#Core Keeper University
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i wouldn't put it past them. everything is highly dependent on unity structures for convenience
Thinking of that... I wonder if each cell always goes on a 15 minute spawn event cool down. Then when the list becomes too long, from too many cells in range, it's constantly dealing with a backlog, that just happens to stretch out to 22 minutes when every cell in range is present...? 22:00 seems unlikey round number though.
in theory they could use a data structure like a quad tree to keep track of which cells are in range
is it exactly 22 and 15?
oddly close to 1.5x the original time
22, yes. 15 at core in new world, also yes.
15:25 at my current experimental location out in nowhere, which I would have thought would have fewer cells in range with terrain than my new world, where I explored all of dirt biome.
If each test of spawn event time didn't take up to 44 minutes of dedicated screen time, I'd love to make a bunch more point readings to check some ideas...
so here's my mob farm @trim kestrel
Ok. Have you looked at this in Craigin's map tool, with the "Mob Grid" on?
Looks like you're farming larva and orange slimes, there?
Cool. So, with single spawn-type farm areas, you will actually get 2x more basic mobs (e.g. orange slimes or small larva) if your farm area is cut in half by a grid line. Compared to if it is entirely inside one cell.
If it's split 4 ways, you will get 4x as many basic spawns. Provided you have about 8 or more tiles in each cell.
For the high tier mobs, like red slimes or big larva, the grid doesn't matter as much. It's mostly about having more spawn tiles. But splitting them between more cells still helps that a little bit, too.
But the biggest way to improve the output of your farms, would be to mix up the spawn types all together. So you have at least 8 tiles of slime and 8 tiles of chrysalis (larva type) in every spawn cell (grid box).
That could double your production rate of all the basic mobs.
Then add in all the other spawn surfaces into these same cells, too. As each one gets a spawn separately.
okay thanks alot!
So, today, blocking scholar spawns with one mob showed the exact same divide by 6 effect on spawn chance (from 0.3 down to 0.05). While sentry spawning went unaffected:
... But I'm uncertain what to make of the results for blocking orange slime with 2 orange slimes.
I was expecting divide by 12 (additive divide by 6, for each mob), upper green dotted line. But it landed closer to divide by 20 (lower dotted green line) which would have no obvious logic.
I suspect that the accumulation of mobs in the final bin spilled over into the spawn cell and block the last few cycles with an extra mob of each. Would just about correct both the orange and red slime lines being lower than expected.
Does chunk boader effect spawn rate?
I think the border is an infinitely thin line between tiles.
The map tool is limited to highlighting the tiles either side of them.
It seems that if a mob's hitbox extends over this line, at all, it blocks in both spawn cells.
Now, this was a fun one to calculate...! ๐ตโ๐ซ
Who remembers the binomial equation, from maths lessons? Having to take into account permutations when calculating the odds for at least 4 infected to spawn in X tiles (rolls) took some Googling to re-discover this function. Heh.
Bottom line is that 65 mold tiles should be enough to get all 4 (maximum) infected to spawn 90% of the time.
Interestingly, the tentacles didn't seem to slow their own spawn rate down at all, until they hit 4 of them. Then they only got one more in several hours.
I'm wondering if this is related to the "respawnChanceDecay" value being "0" for mold tentacles (and infected). Instead of "0.8" for everything else.
I guess test infected self-inhibition tomorrow, by repeating this with blocking mobs...
This graph more reflective of how many infected one will get on average, for X number of mold tiles; only about 10 tiles needed to get an average of 1 mob per spawn event.
An average of 2, per event, with 20 tiles. 3 with 35 tiles.
Do all the factions attack each other, and if building a spawn cell containing all the different spawn surfaces, is there a likelihood that there will be an accumulation of any certain mobs not being killed?
Enemies from different biome attacks each other except the cavelings (and sentry) do not attack other cavelings
My cells just have either cavelings or mold mobs to stack.
Don't forget the biggest alliance of mobs: Shrooms, Slimes and Sea Monsters! ๐ (I'd love someone to confirm that none of those are hurt by Omoroth, or Morpha, etc.)
When I was running my rainbow spawn test chambers...: #๐ท-ck-media message
... I found that (with 8 tiles of each) the outcome was extremely variable, between cavelings and slimes winning (very rarely infected). And could flip who dominated the next round, sometimes. because 1 mob in the cell makes it 6 times less likely for another to spawn.
But I'm going to work today on seeing if infected are a lot less affected by that blocking affect (as I suspect).
Ran a chamber (1 spawn cell, 10 of each spawn surface except mold which had 30) all night (~10 hours) with no kill mechanisms save for the mobs killing each other. When I came back this morning the only thing in the chamber was 1 hunter, and a buttload of loot.
Can spawn surfaces be stacked?
Only the (visually) top spawn surface can spawn mobs.
Cool. I was worried you were going to say it was over-run by infected. But that shouldn't much affect it's production of other mobs.
So, like that's the easiest way to setup a farm. Or, rather, it would be, if not for rare brutes able to break other spawn surface types.
No damage after 10 hours afk; I feel the repairs needed for the very rare brutes would be minimal maintenance
A downside to this set up, is that there's always something left alive each round, which will affect rates for the next round--the flipside to that, is that it's often a caveling.. which as I understand would further suppress brute spawning, no?
Caveling miners specifically? I found them quite suicidal...
And no, mobs only supress their own exact type.
Ah k.
For the rounds I did observe, which was maybe about 10.. it was often either a scholar or two, a hunter, or purple and/or blue slime
Yeah, I think that's true, if you're happy with a single cell farm. But if you start scaling that up to, say half a dozen or more, it's going to start to be irritating, I'd guess.
But the much bigger problem is loot collection, right? I mean, there's a lot of different loots all mixed in together. More than can be carried together, I think...? Even before unstackable items...
.
Oh, did I ask, yet: what do you each think of my combining drop icons vertically with identical ones from another mob?
Yeah, if I started with an empty inventory I might have been able to pick it all up at once; but with what I started with in my inventory it was 2 trips
Yeah, that's not too bad. If it's just one or two cells. And you have chests to dump stuff in near (and an NPC for selling).
But scaling up is a bit.... challenging. Gotta be an auto-sorter, right? (Which means kill-on conveyor. Which means all spawn surfaces covered in conveyor, or keeping mob types segregated...)
Although, ultimately there's no nice way to dispose of the unstackables, even then.
Would be easier to scan, for sure
Would be easier to scan if I didn't combine...? I was trying to reduce the clutter. But yeah, my brain doesn't process that without conscious effort.
Easier to scan if you did
I mean, like I did here. Both lush cavelings drop lush moss, etc.
You like that better than....
Oh I was even thinking across the entire column; eg aligning the various seeds, like between hunters/farmers and slime
As far as A/B, A
But they're grouped in sections by drop chance... ๐ (To give a quick idea of which mobs are best to farm when one's after a specific drop.)
Leave sections as they are, just rearrange items within them. Eg, move the hunter/farmer heartberry seed to the second section column, to align with the slime's (also realigning the red slime's/combining as per A
Like right now, the scholar and crab/tentacle have their ore and wood drops aligned
Hmm, I see what you're saying. But that's just fluke. They're also arrange in descending order of drop-chance within the sub-sections.
Ok yeah, that just clicked.
(Haven't had my 2nd coffee yet ๐ฅฑ )
It's good feedback, as to what isn't obvious. I'll label that feature up. ๐
As my tired brain understood it, the entire sections were just a range.. even after you said it the first time it didn't click that within the sections they were ordered by chance
Hmm, I wonder if it's worth stretching all the item columns out horizontally, to give those spanned vertically the space to be big enough to clearly spanned multiple rows...
I'm not keen on the differing icon sizes, though. The spawn surface icons too. (Thoughts?)
Which mobs pose a problem for kill mechanisms/auto item collection?
I agree with you, the varying icon sizes is not great
Can you try to make the same drop in the same row and use color to represent drop rate?
Well, brutes, for a start, if even one has a fight on a conveyor, it can cripple a whole farm system. So they have to be collected via a separate route (topologically challenging). Or killed (and collected from) separately in every cell.
If I keep a brute in the single tile in a mob grid, is that will stop all further brute to spawn in the same mob grid?
It would further reduce the odds. But over enough time, you could still get another. With a cell full of caveling moss, I got up to 3 brutes in total, after not so long.
See, I thought of using the automatic colour scale formatting. But that would mean having a (hidden) space for entering every drop percentage, in there too. (Which I'm not even sure how to do.)
I can not be doing with figuring out all the different shades of colour manually! ๐ตโ๐ซ
And it might not even track very well, visually. Compared to this.
You mean aggro range or reach range?
The range at which they'll fire
I'm thinking you could aggro ranged mobs to attack across mobs of their own faction.. as a kill mechanic
Ranged mob's attack do not hit mobs of same faction
Do they not? That's unfortunate
I could have sworn I watched a scholar kill a miner while trying to shoot a slime
But, tired brain.. so who knows what I saw
Sorry I have not tried to put scholar and miner into same cells since I cannot figured out how to handle the brute.
but I have been killed by shooting by a bunch of hunter and scholars shooting together to me
Incidentally, for fun, I tucked in a few, cute little one mob type, mini-farms (in the space between my other experiments)...
It's quite fun to see that all slimes will happily donate themselves to a single spike trap. And even farmers and infected will die on spikes in a reasonable time, with one tile of poison slime in their section, to anti-heal them.
But this is no use in hard mode and takes even more effort manually collecting from, with separate enclosures. I guess, just for if you want a single cell mini-farm, and maybe don't have all the spawn surface types, to balance fights better...
I think there's a range of different aggro ranges between mob types. Certainly e.g. purple slime very short compared to range mobs. But it's one set of data I'd like to pin down for this table:
Others have already used the varying affective ranges to use opposed ranged mobs to kill each other.
Or, I guess it was really more a numbers advantage thing (with optional meat shield/decoys).
I wanna come up with a maximal simple version of these, though.
Oh, and it looks like infected may have have very low, or literally zero, reduction in spawn rate (from mob accumulation). As per their "respawnChanceDecay" being 0, instead of 0.8 for [most] other mobs, I guess.
But, with 100 mold tiles in one cell, they capped out at exactly 20 mobs. Then, after I killed 4, 4 more spawned the next event. Like, not a gradual tailing off in rate, at all. More a hard cap.
That might actually be 5 x 4 (their max spawns per event property), given that tentacles also seem to cap out at 5, each time I've tested. But they have a much lower base spawn rate, so hard to be sure. But their "respawnChanceDecay" is also zero.
The multi-bin spawn chance measurement test on infected did seem to show a slightly slower rate with 2 infected permanently in the cell. But the curve shape might just have been a fluke, at the low end of the tiles, where there's only one per bin.
