined up to do in Ghorm, without him running them over when he angers.
I feel Mz's taking a break. but then seems like almost everyone is, eh?
โบ Place your bets!: which mobs, if any, will spawn here?
Better be quick, I've already got a result... ๐
It's always a poison slime
Mold and both slime
After 3 spawn events, it's pretty clear that anything closer than 6 tiles is blocked. But 6 tiles is OK.
(I killed the first miner and another spawned.)
It's arguable that the centres of two ofthose tiles (of the 1x3) are a little over 6 tiles away.
you know
i'm kind of discouraged to try hitting the integer limit using duped mushrooms anymore
eating 85 million mushrooms would take an eternity
Currently the biggest issue is ghorm. If someone figures out a consistent way to stop ghorm (seen the glitch a few times in the discord) then that would be great ๐
Or any other way to beat ghorm with no spikes, no melee, no ranged, no bombs (I think those were the rules, it's been a while)
That is an issue... you'd just have to manually bait shamans into a room and that'd be a pain
You can now spawn them so it's less of a pain, but they don't aggro on ghorm, so you'd have to bait the fireballs too, and if ghorm hits the shamans they die in 1 hit
I've been meaning to just try it to see what happens, if it would be even close to being possible
But without some shroom/grub grind it would be nigh impossible even if it worked somehow
Get hit with one fireball and you're pretty much dead
It might be doable if ghorm didn't enrage. You could just run in front and bait fireballs from the sides
Do you think the player base is ready for log scale graphs...? ๐
The linear scale version is more intuitive, but very cramped at the bottom end...
Incidentally, these (theoretical) numbers (that don't take into account a variable called spawnChanceDecay) indicate that spawning every mob type in every cell is a no-go. ๐ข
Even with a cell full of e.g. stone moss, there's only a 72% chance of brutes. Same as a crab on beach sand, incidentally (for those who thought that was too low spawn rate). And for sentries or mold tentacles.
should have done larva
only 22 million
yeah give me a larva and i'll do it
@inland compass also
how much does amber larva give
i forgor ๐
someone suggested a giant mushroom salad since it gives 50 HP as opposed to 25
@inland compass
Fair. Cooking amaber larva with another one would give 100, right?
Dupe a stack and then leave button pressed with AFK. Is that your current strat?
I'm a fan of this honestly.
well yeah
wait
you can cook food with itself?
Yeah..
Any food can be cooked with itself
Why not
Just split it and put in the both slot
Hahahaha
and you get <food> Salad by doing so?
Problem is the effect won't be double except perm hp
it's generally a wasteful thing to do. Unless you just have an enormous surplus of one particular ingredient item. Only the permanent health food buffs stack.
unfortunately duping all of the food would take a lot less than actually eating
๐ข
Yeah honestly I don't see the point in it.
The hp max is probably like a billion
You're going to be sat there a long while to reach that
having Goku as a playabke character in game ๐
And then what haha
just cheat engine it or learn to mod. Be quicker, heh.
Just use a mod or hack to let you be invincible
merchant npcs at 100k....? Wait, I should know this...
wait what
i thought merchant NPCs had unlimited HP or something
that's why i gave up hitting them after like 20 hits
People used to farm them once upon a time
you can respawn the NPCs by destroying and re-placing their respective item thougj right
They just come back on their own.
Not necessary be salad
Perm Max HP is stacked if you cook them together
cool
did you guys create multiple worlds just to find more giant mushrooms and eat them on your main character?
Not any more.
what did they drop previously
there's no reason to kill them
why would you want to kill them
No. Stuck to one world as a rule.
Stacking health is kinda broken.
Their whole inventory.
yo that's awesome
imagine cooking amber larvas or giant mushrooms together and also getting double food
๐ณ
I mean if you're playing legitimately it's a lot more exciting
It can happen.
yeah when i was a newbie i stumbled across a giant mushroom but i was so far away i was too lazy to try cooking it in hopes of getting double food
i did get double food when i cooked my amber larva
yeah i'll keep my 9 million HP character there just for the lolz but i doubt i'll actually use it for anything other than goofing around
I mean fair you do you, it's your game haha.
yeah plus i've got plenty of things to still do
i need to place drills another 12 or so boulders, make a railway to Ivy, Omoroth and Morpha, find some Octarine boulders
What the heck is that
probabilities and log scale graphs ๐ the two things everyone is intuitively good at
It's so pretty... ๐ But yeah, I'm gonna stick to the linear graph, I think. ๐ Maybe add a zoomed in version.
"Probability for at least 1 mob to spawn simultaneously in a [16x16 spawn] cell, with X tiles of the relevant spawn surface".
Simples, right? ๐ I'm honestly interested to hear how much people understand of this. To know what basics to emphasise in the explanation.