I'm now thinking that each mob (in instances other than mold) divides the spawn chance by 5.
Which I guess could use the "respawnChanceDecay" = 0.8 by multiplying by (1 - 0.8) = 0.2. Same as dividing by 5.
The scholars fit this fairly well. A bit of an ugly fit on the 1-blocking (divide by 5 once) orange lines.
Makes sense
My re-run on the slimes, with 2 oranges blocking, fits this better, too. (Blue line instead of green, previously, which was a more ugly fit.)
So I'm calling most mobs' spawn chance getting divided by 5 for each mob in the cell.
Anything to add or change with this info?
Acid can be nullified by carpets maybe in notes
Can't really think of anything else.
Yeah.
Not sure if worth having the fence as a separate column, just because player can walk through the horizontal fence tile without being poisoned, etc. I don't think any mobs can be affected by the debuffs from that tile either.
Ah I see what you've done.
I think it's worth having it separated yeah.
@trim kestrel are you aware of if posion slime ground affects morpha?
Not tried that.
He can definitely be poisoned so I'd assume the ground works fine..
But not yet tried it
As you say, morpha's not immune to poison.
So it'd be a question of where you can position a tile of it, so they touch it without breaking it.
Is this row of tiles ok for morpha to jump on too, like ivy in Ron's video?
That row of tiles is okay yes.
I have used spike traps.
Give it a go then. ๐
This is going to make farming morpha easier then
Than having to switch to a poison build.
OK, so, from moar testing this morning, here's what I now think is going on with how the game decides which cells are going to be active. (And a sneak preview at my previous graphic, under revision.)
Is that include the cell the player at?
208 tiles from the player's exact position. Which happens to be an exact multiple of cell width (13).
So, as you cross the mid-point of a cell, the next cell in that direction, 200 tiles away, turns on. Because its centre is within 208 tiles distance of player. OK?
.
When I started testing, I was initially hoping that it would be when you cross a cell boundary, that it shuffles the whole grid over 1 cell in that direction. But no, it's not that neat, it seems.
do lit floors and/or torches prevent the various cavelings from spawning?
wait... what is a cell size?
does this mean we can use 5 poison slime tiles to slow healing of stone biome cavelings without risking brutes tearing everything up?
Yes. And you can use more than that, too, if you block the slime tiles from spawning by putting caveling tiles or logic circuits under them. ๐
I've done this for my (normal mode) drill+spike caveling kill and collect test setup.
Both yes. They block cavelings spawning.
Torches block everything and lit floor blocks everything except slimes: #977128133142659102 message
that means the spawn rate isnt decreased if a belt on top?
Right.
Sorry for a reapted questions: the rainbow farm is the efficence?...
the most efficence, i mean
If built in the 16x16 spawn cells, it should produce the most mobs
If you're going for secondary mobs (ie sentries or brutes) you need to cover all the tiles with their cover
bottom line, it make sense to create each spawn type in a 16x16 farm?
is 32x32 double spawning?
is it doesnt matter if the 16x16 will cross a chunk?
and the spawn rate of Crab is in a 16x16 field just by 0,5% per spawn rate? that means i have to make the sand field for example 160x160 to have a spawn raten of 50%? every 20 min~ is the % per tile or chunk?
Lol that is the only thing that matters. Use the map tool and click mob grid
Things need to fit in that grid
The % is per cell
So even filling the whole cell won't make it 100% for the harder to spawn mobs
Remember, don't use stone moss in the mixed room
yes because the mobs will fight against right?
Yeah and brutes will break everything
You cannot cross a chunk border, if you do you have two separate spawn areas which are now each less than 16x16
yes thats what im meaning: so if i will cross... i just have for example a 8x8 & 8x8 farm, correct?
it must fit in the borders of one chunk
Well no, if split in half you'd have two 16x8s; If you crossed a corner, however, you might have four 8x8s
Regardless, in the end it's not longer a '16x16' area, it's multiple smaller areas
Think about it more as in, every 16x16 cell is its own room. It only interacts with the tiles you put in it.
And use the map tool to see the room(cell) boundaries
Does this help to explain the basic details of the system?
And do the colours on this graphic look overly vivid to anyone?
Great, thanks! Does it only block on the tile it's placed on, or does it block for x number of adjacent tiles to a torch/lot floor?
The Forgotten Ruins type cavelings are blocked from spawning on stone floor by artificial illumination. But not from being spawned by Stone Moss.
And no other mob types are are ever affected by lighting.
Tweaked bit. (Any more or less clear?)
Red font with black lining is too hard to read, maybe change to white lining or no lining?
Definitely not no lining
Yeah, I tweaked it several times for better visibility already... ๐ถ
I tried combinations of white outline and shaddow, but that didn't seem to look any better. So I've just boosted the size and character tracking a little. ๐คท
By the way, this was the product of just under 9 hours of drops from the 2 rainbow cell farms shown. Equivalent of about 70 spawn events in a single cell.
I'm not sure if this is in any way exciting or useful, at this point... ๐
Seems like Hunter's drop rate is over-tuned. Since Lush Moss became a thing and they're no longer rare.
That is actually quite interesting.
Did you notice mobs lingering between waves, or did the spikes handle the 'winners' prior to the next spawn event?
Because it would often spawn 3 or 4 infected, they'd be the most common winners (and few mold drops there). But not always; sometimes there'd be a single blue slime left, toying with the middle spike trap. Or cavelings.
The main bunch of traps were just for clearing the mushroom accumulation, of course. (Which is the other main issue to engineer around, with a mega-farm, other than brutes, I think.)
Although, the spikes did kill a few remaining infected or cavelings, when they'd happen to have stepped in poison. And one could cover the whole thing in spikes, but useless in hard mode I'd assume.
but it would be much nice if you had a place where you will put all your knowlege... for example in one of the existing wikipedias
but here you are not spawning mobs of Sunken sea, corrrect?
Indeed, not. Gotta be in the sea biome area for that.
One could use all the empty space in my illustrative designs, above, for crabs, but their spawn chance will be quite low, still. A tentacle spawn would be a more sure-fire bet, with, say 30 to 40 tiles of water adjacent to land. But hard to automate collecting their drops.
Are you sure that you need to be in the sea biome? I was coming under the impression that for spawning biome didn't matter at the end of the day, and all you needed was the appropriate spawn surface.
That's true for all the spawn surfaces you lay on top of ground (slimes, mosses, chrysalis, fungal ground) plus mold.
But for the plain ground tiles themselves (stone, grass, beach sand) they only spawn anything in their native biomes.
And there's no different spawn rates between biomes (I was wrong about that before). They either just work, or not.
Good to know
Have you tested (or gleaned from game files) whether it is indeed "biome" restricted, or "distance-from-core" related? eg., will sand ground spawn crabs in the wilderness?
It's biome locked, specifically, yes, as per the file(s) I've looked at.
How to know which biome is the tile at?
Stand on the tile and open the map, the name should pop up at the top right
Everyone else seeing the member list empty, here?
Nope
๐ถ ๐ตโ๐ซ
List shows on mobile for me
Here, just for you... ๐ A first draft (of my mob farming guide) that I've just hammered out tonight!: https://steamcommunity.com/sharedfiles/filedetails/?id=2846860078
So it's probably pretty rough around the edges. But I welcome any feedback. Aside from: "give example builds plx!" - they're coming, in time, hopefully.
good note ill have a read later
give example builds plx!
Oh wow, did literally no one at all click-through, yet? ๐ถ
Or just that those who did weren't logged into Steam? (I've wondered how many silent views my guides get...)
Turns out I wasn't signed it, didn't even notice.
But all jokes about example builds aside, the guide looks great!
A few typos and such here and there.
I wonder how well someone who hasn't been following along in this channel would manage to understand the concepts
For me it opened up in my browser, not the Steam client, and I'm very rarely logged in with Firefox. Maybe that's a possible cause?
So were you running this in the wilderness to make the mold ground go? And did you choose double stripes of mold because it has a lower spawn rate than moss?
This is all explained in the guide.
Short answers: no, and yes.
Mold spawns mobs in any biome. And i believe the larger mold ground was to support the unique spawn of infected as they typically spawn in clusters of 4
Ah, cool. Thanks for each letting me know. That is a little heartening, that my other Steam guides may also had more use than the few thousand visible visitors. ๐
Although, Steam community seems to rank pretty low in the Google results, vs YouTube, Reddit and the (established) wiki(s).
Yes, I've balanced the number of tiles in the demo rainbow farms somewhat towards hitting 90% odds for space optimisation (and neatness).
I'll word ground type spawn surface tile names more clearly in next version.
Is this table too much, with all the notes on the side too...? Readable, at least, right? Though maybe a bit distracting... ๐ค
I'm on my phone so it looks written by ants ๐ but I think it would look fine on a bigger screen
You can tap the pics and zoom in to read ok, though, right?
Yeah it's fine if I do that
is very helpfull thanks for the list
how do you find out this very complicated wit the % decrease chance for more mobs
Game files, and careful testing.. I believe. ZeroGravitas has been teasing the situation apart for some time now.
Zero has been testing mob stuff for the better part of a month 8+ hours a day pretty much
I boot Steam up, see Zero playing CK. I close Steam down, I see Zero playing CK.
The max spawns, min tiles required and spawn chances were all extracted (inexpertly) from an asset file (I was given exact instructions how to access).
But I've effectively verified the first two and roughly confirmed the chances. Plus used that number to calculate (and graph) the overall probabilities, for ny number of tiles.
It's a fair point, I'll make a note of how I came across these, specifically.
Wake up, build some weird little test chamber, afk for 8 hours, repeat... ๐
I don't think I've been in for the last couple days... I actually played Overwatch last night. ๐ถ
Thanks for this fantastic guide, appreciate all the work you've put into it!
No problem. Hit me with any feedback, big or small.
I've been having a bit of play with crab shooting galleries, for grinding cavelings. Fun to watch.
I've got a recirculating chamber to slow the throughput and give the crabs more time to recover from odd hits. Also rotating them on a loop to distribute their pain.
I'm thinking about rare mob cramming pile-ups, when leaving and returning. Trying to confine them to exploding out into the chamber, rather than packing the shooting gallery and having a fair fight, killing all the crab. Hence the loop-back there, too. (Not actually tried to test this yet.)
Seems ok, as is. So maybe not going to use electric doors. Which would reduce off-putting electronics. And remove failure modes: door accidentally being attacked, and not being loading in past 80- tiles.
Just having conveyor patterns more robust, but may be over-thinking it, even still...