I like a guide that is dumb to the point of just like, if you make this square and put slime on it in this size - it's good.
You will have an efficient farm
Enjoy
The technical science behind it all is mumble jumble smart people stuff.
Yeah. I'm gonna have to give example builds. (And watch in despair as many copy irrelevant details of them.)
But there's going to be quite a few eventualities, of what design to use. Depending on what one wants. And that's half the reason to go into more detail. So, in theory, players can figure out alternative options.
And to see the justification for my designs. Or at least, see that there is justification.
To be honest, coming up with definitive 'simple' designs is the harder part of this, in a way. Because they have to work against a lot of different situations, and levels of player (mis)understanding.
I guess that's what a guide is for
To explain a big hard thing
In smaller steps to understand
What would you consider is an overall spawn chance that's pretty much as good as certain? 90%? 95%?
Statistically speaking, 95% is often used as the threshold of significance
Yeah. ๐ That would be my inclination.
But for players making farms, the extra tiles to go up from 90% to 95% could probably be better used for more spawn cells, because of diminishing returns. It' puts the number of tiles needed for big larva, shamans, etc, over the 256 maximum, too.
And those following my guide are likely to go with whatever tile number I highlight... ๐
Fair points
I'm thinking of adding the 95% (or 90%) numbers to each mob in in this table (that I completely remode from showing my spawn-rate measurements).
Not sure if that will tip into TMI overload. (Probably did already. ๐ ๐ )
What does 'min tiles' = 0 mean?
It means there is no minimum. That's how it is in the game files. But good point, I should probably convey that differently, here.
I guess I say "1" instead, as that's more accurate, in a way.
I mean, because you can never have anything spawn without at least 1 tile, the minimum number of spawn surface tiles (to get any chance at a spawn) is really 1.
90/95% either really
The last couple days I've also been running a couple experimental setups to confirm the spawn chance per tile numbers.
I had an increasing number of tiles of slime all set u inside one spawn-cell, to collect and count the number of spawns. Starting with 1 tile per collection bin, as there's very high odds initially.
I ran a baseline reading for a couple hours yesterday, then today, for 6 hours, one with a single orange slime sat in the middle of the cell to inhibit the spawn chance...
I compared the cumulative counts with theoretical numbers calculated from the data-mined chance values.... And got an extremely close fit! Which always makes a refreshing change.
That is, if I divided the theoretical chance per tile by 6, it gave the exact same curve I saw for orange slimes when 1 orange slime was inhibiting spawns.
Red slime spawns were unaffected by this blocking slime.
The curves for scholars and sentries (off urban moss) fit about as closely as could reasonably be expected, too.
Which all means that I can't see any use for the "respawnChanceDecay" values that are declared. At a value of 0.8, for all of the above mobs. (Any ideas...?)
those slimes look adorable
So good news and progress from what I'm understanding? Hahaha
Yeah. It's a nice little thrill when experiment matches theory.
I just need to repeat this to check how much 2 slimes inhibit spawn chance. (Compound or additive factor of 6, presumably.)
Then do the slightly trickier maths to calculate the chances for getting all 4 possible infected, with X tiles of mold ground... And for 2 mushrooms.
Then, I should be ready to finish up the infographics and write up the guide theory. So I can actually design some farms! ๐
Makes sense, though I think maybe you mixed up some numbers? For cavelings you have 6 ground minimum, and 0 moss minimum
Very well spotted, thanks! ๐ Yeah, I switched the ground images around, to a more logical order (descending rate). Forgot to switch those number around with it.
That's what threw me off, was curious how you could have a '0 moss minimum', for ground it makes more sense but as you mentioned above perhaps '1' would be more clear.
It'd be sad if the devs tweaked spawning mechanics after seeing all this work
lol, I was just thinking... watch the devs get back from vacay and start changing up spawn mechanics
Bruh it's quite likely as well.
I can definitley see spawn mechanics altering
and all this work @trim kestrel will be made mostly redundant
thus is the nature of early access. its still a fun way to kill time between patches
is it possible to show the chunks(16x16)? Is it better to fit a farm field into that chunk? - and that means if a map is maximum covered the spawn rate will increase more than 22 min?
you have the slime under the belts?
Map tool has the mob grid button
And I'm not sure what you mean by map is maximum covered
My guess is the game allocates X amount of time per tick for spawn calculations. As you uncover more of the map, there is more to calculate. Thus the calculations start to slip
The slowest would probably be having every type of spawn surface with at least the min spawn chance in a spawn cell within a 12 spawn cell radius.
For open world sandbox games that im aware of, they usually change spawn mechanics atleast once. First off there's mobs ending up in water, void, and occasionally in walls but dunno if that's even related to spawning, just mentioning it if it is by chance. I wonder if any of the devs looked at his work and considered to not change the spawning for the future. If anything I do think spawning will be changed but it'll prob be minimal
Honestly it could help the Devs with making changes and be a positive thing exactly.