Any thoughts? ๐
Hopefully the crab bubbles won't crash your game lol
Seems very nice but what if there's excess crabs, prob wouldn't be hard to figure something out like adding 2 bridges and 2 belts facing left here while leaving the rest as is but then there's a chance they may attack the m arms
Idk if they could get clogged with that belt loop since there's no gap, if they slowly back up on that spot specifically then the excess crabs could possibly be moved over like shown
The crabs overflow upwards. When the loop's full, the incoming supply from the bottom push some up, against a couple backward conveyors. Then they're taken up to a spike kill area.
I'll make a little video, when I'm more settled on the design.
I feel like crabs die so easily to spikes (3 hit at the same time) that they may be killable in hard mode that way too (with poison)...?
Yeah. I'll cross my fingers that it's a you thing... ๐ But I'll do a stability/endurance test at some point.
I don't deliberately bait constant bubbles (with infected, etc). So maybe this will be less bad.
Ooooh, didn't realize where the belts were facing, when u said they were going in a loop I thought u meant a full loop that goes off screen
U already planned ahead, nice
Yeah. When I first started thinking about these kinda farms, I wanted to make like a yin vs yang style setup, with the overflow from opposed sides getting fed to an accumulation of the other mobs.
A neat symmetry, and self regulating. Which I guess I could still do... But with the addition of crabs as a separate feed-in, necessary to kill the cavelings, from range.
.
But, of course, I'd want to try and get it all on one screen, to show it off, best. (Including in time-lapse.)
Why do you have this belts? for items that will not fit in the chest?
the items will loop back with the drill
Oh yeah, good point. That design is better than I realised.... ๐
It was primarily a safety feature, for dealing with the eventuality that the player is over 80 tiles away, when the collision hitbox of the drill vanishes.
To recycle any crabs that get pulled through to the other side.
Ir beyond ~200 tiles, when mibs turn into items, so same happens although I'm not sure they'll get pulled out of invisibility, by spikes...
Or if thet truly become items that the arms will pick up (more speculatively). ๐ค
What's your ratio of crab cells to caveling cells?
Wouldn't just making a gap with the belt solve this problem withour having to resort to a loop back to the drill?
(No belt under arm pickup)
^
I get those points but the item loop seems redundant given that if items stop under a arm they will be picked up eventually even due to multiple items being on the same spot
Sorry about the multiple replies...I'm not sure how to Reply multiple in a single message
I'm thinking of trying that on my main (caveling killing) loop. To reduce to one arm picking up.
It probably won't be a problem for returning mobs. They will just walk the right way across the gap eventually.
But one does have to be careful about having a gap like that at the end of a mob collection route. Because that's where all the mobs on the whole conveyor will get placed, if/when you go far away. So when you return, they'll explode out through the pick-up arm and everywhere. Especially if you walk up, so the mobs load in before the collision hitbox of the arm.
So your saying they can glitch past your drills?
The bottom left loop can be closed off solid otherwise
I'm talking about where things were circled in the 1st reply
Come on Zero spit it out...I've seen ya typing for like over 5 minutes
Don't hold me in suspense like this
๐
It's a test setup making use of accumulated cavelings from previous tests, so I'm not running it in continuous mode, yet.
But the attrition rate of the crabs is very low, compared to the number of cavelings. So, I'm thinking the 1k tile crab farm may be enough in general.
There's not as much to optimise with that, for cells, vs naive design. Because crab spawn rate is so low. It's best to just use all of a big chunk of beach sand, that's convenient.
I think if one fed the cavelings in slow enough, you shouldn't lose any crabs, basically.
At the very high end, theoretically, you could get about 5 cavelings every 2.5 seconds, I think. If you dedicated the entire 208 tile radius (530 cells) to optimised mixed caveling spawning. With spawn event cycle of 22 minutes.
You'd definitely need more crabs for that, heh.
Oof...it wasn't even for my follow up...lol
On phone, in bed. ๐
Which timezone are you in Zero?
If you call it a glitch, yeah.
I need to account for such idiosyncracies when making designs for other players to use. When if it were just me, I could nake sure to ve cateful to e.g always teleport into the middle. To avoid edge cases.
Although, normal operation will probably involve going an intermediate distance, to extend the spawn cell grid out... ๐ค
And it's near impossible to debug a system like this, once it's in full operation. Full of crabs and brutes. ๐ฌ
I'm in my own little space station, a little above geostationary orbit. Currently over the mid Atlantic. But drifting Westwards at just under 2 time zones per day. ๐
I have non-24-hour sleep, as part of my ME/CFS. A typically post-viral chronic illness. Like what about half of the many millions with Long Covid now have, too. (But medical science is approaching that like it's some unprecedented new phenomena, frustratingly.)
It takes me a couple hours to get moving, each cycle. Probably because cortisol is significantly reduced in my illness. Low blood pressure, too (and orthostatic intolerance/POTS for many). So I spend that time on social media and here. ๐
I don't believe I had ever heard of ME/CFS; fascinating stuff, and I'm sorry you have to deal with it! Thanks for sharing.
It's not even that rare; prevalence will at least 5% (higher after Covid waves). So good chance anyone already knows someone struggling with it, but doesn't realise.
They may not even realise what it is, with a 'mild' case (I'm 'moderate'). Because it's been so ignored or mistreated (as psychological) by most most doctors and health systems.
Hence I tend to link people to MEpedia, as a source of reliable info on it: https://me-pedia.org/wiki/Primer_for_the_public
Primer for the public offers a broad audience detailed information on myalgic encephalomyelitis (ME) and chronic fatigue syndrome (CFS), complex, chronic, and poorly understood medical conditions. ME was first categorized as a neurological disease by the World Health Organization (WHO) in 1969.CFS was first formally defined by the United States ...
I know the feeling of mistreated/misdiagnosed by doctors, I was misdiagnosed for 14 years over a kidney issue that lead to my kidney being a much worse state than it should of been.
That's rough; counting my blessings right now
Eep. ๐ฌ Yeah. There's lot more potential for improvements in medicine than the general public perhaps realises. (And our UK healthcare provision is headed rapidly in the other direction. ๐ข )
I'll try to go back on-topic, now. ๐
The medical industry is fairly bad, apparently someone mentioned they keep u on prescriptions for income rather than trying to cure whatever patients would have. I've had my share of issue with them prescribing a bunch of meds for me when they didn't know the exact issue. Make sure u find a rly good doctor atleast
Now going back on topic, u mentioned about making it one m arm for the caveling and city mob loop? U could power the m arm with quick pulses to pick it all up quickly, only way it'd overflow is with unstackables but idk if they'll drop that often
Overflow without pulsing the m arm*
For the last sentence^
How much faster did that overclock the pickup rate? It didn't seem to be all that much from what I vaguely remember you showing me...?
And the issue is that there can be, like, 2-3 items stacked perfectly on top of each other together, e.g. from a Brute.
It's fairly fast, I can hop on and show a quick clip. I may have shared one before with it picking up wood for me
Planks*
And seeds
I changed the design since then but I can make a small showcase, setting it up in a sec rn
If you could show it picking up multiply stacked items, that's be swell! ๐
OK, I've refocused the content of this graphic, to de-clutter a bit...
... And added a section of notes on mobs separately (any obvious oversights?):
I've not fully spell checked all the rest, yet. But have added some more information about KanSer's mega farm, to the examples section: https://steamcommunity.com/sharedfiles/filedetails/?id=2846860078
Seems like it's got about the same speed of 3 regular powered m arms
I could've left that stack of items laying there but I didn't think it through, it kinda evened out after cause of the short enough loop
Nvm, more like 4, removing the items made it slower without me realizing
It's visible before I pick up the items
Could be close to 5 but I would've had to run it longer
Oh, nice demo! Interesting. It really is speedy, eh?!
Might well come in handy dor something. Although simplicity is king, especially when I'll be introducing so many other concepts (in this guide).
A bit complex and difficult at first glance but read slowly and thoroughly it's not so bad to understand, you've laid stuff out very clearly. Just quite an in-depth guide, there are a lot of factors that go into it though that I suppose need to be discussed. Very good guide as always though, I might finally get around to making my own mob farms in my new world following advice from this guide.
It's funny. I can never really imagine how big (huge!) a piece of work is going to end up looking, before hand. My aphantasia, perhaps. Or how long it will take. ADHD time blindness, in part.
But then, I probably wouldn't find the motivation to start, if I knew these up front. ๐คท
Hahaha yeah I can imagine maybe it's for the best.. I often put off things that need to be done because I know how long they will take.. instead of just doing it and then reaping the rewards.
Lol. Just found out that putting slime over a tile that normally gets pulled up by a drill will keep it safe... ๐ตโ๐ซ
oh like super glue
๐คท I was thinking of something like that as a suggestion. A kind of floor protector. Transparent (visually and to effects), but stops it getting broken...
Anyway, this was with poison slime protecting lit floor. You'd think that spikes traps might do the same, as a layer atop that can't be drilled...
Oh, and apparently Cavelings (miners) will sometimes decide to mine drills and robot arms...
They didn't before, in a setup identical to one side of this. This was a failure anyway, with scholars healing through poison and spikes and mobs filling up the return conveyor wasn't desirable. But was a stress test, so good I found out.
Don't they mine away at stone walls too?
Any walls up to stone it is, i think, yeah. But not paintable walls, or harder, I guess.
I'd just not seen them attack automation before. Even when I've been drilling them to death with it, repeatedly.
So, I guess i should be happy that I've eliminated an option I thought I had for making a caveling to auto-sorter farm. And now focus on the crabs and such, for that.
Hmm, scholar's heal beam is apparently interrupted by them taking any damage.
I wonder if that applies to acid. Would make acid under conveyors more purposeful.
I gave your overclocked arm a test earlier . It looks like it won't be any better at taking stacked items off a moving conveyor. As I suspected...
4 tick cycle (using two logic gates):
Seems like arms can't go back and grab items that are still on the tile they take from, if they already passed the mid-point on a conveyor...
2 tick cycle arm (which will be just as fast, if not faster, for static pickup, right?):
Perhaps most useful to speed up the throughput of chest sorters. (At an unknown additional lag cost.)
Rip
Got the bare bones of my everything mob farm down, hopefully.
Crabs will be on the outer right loop. Killing Cavelings on the inner right. All non-cavelings monsters on the inner left. Fingers crossed.
Looks like it'd work nicely
Just had a longer look at it, the belt path at the bottom leading the extra crabs over is a very nice idea
Is this 100% mob-v-mob kill?
If it works as intended and doesn't encounter issues, ye
Dunno if zero already ran the farm for a few hours while near and away from it, will have to wait for results
Need to figure out what mix of spawn grounds I'm going to use and deploy them in a dozen cells, today.
Yes, crabs overflow to monster slaughtering side and urban caveling to caveling slaughtering side.
I should be able to have nobs collected from both above and below this setup. With cavelings split out to the right and monsters split to the left, from every single spawning cell.
Figuring out the routing for that was a headache! #topology ๐
how good are crabs as a killing mechanism
A tier for damage output. B for resilience. C for effort to spawn them.
Are you also spawning infected on the outer loops?
Ah, you noticed the cloud effect from the mold ground? ๐
It's hoed and have lit floor on top, so no chance of spawns. It's there to slow the mobs 75%, so they stay nicely on the loop, fairly tight. Only getting pushed off the overflow when there's too many to fit.
Ah! Interesting. I'm anxious to see a full explanation once it's all worked out.
I think I can tell mostly what's going on, but don't quite follow all the conveyors... partly because they're not all completely visible
I suspect we may see a new automation tier in a coming update; I could definitely see them adding things like filters (even if that's just mech-arms you can set to pick up specific things), and I'd definitely like to see a new kind of automated damage, aside from drills. An idea I had that I think could be pretty neat would be a kind of beam weapon, using the staves dropped by the scholars as "fuel" (you'd need to insert a staff for it to work, then it'd lose durability over time).
Oh, or like, a turret that can use certain weapons... Or a minion like that...
Not full automation unless there's a (clever) way to also repair the durability.
I want a fairly early game one-way door, for mob management.
And if the filter arm had 2 tiles reach, that would be swell.
Not sure if I want an automated loot magnet, or not. That would just facilitate spike trap farms. Handy and simple, but not very creative.
This is taking a lot of time to figure out, still... ๐ฎโ๐จ
And it's going to be a bit disappointing to watch, I feel... with mixing the monsters all together, they mostly kill each other before getting to the slaughter loops.
Not sure if it'll be worth having sentries mixed in with the scholars, either. They tend to just potato until injured or close to player. Am investigating...
Oh, just noticed that every crab bubble gets hit with encumbering presence! Wonder if that actually slows them? ๐ค ๐
Is this part of what made you think about them maybe causing stability issues, @inland compass? (A lot of mob-type entities constantly being created/destroyed.)
@primal rapids when you were testing attacking ghorm with mobs, did you get them to hurt him (for sure either way)?
I see him listed in game files with alliance as AttacksAllButNotAttacked. So invulnerable? Or just not aggro'd on?
yeah everything in the game is an entity. they have a pool of preallocated entities for each type but i assume the bubbles would exceed that pool with many crabs. thus you're constantly creating and destroying entities, and with seeing the slight memory leak in the railcar looping, I imagine something isn't clean cut with that process.
I think I never got around to test it, so I'm not sure if it's aggro or damage. If I had to guess I'd say it's just aggro, but if it's damage as well, then RIP pacifist run ๐
So I replaced my stone brick walls with wooden floor since the roots don't grow over them. However it seems like they aren't growing nearly as fast as before. Do I need to dig them up and replant them after replacing the walls?
(Felt like this was a questioned better asked here.)
I, for one, absolutely welcome any technical questions like this, indeed!
It's possible that you've had a case of bugged root growth. If that's still a thing (no patch notes on it) and you're pretty sure, not just quickly eye balling it...
In which case, restarting the game might help.
But I don't see why changing the surrounding floor should affect root growth rates. (Unless there's some very weird interaction with the different floor layers.)
Design wise, are you adverse to conveyors? ๐ ๐
Also, you should get the same wood harvest rate with drilling both sides of a single root stump, as you will, there, drilling 1 side of 2 stumps.
Then, you could go significantly more space and drill efficient, if you wanted to. depending on what aesthetics you're after.
WAIT... I don't even have encumbering presence spec'd at the moment!
So what are the orange particle effects for? To indicate the movement debuff effect of the bubbles...?
I've been making some refinements:
โข Extra tile of conveyor inside the end of the loops, to stop the scholars jamming up into the corners. (Crabs have bigger hitboxes and flow better.)
โข Also, reduced the back wards conveyors on the overflow from 2 to 1. The mold infection was doing too good of a job of keeping the looped mobs from pushing each other off.
โข Shrunk the kill loops a little. Arms still seem safe there. Provided no mobs that break equipment are allowed to live long enough to loop around. (Shouldn't happen under normal operation, but probably when partially out of range.
โข Fiddled a bunch with trying to get good positions for arms to unload the shooting gallery loops. Difficult to find a safe spot that doesn't jam the conveyor. Impossible to find one that's easy to repair or modify, as the mobs obviously shoot at me and break the arm immediately. (Need invisibility gear!)
โข Shuffled auto-sorter a bit. Found I probably only need, like 4 large chests. All the spare gear will fall off the end. And I have an NPC room there, to easily sell all the gear without moving or opening chests.
โข Went back to just scholars, so much smaller urban moss spawners, on the (bottom) left.
Sentries are naturally deactivated. They can be woken with e.g. acid damage. But then go back to standby mode, if you leave the area. They also jam up the conveyor more easily.
โข Main spawn area design of cavelings going right and monsters left, seems to work fine. I've only half covered the caveling section with conveyors, because they walk out ok. (But slow and probably block a few more spawn events.)
โข Monster spawn layout still need to look at in more detail...
Scaling up a bit more. Shooting gallery loops have remained stable.
But my game crashes every 4th time I teleport anywhere. Is that maybe the source of other people's instability? Big scale map load/unload, I guess.
There's rather a lot of spare capacity, lol. ๐ฎโ๐จ
I was using the chests to insure the materials went exactly where they needed to go. Yet I guess it didn't matter. I still somehow have logs in my plank chest.
So I decided to just hand feed each line a coral log. Turns out one of the saws was just.. being skipped. for no reason. I picked it up and sat it back down. Works fine now. Weird.
Maybe seed in the saw
prob unrelated to ur issue but if u unload them with it getting fed wood and planks from a line of saws then it could replace the wood stack inside with planks
if u unload it long enough for the stack of wood to be processed while getting fed wood and planks
Can that happen anymore...? ๐ค
Demonstration of the kill loops under (accidental) stress test, from teleporting away from the farm for a while, causing all the cavelings on conveyors to be collected onto the death loop. https://youtu.be/Ldd1Cp6yIV4
20 of them only managed to kill 1 crab. No arms were damaged or mobs pushed into the void.
So I'm pretty happy with this design. Mostly need to nail down recommended configuration for fungal ground, now...
20 assorted cavelings accumulated in the death loop while teleported away. They killed one crab before being slaughtered.
Oh, I spoke too soon...
I accidentally super-saturated the caveling kill loop, by standing just outside of it's range, but within range of the spawn surfaces...
And these killed the majority of my crabs. ๐ข
Slimes broke the arm on the other side too. I don't think there's a way around either of these things. Just have to repair and recover. ๐
Oh the humanity of it all.
Wait... I can add a remote controlled automatic door to the cavelings collection line! Because none ever die in the spawn area, there's no loose items on that line (unlike the other).
So I can turn off the tap for repairs and going away. Although, the explosion of mobs on return will be a mess... Probably just leaving it open will be enough. To stop them saturating the kill loop.
And bonus poison application.
@trim kestrel does your farm have a kill switch to stop it completely
It's not possible... ๐คท ๐
The only way to stop spawns is to be beyond ~208 tile of all the spawn surfaces...
Or close in mobs to accumulate and block spawns in each and every 16x16 cell that it covers.
made a sea tentacle farm lul
It looks like the infected double-hit the tentacle each time, kinda cheaty... ๐
Note, this is an extremely expensive/inefficient design for the sake of putting potential drops directly into a chest...
Any suggestions for improvement?
Bonus gif of big larva doing some gardening for me. (As per @floral tendon's tip, some time back.)
mobs attacking only happens within a certain amount of tiles from the player if im not mistaken, idk if u can make the top part more efficient, prob just gotta make it larger while still within range. only useful for figurines since u dont rly need multiple of the other drops
if prepping a farm for another event like easter then youll just need mobs of the same type/biome so tentacles could be excluded if crabs would drop the same event item
Well, gotta be within 200 tiles to be loaded in, for a start. You thinking less than that? to fight each other? (I can test this fairly easily, now, of course.)
There's tentacle whip too, of course. But octarine and coral wood much more efficient from other sea biome mobs. and 69% nothing, form tentacles, makes them really super slow.
I mean, I'm not exactly worried about easter egg drops, of such. With this farm going (for no more than ~10 hours, here I think):
Another gardener trophy! ๐คฉ
Nice, u don't rly need that many tentacle whips tho
Yeah. I kinda got the one already... Maybe if you were multi-playing...
I'm not certain on the range but I think it may be shorter than 200 for them to fight
And I confirmed that mobs don't heal at all when attacking anything. By letting an earlier tentacle attack me, a couple of drills killed it. Which isn't even possible for a shrooman, normally.
.
So, hard mode, spike traps should still kill all slimes, eventually. I think. Because they fully aggro and 'attack' the spikes.
And all other mobs will die, similarly, if they are actively gunning for you, or each other.
More effective than poison.
Yeah, RIP (non spike) pacifist run; Ghorm is neither targeted by (Caveling) mobs, nor hit by their projectiles. (And even kills larva, there.)
How about natural larva spike?
Up the Mz.๐คท
a server for the electronic table? noice
They hurt him in normal. Not sure how many you'd need to be effective in hard mode. Also he still goes nuts and flails about.
Just curious what this does? And also curious about what you all are talking about ๐ these circuits are confusing basically Iโm asking in the long run what are you using them for?
It was for dmg stacking with drills when unloaded which was patched a while ago
Wow, you dug a waaaay back, eh?
To be honest, my circuit work has been on hold. There's not a whole lot wire stuff can interact with, right now.
The most complex, useful circuit is a very simple on/off oscillator, for chest auto-sorters.
I could build a 24-hour clock, but didn't get around to fully trying it yet. Been chipping away at mob farming.
The mob farm is what brought me here lol my farms are all old square builds and was curious as to how yours was built
Here's the kill loop (not far up): #977128133142659102 message
And there's a map view of the whole thing with the spawn areas (I've not progressed far beyond that): #977128133142659102 message
Yeah I donโt think I would have come up with something that intricate thatโs a really cool build
Has anyone carefully measured to confirm the amount of health scaling with multiple players, in one world? To add this information to the wiki.
I'm under the impression that it's only +20% per player to boss health? Not mobs. But need to be fairly certain.
time to make a new suggestion? ๐ "please allow all bosses to be damaged by non-player creatures"
What do we think? Explains everything clearly...? ๐ตโ๐ซ
Needs a few presentation tweaks.