My life is sad, lul. ๐ฅฒ ๐
As much as I put it out of my mind to work on all this, I do think it may well be tweaked/overhauled before long. Learned that much from wood farm and bolder guides. And I'm asking for change to the cooking system...
I think it would be sadder, overall, if there were no changes and my (hopefully to be released) guide stayed relevant. Like my 4 year of TerraTech crafting guide, that covered so many bugs and confusing idiosyncrasies. But nothing ever got fixed (cos they were too scared to break it worst, I think).
I think, and hope, Pugstorm are bold enough to set my efforts aside and make the game as good as possible. ๐
Yeah, just in the places shown in the map pic. So their number adds up like this, in cell search order (anti-clockwise):
I don't know if 22 min is the max (slowest). That's what I got at my core, where all world chunks within range have definitely been generated.
ah no way to show in the game?
You'd have to measure and mark it out by hand. As I've done.
Of course the devs don't want you to see the mechanics going on behind the scenes. That's why it's taken so long to figure it out.๐
Are you saying that you think more spawn surface would scale back the spawn event rates? (I don't see this, but not directly tried to test that...๐ค )
The cycle rates are extremely stable, to within +-2s, which I think can be put down to mini-hangs, auto-save, whatever.
I think the cycle scaling is probably all pre-calculated. And first guess is that it's by world generation. But could be by measuring the amount of ground (and water?) tiles, more specifically.
Probably not map reveal, as dark map can have a lot of mobs spawning (e.g. Ghorm ring). But that'd be funny, if you could just delete your map file to boost the rate.๐
so why 15 to 22 minutes?
You got any ideas? ๐ I'd say maybe 15 minutes is just a dev arbitrary upper limit to spawn rate. ๐คท
A 12 cell circular radius would mean up to ~450 cells in range at any time.
15 minutes is 900 seconds. But 22 minutes (when all those cells seem to be in use) is 1350. Pretty close to 3 seconds per cell. Quite a leisurely rate.
So really it is 6300 checks, 14 different spawn types
But they are probably not keeping track of tiles, so it could mean up to 1.6 million checks
Not super significant unless they try to do it all in a single update cycle
Which they could be doing. Toss all the spawn cells in a list and go over x number per update. They may check radius at that time, so the list would have all spawn cells in the world
Sorry, where's your 6300 from?
I imagine there's a lot of ways one could approach coding this kind of thing to be efficient. But, from observing the game behaviour, from an algorithmic perspective, I think it might be quite simple and wasteful.
I think it may literally look up the type of every single tile, for all 256 tiles, in each cell, when it has a spawn event.
I don't feel it going the other way around, and starting from a shortened down list of the 14 (is it?) spawn surface types.
Remember that all water is also a spawn surface for fish spots (from my mined data). I'm not sure if all open tiles are spawn surface for fireflies, too (didn't line those up in my sheet, maybe missed them). Although, maybe treated differently since their optimisation...
But I think the spawn algorithm may well be rolling every (open) tile all the time. With all possible mob types as percentages of the possible random number range.
It appears to decrement the time on each of the ~450 spawn cells that're in range too. Rather than having them pop at a set time in the future. Because they don't all seem to pop at the same time when I return to an area... ๐ค
But I guess that could be because the ones I'm looking at are just in a queue, with the game sticking to processing only 1 every 3 seconds. However overdue their timers are.
Simple enough when teleporting and then standing still, but how this copes with moving about rapidly...? Is it constantly re-sorting a list of the in-range spawn cells? As it moves up to 24 in and 24 out, per ~second, while traveling at 14 tiles/s on a cart. (I guess it'd only need to do that once per 3 seconds, not so heavy vs other basic things.)
460 spawn cells, 14 different surface objects, 256 tiles per spawn cell
And like i said, they probably check ALL spawn cells, but the first check would be within player range
Check for what, when? The spawn algorithm only checks 1 cell per 3 seconds, I think
You have to check the tiles in the spawn cell
256 of them
In theory you could have some sort of dirty bit set and only count the tiles if the dirty bit has been set
But I'm not giving them much credit on any type of optimization
they probably check ALL spawn cells
Did you mean ones out of range. Every cell in the world? That's what I was asking what when?
But that's all that's ever checked for the vast majority of cells. If out of range, it doesn't care what tiles it has, or its event timer...
But it might easily avoid checking every cell in the world for range, every 3 seconds, if it's updating the list of cells within range as you move.
Which I think it does for every tile within 80 or 100 tiles, or whatever, for other things, like physics collision. Much heavier. ๐ตโ๐ซ