That is absolutely inspired
Conceptually, it seemed fairly straight forwards, in my head. But then the topological constraints Core Keeper introduces with having to keep Brutes separate, and not being able to cross conveyors, turn it into a noodley mess, heh.
I was attempting a more "funnel to one spot by the core" main base idea and I was planning it out like so
everything in 2 game chunks funnelled into spikes denoted in red
and I can confirm that everything does eventually die to spikes with purple slime underneath in hard mode eventually
some things take forever, but it happens
No where near as intricate as your idea, which I'll probably end up copying
Is that definitely without aggro'ing them?
Only found out a few days ago that mob self heal turns off altogether in combat. Need to make a proper note of that in my guide.
Slimes aggro on the traps themselves, but e.g. cavelings need to swing at you or another mob.
Sorry, to clarify I mean in the mass farming scenario above for things like moldlings and scholars, but cavelings, brutes, and shamans do just end up dying on their own track
if the scholars end up winning the war so to speak, they'll heal themselves through it if there's more than one
blue slimes make everyone's day real bad though, they slide the other mobs on hit through a ton of spikes
They do got a mean roundhouse kick for a blob of jelly! Fun to watch. ๐
But, so, your caveling miners were drying to spikes and poison, without you getting close to them, then? Cool.
did you build your site on the cell grid to maximize your output?
Yes. I guess it's hard to make out, from the illustration (updated here).
Each spawn cell in the main mob spawning area spawns all 9 surface types of mobs with non-biome floors. Then splits the cavelings right and monsters left.
That's the main design consideration that everything else falls out from.
Well, that and the topology needed to access the 4 separate loops in the kill area.
Sorry, didn't realize because I couldn't look at it on a monitor until now
It's much clearer at full size lol
Oh, hmm. That's a bad sign, perhaps, for showing this off to others (e.g. on Reddit). Could you not pinch zoom close enough for detail?
oh yes, I like looking at things from the entire structure though, that way I can follow everything along without having to move things around
Agreed.
for sharing to Reddit and so it's great
Can you include a shot of the raw minimap alongside?
Maybe a legend as well; some patches of the various spawn surfaces vertically along the left side, labeled afterwards in the marked-up version.
(Try again...) How about this?
And this? (To show the spawn surfaces.):
Beaut.
I like this how do you determine where a spawn cell starts?
16x16 cells started from coordinate (0,0)
@trim kestrel actually wrote a guide on this specifically
I verified the math based on the data mined in the guide and it checks out.
I do think I need to add more maptool references in my graphics... ๐
Sorry I checked out the link that @feral ferry posted very clear now
Cleaner spawn chance graph.
As a data analyst/governance worker, I really enjoy the way you put information together
You get a lot of useful information into a small space, which is the design dream
lol! Thanks. If only useful (paid) work was as easy to access as this sandbox PC game. And as flexible in the hours and objectives and with just not doing any stuff at all, a lot of the time... ๐ฎโ๐จ
.
Anyway, I think this is... done now? ๐ตโ๐ซ
https://steamcommunity.com/sharedfiles/filedetails/?id=2846860078
Wrote up the optimal example build in full detail. Plus shuffled stuff about, updated other graphics and added a few more notes.
At mere 5000 words (!!!), I feel like one could get extra course credits for studying this monstrosity... (That I was just going to do quickly before moving onto other stuff, as usual.)
Lol, damnit, that's in two graphics! The proability of me making a spelling mistake in any text field without spell checking is pretty much 1. ๐
Would you even say you have a pro-ability to make typos?
Bah, that would be far too trite... ๐
I'm not sure "intense" is an ideal feel for something meant to help make something easier... ๐ค
Anyway. Oops! Forgot the re-write teh introduction, now it has a couple of example builds.
And is everyone else getting this error, if trying to expand the images?
Kinda awkward... Guess I don't share it on Reddit right away, eh?
Moving into a bad time of week for that, anyway. I think. Quite aside from the general die down in game interest (between updates).
Not sure you can avoid being "intense" with the amount of info you're providing
Can confirm errors on the images
various steam utilities have been wildly slow this week in my experience, could be related
Their image hosting service went down for various aspects of Steam community a while back, for like, a week... ๐ฎโ๐จ
I've been working up a bunch of feedback/recommendations for the devs, based on my mobs spawning/farming guide findings. Anythings to add/emphasis?: https://docs.google.com/document/d/1HbV4r8cGSNDjx6fspcGN2x4YzSG8Mu9cMXWv3RIgfl0/edit?usp=sharing
Feedback/suggestions based on my mob spawning/farming guide information: https://steamcommunity.com/sharedfiles/filedetails/?id=2846860078 Attention Definitely Needed: โบ Mob self-heal simplified or better communicated - This was the last thing I found out, that mobs only self heal when not att...
i'd kinda like to see the self heal restricted to bosses only. Doesn't really do much for normal mobs, and is some what a waste of processing.
I like how the brutes work, makes things a little more challenging.
Then the really need to go through and homogenize tile behaviors. Why does one tile block X when another seemingly similar tile doesn't. Just seems super sloppy as it is.
I think a mob bait item would be cool, but i don't think it should be automatable. Make it similar to a bomb, drop it on the ground, after x seconds it goes off and triggers a spawn event in a certain radius. similar to the fishing bait table i guess. In theory you could make it an offhand exactly like fishing bait, and trigger a raiding party when the offhand is used. you could then have different bait types for different enemies.
Robot arms interacting with salvage tables would be good. drop an item on it, then all the salvaged parts pop out
I'd like to see money either move away from being item based, or add additional denominations (like a new 1k value coin). I wouldn't mind it just being a number on the character data.
Not related to mob farming: They need to change the way "random" unique scenes are generated. I would say change it to make them spawned at world generation instead of chunk generation. That way you could ensure that the medium maze was spawned in the stone biome. I believe the prefab scenes already have data for min/max radius, so you'd just generate randomly between those. I also kinda wish (even though it would make the map tool obsolete) that the fixed radius locations would spawn with more variability, between a min/max radius instead of exactly on the radius.
Here are my comment
Healing of mob should be disabled on mob except boss, and mobs despawns and then respawn will restore to full health, healing between mob still enable
Spawning blocking should be unified to only block spawning on blocks that prevent character to go through / stand on it( include door), damage character / mob (such as spike) and other mob spawning items
Mob respawning range should be fixed on number of cells but not a fixed distance triggered cells, also please all mobs that not boss when out of range.
Not a comment: transparent tiles and wall should be added in desert (glass made from sand) or crystal biome, likely desert update
Thanks a lot for the input, both! Some good stuff there that I'll definitely include. ๐
Sorry, I wasn't feeling up to wading back into it today. Will get to it soon.
Was wondering if weโd ever get the opportunity to rotate certain items like 1x3 planters or vending machines to fit against east west walls
i dont think so
why do u say that @cloud imp about rotating
i just think it is like that sorry if you dont like my opinion
naw i thought u had a insight that there was a limitation
I think this kind of thing is maybe a #๐-feedback-suggestions threaded discussion? (Not that there's anything else going on in here. ๐)
its a lot of work so...
nah
it isnt
its over already
ye its all cool
Moving a discussion here from CK-media on an in-the-works overhaul of the Core Keeper wiring system: #๐ท-ck-media message
So, @agile abyss - I'm taking a looking through your YouTube: https://www.youtube.com/c/CubsYT/videos ... And see you are highly competent with the Terraria wiring system.
Are you aware of my background, there?: https://www.youtube.com/playlist?list=PL6o310lEzS9WYvBZsNVy2rLX8PPUkmUiK
Yup! I think I've been subscribed to you from 7 years back
๐ณ Cool. ๐ด ๐
Did you see I made a resettable binary counter over here, too?: https://youtu.be/k6DIZvPfRys
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...
Which is to point out that I've kinda got some vested interest and cognitive inertia caught up with the game's systems as they are/were. (To preface my input.)
Since the logic community kinda died in Terraria, I tried to resurrect it by making tutorials and my own discord server just for teaching people logic
Right, ok. Interesting. That kinda leads into what I was going to say.
But right now I'm working on a new game mostly focused on logic gates/wiring, as well as fixing up the wiring system in CoreKeeper
that's sick! I'm gonna have to build one of these myself
You got a lot going on, eh...? So communicating with the team via Discord and whatever? Or also in Sweden (with most of them)?
And you workign closely with Max on the wiring stuff? Which he reworked for 0.4, already, on the back-end.
yeah I'm from the same city. I know Prรคntare quite well irl but still need to meet up with the rest of the crew at some point haha
handy.
and yeah! Max is the person who taught me how the logic system works so that I can improve it
currently everything I'm doing with the buttons, explosives, new lightbulb textures, no generators etc are just experimental and not official if they'll be released, but I'm sure we'll slowly but steadily increase the circuit system ๐
Heh, so, what was fun about that build, for me, is that:
(a) I was privileged enough to make something new and unique in the game.
(b) I felt like I wasn't supposed to be able to. (Because I had to use the 1-tick pulse glitch to sanitise the logic signals for the memory loops, to stop them oscillating, etc).
That's what I loved about exploring 'hoiktronics' in Terraria: it was not at all a pre-packaged electronics system with a conventional, correct, intended functionality.
More of that was added in 1.3 (wasn't it that number?), with the logic lamps and gates (and other stuff I beta tested).
And a few of my fans were excited to see what I (and Joe, and maybe others) would be able to build with all this even MORE powerful kit....
But we lost interest because there's no challenge then. No pushing boundaries or being naughty with repurposing game mechanics. ๐คท
(Also I guess I was probably burned out from my ME/CFS stopping me making any of the content I had in mind, heh.)
And that's why my initial reaction to overhauling wiring (here in CK) is concern. Heh. ๐ And I'm not sure if that's a me thing, because I'm very unusual, or if it applies more broadly to what makes things 'fun' in a game...?
My personal favorite part of logic is improving and compacting systems, rather than inventing them, which is why I personally love more stable and intentional mechanics over bugs/unintentional mechanics
and don't worry, I can't promise anything yet, but "overhauling" the wiring may mean adding things like junction boxes and pressure plates etc. Everything that's currently possible will hopefully still be possible later, if not far far more!
The reason that I'm blessed to have a niche here at all, perhaps, and for sure in Terraria previously, as a bit of a tech guru, is that it's not not seen as a a technical game. Like e.g. Factorio is.
So there's not many technically clever players drawn in, who would easily make bumbling old me irrelevant. With building in-game computers and such. And...
(1) I'm not sure it would work very well, from a game marketing perspective, to kind of blend between genres like that (from casual RPG, adventuring, farming, grinding game to move into factorio territory). I mean, I'm well up for that! As a player. I'd love to see it succeed. But, player expectations...?
(2) I'm losing my train of thoughts... ๐ตโ๐ซ
Like you say, the Terraria wiring community died. Despite having so much great capabilities. Like, virtually everyone who watches a YouTube vid on some mega Minecraft computer build is like "woah! insane... No idea what's happening, anyway!"
I liked to try to make stuff that had utility in campaign playthroughs. Or else, what's the point? ๐
I guess I'm grumbling towards the end of my incoherent overview rant there, anyway. If you're interested @frigid hinge, too?
But am happy to move onto specifics...
.
Like, the TNT is fun. Very meme-y. But what would be the expectation for player use? You wouldn't actually mine with it, in practice. Too much effort, too expensive, too fiddly.
Unless it let you get in somewhere, or harvest something, you shouldn't be able to. Or, like, cheese a boss that's otherwise too hard.
Very interested and reading everything. ๐
@agile abyss is the wiring expert in our team though!
And absolutely I'd love to see some kind of junction box in CK, to let us be more flexible with routing. Necessary to make more complex things.
But again, how much does one just copy from the likes of Terraria? I mean, as a pastiche of different games/genres, a certain amount is valid and works great so far! ๐
But I love to see unique implementations and unexpected ways of doing stuff, myself. ๐
Hence I like the simplicity and power and differentness of the current logic circuit. ๐
I think Terraria is amazing to look at in the sense: What can we do to improve on their game design and enable our community to work with wiring for a long time ahead?
We have just started developing Core Keeper -- and there's so much potential.
with both the comment about CoreKeeper becoming Factorio, and Dynamite not having a practical purpose, I think you're seeing the "overhaul wiring" thing from the wrong perspective. My goal isn't to make wiring neccessary to progress, nor to make them a large part of the core game, but rather just give it meaning and "purpose". Dynamite isn't very practical, but it's fun to play around with, satisfying to explode, and could be used to just play around with your friends which may not be important for progress, but will give more reason behind learning the wiring system in CoreKeeper to begin with
Initially I thought about Core Keeper as "Minecraft x Factorio x Zelda: LttP x Dungeon Keeper"; but the direction is continuously changing and improving, I think.
But now that you say it, having structures with TNT on the inside and a wire leading outside so you have to place a switch to make the explosion blow up the hole to a hidden treasure room or whatever does sound like a really cool idea haha
I think you're seeing the "overhaul wiring" thing from the wrong perspective.
I mean... I think that's just my perspective of playing a game. I'm interested in stuff that has use.
Maybe it's an old fashioned perspective, or always has been non-mainstream? For sure, there's probably a lot more creative mode focused thinking for the Minecraft generation...?
Mods and such being quite mainstream. When typically I won't touch any, as I feel they'd dilute or kill my interest, after a short burst of use, at best...
.
I assume Core Keeper is interested in courting all generations of gamers, of course? But I do feel there's a pretty strong older contingent (like me and many other I know here). With the retro aesthetic and being a spiritual successor to Terraria, etc.
Or more things for my NPCs to get stuck and die in ๐
survival of the fittest
Safer demolition of tough walls. Like city walls now require 4 red bombs. One accidental explosion, or not getting clear of the blast and its back to spawn for you
Desert biome could introduce non drillable walls that need blasting. Or maybe blasting would be faster than drilling for some areas
would be great if wiring stayed consistent, currently for larger contraptions the results vary
Absolutely!
That's definitely how we view it.
Could you give me some examples of how the results vary? I actually wasn't aware of this so a few examples would help
had one specific one shared here, ill find it in a min
^
It'd grab an extra item at times, was testing a build to split items which isn't even that big yet it couldn't stay consistent
There's not much u could do with the current tools and it got more discouraging for me to try more builds so I've mainly been taking a break
Cause of the inconsistencies
so it's an issue with the Robot Arm, and not the wiring itself?
im not sure, could be the wiring, the m arms, or the way its loaded when powered
i was adjusting the wiring itself a bit to make it a bit more consistent but itd still fail at times
your best option is probably submitting it as a bug report in #915198062148849664
already did back then, idk if the devs r aware of it
OK, I added to and revised my mob spawning/farming inspired feedback & recommendations dossier, lol (PDF attached, too): https://docs.google.com/document/d/1HbV4r8cGSNDjx6fspcGN2x4YzSG8Mu9cMXWv3RIgfl0/edit?usp=sharing
Preface: Hereโs a compilation of my feedback/suggestions, split into 3 sections by descending order of approximately how pressing they are. Based on my mob spawning/farming guide information (and player questions in Discord & Reddit): https://steamcommunity.com/sharedfiles/filedetails/?id=2846860...
Oh, I forgot to include a big feedback point!:
Keep adding compelling sinks for loot for (or reason to skill farm) mobs! The large amount of ancient gems and cogs for teleporters has been a great motivation for farming cavelings. ๐
Thanks @trim kestrel. I have forwarded this to the people working on the loot sink balance ๐
and the mobs
im liking many of the suggestions listed here
was thinking about a conveyor changing direction when powered, it may have better use with newer build items but prob not rn
could get annoying when trying to run power around
maybe like a conveyor interface under the conveyor that gets powered or something
Just a separate conveyor type item, keep the current one as is since it's usually common to run electricity under them in builds
what if there was like a thing you could put under stuff that rotates it or something though
like arms or drills too
That'd be interesting but would it be powered with electricity? It'd be a bit of an issue
maybe like a data wire or something
with channels
so you could turn it different ways
Wireless activation within a certain amount of tiles of a special button
wireless logic would be really cool
but would probably need some form of distant loading
I don't think it'd be an issue if it's activated by a player directly and has a short range
oh yeah i was thinking like cross map communication
so you could like setup a sensor to tell you if your mining setup has finished or not
Sensors would be nice but kinda useless atm imo. Preferable need more tools and something better to use electronics for
So far it's mainly just wood farms, mob farms, and drilling boulders
And storage
yeah sorting would be nice
like a filter
maybe some large crafting stations that require autonomous input
I had a filter build working but it manually had to be filled with stacks of 1 item after every 30 or so uses
I had a design in mind for filtering stackable items if they fixed the item stands in a different way but they just prevented it from picking up items from m arms
I'd thought about this, in passing, but didn't think of a killer use for it... ๐ค
Although, switching a single piece of conveyor, left/right, up/down could be a way to divert items to two different destinations. In conjunction with some sensing and basic logic...
I like this! Potentially very powerful and flexible. An electronic turn-table. Would it be 2x1, with an input on one tile and the turn mechanism under the other...?
Could that be just in wide orientation? Or would it need to be flipable itself, to vertical, too...? ๐ค
I'll experiment with this!
We probably won't add things that only make currently possible things easier, but instead things that make currently impossible things possible. Rotating objects with wiring is definitely one of those impossible things that should be possible!
Flower pots would be nice especially the 1x3 to run along walls but we already have the 1x1 which is fine lol
Cant have the rotating tool be broken by the drill when being used. The current wiring is very chunky and I don't think there's much u could do besides giving wiring tools some range
I'd be glad if, for starters, mechanical doors didn't get broken by mobs, and could be somehow used as mob gates (conveyor through them), but I guess that isn't directly wiring stuff
Kinda sucks how it needs to have a wall on both sides, would be nice to have something else that acts like it without needing walls. Also don't they lose their hitbox when the player is 100-200+ tiles away? I think Zero mentioned something wrong about it
That's actually a thing I've thought about and brought up in my wiring suggestions summary doc I made yesterday (2 pages) ๐ : https://docs.google.com/document/d/1f7o1mfCbfF4qbVmRqSjZztUL4wvdr2x-VOEJtBVITjI/edit?usp=sharing
Iโve been brainstorming some (half formed) ideas about augmenting the CK wiring systemโฆ: โบ Trigger switch (in Cubโs TNT demo) - should only be able to produce an impulse of power (without a generator). Logically a 1-tick pulse. Although Iโd be ok to compromise with an up to 1 second pulse (if p...
I think that automatic doors might work solidly, now; the one I put on the Caveling collection line of my optimised farm didn't ever let any mobs through. Even when piled up. ๐
The glitch with doors, in general, losing hit-box was fixed a couple weeks back, or so.
And my suggestion, in that doc, was for more of a drawbridge. As a way to gate gaps. That would be inherently more robust, hopefully.
But I think doors should at least be impervious when open, heh.
still playing aint ya? happy to still see it it helps the community out a lot ๐
I am still playing, this is true. ๐
wait what counts as "technical knowledge"? REing code to understand systems better or dynamic testing or something else (if REing code counts then by technicality the entire modding community is also technically clever which in terms of terraria would actually be quite a large portion)
Indeed, I do have a very high regard for modders, coders and devs! I think that the cognitive abilities (abstraction and clarity) needed for doing that would overlap closely with the attitude [aptitude] for making very technical builds.
But then, they have a lot of other options for what to spend their valuable brainpower and time on.
Then there's a matter of expectations; neither CK, nor Terraria would be seen as a game with much of a technical angle to it. Not until the Terraria 1.3 update came along with a load of very efficient, purpose made logic gates, faulty lamp, wiring tools, etc. Then very quickly there were smart players making complex wiring, like the Bad Apple animation, etc.
And I slunk away.๐ Or, at least, I reached the end of being burnt out with my ME/CFS borking my Terraria vid YouTube attempts.
honestly i would say ck could be considered to have a technical angle to it with the whole factorio farming system
For sure. Indeed this thread is all about that. ๐
But what are prospective buyers going to expect from the store page? Nothing technical in the videos, and only the 7th of 11 screenshot shows a very small drill setup.
Or from favourite streamers (where I first saw this game) playing the early game. Or YouTubers.
yea i see what you mean.
but for people who truely do see potential in this game, they will go above and beyond and the fact that the developers support this is very nice
for example when i got this game i got it cuz of a few screenshots of the building/placement system. looked pretty cool and i played a few playthroughs with my friends but over time i got interested in modding the game and looking more at technical details
if you want to bring more technical things into the light either something that enhances the electrical system, or encourages and exposes to new players more would be good imo
for example something like minecraft's create mod
that example is a bit extreme though.
i think electrical components should be in some custom generated structure within the great wall so it can encourage a bit of early game exposure though
hovever, i dont think you should be able to craft it until where the table is in progression currently.
Sure. And I'm now fully expecting a CK wiring update putting a stronger emphasis on the technical side. Maybe creative mode at some point (because it's such a popular request).
I was mostly trying to contrast the initial current appearance of CK vs e.g. Factorio or Mindustry, where every screenshot has conveyor spaghetti and it's very clear the technical emphasis.
There's benefits to not doing that too, in terms of introducing technical stuff via the backdoor, so to speak. To players who wouldn't have chosen games for that side. ๐
ah yeah i understand yeah its not purely based on technical things
That'd definitely be cool, to tease the technical stuff and also give knowledgeable players an early opportunity to exploit some clever trick.
yeah my idea for that is the hidden room under the ancient cities in minecraft 1.19, technically accessible at any point if youre cautious and it introduces skulk well
if you know what that is atleast
Not the faintest clue, sorry; I have ~30 minutes in Mincraft, total. ๐ณ
Also, what's "REing" short for?
Reverse engineering
^
oh lol i thought since you play terraria and ck and have technical knowledge in them you wouldve played minecraft
Redstone and farming in Minecraft can be VERY technical, and redstone in general is very deep -- and also can make use of many unintended mechanics... surprised you've never gotten into it Zero
thats sorta what kicked off most peoples childhoods prior to the more modern games
theres also people who made full on 8 bit computers
custom programming and display
really cool stuff
Am pure boomer when it comes to MC. I came to Terraria via friends, a few years after suspending studies (for bad health) on my second undergrad degree (physics, then systems engineering).
I've seen MC computer videos and such, though.
from what i know computers havent been made in terraria or ck
i could be wrong but thats what i know from my knowledge of those 2 games
I'm not sure I've seen a Turing machine video for Terraria. But it's actually a lot more powerful than (vanilla?) MC, as I understand it. And certainly @agile abyss Discord server has very advanced technical content on it, for Terraria.
What makes it more powerful, in your understanding?
Terraria's wiring is very fast and dense:
โข It runs at 60 tick/s and each wire can have multiple activations per tick.
โข No need for repeaters.
โข You can stack up to 4 wire colours on top of each other.
โข All gates exist as pre-made blocks and e.g. shift registers can be made extremely compact (thanks to faulty lamps).
On the downside, it's 2D not 3D.
Not sure what MC has going for it though. But redstone seems slow...?
Oh, yes Terraria's is definitely more compact. Redstone is indeed slower, though can achieve the same outcomes -- so not sure I'd say Terraria is more 'powerful', certainly more efficient, but depends how you define those terms.
OK, sorry. It depends where the hard and soft limits come in, in practice. But I'd expect the much higher efficiency to also translate to higher capabilities at the highest end...?
Redstone itself, the actual wiring, can unfortunately create a lot of lag when it's used in massive quantities (like when building a computer) as it also interacts with the lighting engine (the wire produces light when active).
On the same system, you're probably going to be able to do much more with Terraria, as a large redstone system is going to get more and more resource hungry the larger it gets
But theoretically, if system resources was not a concern (unrealistic) you're going to be able to do all the same things with redstone
Right. In pure computation theoretic terms, if they can both be used to make Turing complete machines, then they have equivalent 'power'...? (When running the games on a god computer, effectively.)
As far as I understand. Though I'm much more versed in redstone than in Terraria system.
In terms of actual gameplay though, there are some very interesting redstone machines you can make which are hugely useful. And though often "META" designs emerge, you still have enormous amounts of creative freedom in designing your own unique and quirky farms.
That's a good situation to have! And I think that's exactly the kind of thing the CK devs would like to nurture, here. If you have any ideas for what could translate well to CK, I'm sure they'd be very interested. (As well as me.)
It's definitely a thought that's been tumbling around in my head (what MC/Redtsone mechanics would translate well).
I know I'm far from the only CK player with a love of MC so I know and have seen some relevant suggestions.
It's also tricky to consider what would translate well from 3D to 2.5D (I'd argue CK isn't QUITE 2D, as there is some layering you can do, though it's obviously not fully 3D)
bad apple animations? haha
talking about me?
plenty of people have made entire computers in Terraria, even just in my own discord server
i think ive seen at least one basic computer in CK
I mean. It depends what you call a "computer". I made a basic calculator with skeleton hoiks and Diceman one with a digital display... Before logic gates.
Has anyone clearly demonstrated their Terraria computer is Turing equivalent?
Yus. ๐
I guess they're technically calculators, but people have made full on Turing complete computers with processors and everything in Terraria
Haku is the smartest wiring person I know, he also made one
Got any YT links or such? ๐
I almost made one but hard-coded a program in it, so technically it wasn't Turing complete (but would take like a day or two to add)
Just ping Haku in my server and ask about his computer haha
might be able to find you some videos
And that's what I mean by ๐ technically minded players who leave me in the dust ("a day or two", heh). ๐
This is an 8-bit CPU I made in vanilla Terraria, it has over 1KB of programmable memory which can store 256 instructions. With a 1-tick clock, it can execute 30 instructions per second. Although, 30 instructions per second is a lot, and your framerate will drop. (Mine drops to 1 with frame-skip on, and 30 with frame-skip off!)
If you have any q...
he has a lot of sick videos but that's one of the computer related ones
with all the new wiring tech that has been invented recently, you could probably scale this up a lot
sorry for late ass responce i had some personal health issues that sorta suddenly happened so i had to schedule an appointment and wait
anyways i think i was talking about some generated electrical component room/area
i dont have the picture anymore but yeah minecraft in its recent update has like a room with a few things the player could mess with the new "wiring" to learn it
i was thinking a structure very rare but something that could be accessed at any point in the game after you finish the dirt area
maybe one with a automatic door or something
or one showing the delay thing
i could technically mod it in but im lazy lmao
if i have time ill do it and see how it plays
im terrible at ck electricity though so uh yeah ๐
Yikes! Hope you've got everything under control. ๐ฌ
For my issues, I may just stop responding, or taper off, for 24h, or so.
It's gotta have an unexpected player death hazard. No question. Well, at least 1 has.
lol
well that explosion does good with that
the new one
if it becomes a thing
idk if there are any ways to make a player hazard with the current components
Yeah, you could give them a tickle with some drills... ๐ซค
Or open an automatic door to a bunch of packed in mobs.
you cant exactly put drills inside blocks
I mean, they'd be off and player would turn them on... And be on top of one to throw the lever. ๐คท
i was thinking something like dead mans chest in terraria but chests opening dont emit electricity
i think atleast
I don't think I've seen that in Terraria...? Boulders, darts, tnt and statue traps, sure. Plus mimics, of course.
youve never seen dead mans chest?
heres an old one from a world of mine
its a rare "structure"
this was in 1.4 but im pretty sure ive seen it in 1.3 too
Is that explosives under the chest?
And chests send a wire activation?
oh. I don't play for half a decade and suddenly EVERYTHING changes! ๐
Not a player proximity sensor? K
btw tmodloader has also been ported to 1.4
Rip [when dynobot strikes]
i had a loooong history with dyno lmao
but anyways yeah i played terraria back in the day, 1.2 and stuck until early 1.3
then covid came and i tried playing modded so mainly stuck to 1.3 until like last year
def not a veteran but also not new
but yeah trapped chests in ck would be godly
It's gotta be done.
Whatโs the trick to preventing the giant bots and brutes from spawning in farms ?
Pray to rngesus
The secondary spawns have a low chance, so you could just drop the 6 tiles per spawn cell, but there's still a chance
At 6 tiles there's about a 3% chance of them spawning
I need to spawn them in separate cells then because the brutes destroy my conveyors lol
have you seen the stuff I've been working on?
Experimenting with some new fun buttons & explosives ๐งจ that can be triggered by electricity. :)
Game: @CoreKeeperGame
Creator: @Cubus32 ๐๐คฏ๐คฉ
#CoreKeeper #indiedev #madewithunity #pixelart #terraria #minecraft
i just notice that u can make chain reactions
New vehicle ๐
I was kinda expecting it for faster roaming in the desert but didnt expect them to add it. It better not be just another boat
Ha! Dune buggy
Would be nice if they add a few types of vehicles and have upgradable parts that u can try farming for and automate the process unlike the current 2 boats and only upping the speed by wearing accessories which is just inconvenient to carry and switch out
Add an armored boat would be nice for hard mode
Ram into sea tentacles to kill them
A spikey boat!
I highly suggest adding something like upgrades to the game so there'd be something to work towards cause currently there's not much content imo. Well there kinda is but it's just rly short if u don't count the time used for exploring and traveling
yeah that's why i don't like the locators
or their availability needs to be tied to something that takes longer to get
Left the game on for almost 24 hours (oops) and now I have a purple slime all the way down at the orange slime spawn point. What a journey it's been on.
yeah, but i was talking more like a not obvious way to trigger wiring
like a trapped chest or trip wire or something that the player could fall for
I don't think it's physically possible for a mob to walk itself from the wilderness to the central dirt biome. No mobs can move, beyond ~208 tiles away (except on conveyors).
So, assuming no purple slime mobs farms, I'd say this must have been a case of mob teleport bug. ๐ค
As Craigins says, for small, casual farms, you'd just have only ~7 tiles of stone moss.
But, for my optimised, all mobs farm, spawning, transporting and kill brutes separately was the main consideration.
See "Example 2" section near the end: https://steamcommunity.com/sharedfiles/filedetails/?id=2846860078
There's no need to worry about sentinel spawns, either, if you cover every tile of urban moss with conveyors, so they don't get stuck. But if they do just sit there, it's not a problem either, because they won't slow the spawn rate of scholars.
ive had a similar thing happen to me
This is what I've been expecting. Gotta be done, surely... ๐
experimenting with that too ;)
I wonder if they will make sand slow movement speed. Would make the dirt biome more interesting to have this hazard. Then once you get to desert you finally get dune buggy to overcome the sand hazard
nice
Wireless button that triggers those bombs within a few tiles of it
Dunno what else u could do to simplify it without wires
Unless if u let projectiles trigger it
don't worry, I'll hopefully regularly upload short videos/gifs of what I'm experimenting with, you'll be informed in no time! ๐
๐ฟ
cant wait for some juicy leaks
Can't wait to see newer wiring tools from u
So if i were to add a mob farm evaluation tool to the map tool, what would be a good way to display mob spawn chances?
I'm thinking like click too left, click bottom right, read all the tiles in the outlined area and apply the % chance based on spawn cells
By reading the map tiles? U may wanna clearify to people using it that the tiles must be visible without conveyors since they'd appear on top of spawn tiles
Oh wow, that's an advanced and interesting feature I'd not contemplated...
But after a bit of at think, I would do it quite simply, by just clicking on a spawn cell. Highlighting it as a solid square to the precise edges.
Then have a pop-up UI box that lists the spawn chance for every mob in the game. Pop up to the right, floating or maybe right bar. Optionally hide, or grey out 0% spawn chances.
I don't see any point in specifying custom ranges, because that will confuse things, adding >100% chances across multiple cells.
We really want players to think in terms of fitting their farms to the cells. Not arbitrary cute little patches, with that random pattern of spike traps that's so popular because search pictures.
You can take a look at my sums for calculating the odds in my sheet, "spawn chance per tile" tab (if you haven't already ๐ ): https://docs.google.com/spreadsheets/d/1WPzQ9fh21anccVCQN5KPbstmytgsA4uzFE73GvGn5F8/edit?usp=sharing
Ah good point. I'll remember to make that a note
That's a good idea and makes things simpler. I was trying to come up with a good way to say something like 40% chance of 2 and 70% chance of 1 etc, for combining spawn cells. Combining the probabilities was going to suck.
Yeah, yikes! The number of numbers gets overwhelming fast! Just looking at one spawn surface type, with multiple mobs...
Right. It's a nuisance. I think I'll raise this as a suggestion, to have conveyors not show on map, as a compromise. Like spikes don't.
Ideally, they'd show as spawn surface and an arrow symbol, or something? But obviously the current map file system doesn't have scope for that...
Honestly it would be nice to have an automation layer for map tiles
Problem is, there's going to be a lot of mobs listed, soon, with the updates too (minus hive and snare, here).
That's actually a very smart suggestion that would solve a lot of potential issues. An object layer, effectively. That might store furniture, etc, too. Because you can have only one such item per tile. Might as well include those, right?
Just, not sure how it would render for player... Like, another level of zoom-in would show symbols inside the ground type pixels?
Probably becomes when you stack layers
Or straight up item (inventory) icons?
Nah just a toggle button to show/hide the layer
Fair... ๐ค
You can't do 1 layer per item without rewriting the entire map code
Since it is just drawing pngs
All of what we're talking would mean new map and file coding, right?
I was thinking it'd be a second set of png pixel colour codings, for the different placeable items objects.
Nah just toss in another set of pngs in the map zipfile
That's still new game code. Heh.
Right but when you have chrysalis with acid and rail and carpet
What do you show on the new layer? The carpet or rail
I guess the floor tiles would just overwrite the ground type in the regular map.
Then rails are in the object layer.
.
Only the top floor tile shows.
I kinda want to say they should remove layering. But that would suck, for aesthetics.
They'd need to fix the layering to prevent rail and carpet or just show the top most user item vs top most natural item
So layer 1 would be acid slime, layer 2 would be carpet
Or i guess make layer 1 what the game thinks the tile is, for spawn purposes and layer 2 the top most.
I read your comment as inventory item icons to toggle showing on the map
Hmm... ๐ค
- Natural ground and spawn surface layer.
- Asthetic tiles (inc carpet) layer.
- Object layer.
...? Where electrical wire?
Please separate the function of displaying the spawn chance to a individual tab, allowing selection display of different mobs (like the current set up to highlight certain objects) and, if able, highlight the certain square/grid can spawn selected mobs
So, I think you're just asking (of what we've not already talked of) to be able to disable showing the spawn chance for some mobs, effectively...?
Yes, kind of, and also highlight the tile or grid for effectively spawn those mob
If able
So that I do not need to dig the ground up to find which tile is not really contributing or just not for that mob
That was the first part of what I'd suggested, I believe. ๐
And, like, in most of the map, all the natural world gen, there's only going to be 2 spawn surface types in any cell. For the most part. No need to filter that, really.
It's only when you start making optimal spawn areas, that you get 4 or 5 + types of mob, and you might want to focus it down a bit.
So with automation working all over the world, they can cheat with showing those items in an in memory layer. Wouldn't require a new png. But then it gives you information you wouldn't know otherwise (if mobs broke things)
But three mob for each type...
Sure. So, if it's going to exceed the vertical space on the maptool window, you'd want to either be able to let users hide mob types (or be able to scroll, at least)...
I feel that filtering by spawn ground would be more useful and less fiddly (for users).
Filter by spawn ground is also welcome.
Hmm. I see. That could leave map files untouched...
Then, if they were to just simplify how spawning works with layers, so that the spawn surface must be top-most to ever work. You'd have a WYSIWYG situation.
I think my main arguament against that was to be able to have the poison effect without purple slime spawns... But that would be possible if poison worked through carpet (or other floor type, if the layering order were changed).
@frigid hinge's been talking about allowing animated pixel art to show on maps, in @agile abyss' server.
I love the pixel art people are making in the game; would be great if we could animate it too -- interactively even
oh so like tiles that interact with wiring
Yea
id love that
It is in our backlog. Not sure when it will make itself into the game, but I am personally hyped about it ๐
aye me too
I got an idea for the map art, dunno if it'd be too laggy to add but it's just an idea. Add a special tile that'll be placed on top of the current arts tiles then make a new art piece on top and have it cycle between the 2 on the map
i think i have the build for the highest melee attack speed for afk mining farms with 180+ mining damage (mining 76+ required)
it utilizes octarine set bonus of low health into atkspd, technically i can push it 0.2% faster by reaching below 1% health but i didnt do it past that point
if anyone wants to use this build but is lower level mining you can swap the skull ring for a topaz ring/ring of rock
just be sure to have a way to reach very low hp safely
Did you try to work in using a polished octarine necklace, for its +7.6% melee speed?
If you needed the mining damage from the Azeos Beak, could you instead switch down to a softer block than Wilderness grass?
does it affect my xp output if i switch blocks
if not i could definitely work in a necklace
So, it either gives XP or it doesn't. You have to be in the sweet spot, where it's not too quick or too slow to break the block.
But, if you use a minecart loop, over 80 tiles long, you can guarantee not breaking any blocks. So I don't see why not, in principle.
alright
i think if it cut it down to stone walls i should be able to increase atkspd more
updated the build, thanks for the advice
I think it happens when u have too much mining dmg for the wall so it doesn't give xp and doesn't take durability
so when referring to the wiki, should I use wiki fandom or wikizet?
Erm, is this in a particular context? You know I'm a wikizet fanboy and contributor, though, so... ๐
yeah well before I was using wiki fandom since it's what I use for terraria
but hearing you talk so much about wikizet is the reason for the question-
I mean, wikizet has an objectively cleaner layout (even with the best ad blockers). So, unless it doesn't have the info, you know... ๐
it is much neater, can confirm
+1 vote for wikizet
wikizet looks much cleaner and is easier to use imo
yes
Gamepedia was awesome, but fandom bought it up, so I've been kinda prejudiced against fandom because of that
wikizet goes hard although im wondering how do you contribute
is it just go and try and post information thats not false
or does it get moderated or something
๐
Anyone can edit and add pages. Anything bad/defacement will get reverted by @steep pagoda (owner/admin). Which is easy to do on wikis, as a key feature.
If you're feeling timid, you can drop stuff in the official Discord (linked on wiki). And probably one of us will get around to adding it, or something.
alright cool, thanks
yo @trim kestrel youre good with game mechanics so uh, could you explain why a modded item that i have being put into a certain drop table causes it to drop different times
for one drop table theres 2 of it
for one theres 3
i have no idea why
drop rate and amount of drops from the mob may affect it
Will you able to show how you add it to the drop table?
If you were more specific I might hazard a guess as to what you mean. ๐
Mob drop chances seem kinda weird, like, they don't necessarily add up to 100%, right? (Or am I thinking of something else?)
So, I've been working on filling out a "Mining" wiki page with explanation. Since I noticed that Cysidus has had the very helpful "mining damage reduction" stat listed for each wall type, since forever... https://corekeeper.wikizet.com/en/Mining
This helps clearly explain the minimum mining damage stat for getting mining experience (in exp farm setups). However, what's the exact upper threshold for getting experience from a wall? Is it a flat over-damage value in every case, or something? (The "Sharp sound effect" is way too low for it to be this...)
Mining experience is gained by dealing mining damage to a wall with a pickaxe or melee hit (punch). Unbreakable walls, or those the player is not able to damage, will not award experience points. Walls that are broken too easily or too slowly will not award any experience, either; there is an effective range for mining damage stat to award exp, ...
if i had to wager it might be some sort of function as in it still either rewards 0 or 1 mining exp, but theres a chance that it does based on your mining damage relative to the wall health
maybe sharp sound is when the function starts decreasing or decreasing rapidly in its probability of rewarding exp, or perhaps a local/global maximum of some sort on the function, or just even any sort of critical value not necessarily in the sense of a hard threshold that determines whether or not you get xp
idk thats my guess
mostly regarding the afk mining farm since i noticed that at a rate of 4 attacks per second i should be getting approximately 10.8k exp per hour afking if i was getting 1 exp per hit, but the rate that i leveled at was far slower
while on the contrary i've been mining out my world and have received exp closer to 1xp/1hit despite having much higher mining damage relative to wall health since i was one shotting the walls
So, with my "ambassador" hat on, I can say that there was a bug with one hitting walls not giving xp, that should be fixed in tomorrow's patch!
So, I'm told that one should now always get 1xp per hit, provided your character has at least 12 more mining damage than a walls damage reduction stat!: https://corekeeper.wikizet.com/en/Mining#Walls
Mining experience is gained by dealing mining damage to a wall with a pickaxe or melee hit (punch). Unbreakable walls, or those the player is not able to damage, will not award experience points. Walls that are broken too easily or too slowly will not award any experience, either; there is an effective range for mining damage stat to award exp, ...
@lilac gale @inland compass maybe interested? ๐
At work, I can read/review when I'm off later today if need be.
I wasn't aware the no-xp bug was getting fixed, out of the loop it seems ๐
No worries. just a head's up for something to look out for tomorrow, as I saw you say you'd be checking out the new patch. ๐
Read the wiki this morning. Nice that the xp bug is getting fixed. Hopefully they fix the disappearing wall issue when you hold place and punch
Hmm. I've not heard anything about that specifically (and not tested it), so I wouldn't hold you breath...
wow i never had this this is very helpful for custom tileset blocks lol
I don't know. Any boring sounding backend mechanics change is likely to have unpredictable effects on complex systems.
I've not AFK'd my farm(s) yet.
I'm imagining this is client-server sync. Netcode stuff. So maybe any issues will be multiplied up for multiplayer.
I saw some pics of caveling(?) mobs supposedly 'spawning' where they shouldn't, in game discussion. Can anyone clarify that, if it's a thing?
I'm not sure about cavelings, but not long ago I posted a poison slime that had some how ended up near my dirt biome base, despite no spawn tiles being present.
In fact you commented on it. Here.
Right. Old patch issue of mob teleporting. Which I hoped has been fixed, from what i've heard.
aside from automation, objects in the game world only "exist" within about about a 2 screen radius around the player. as the player moves through the world, objects are loaded into the Unity Entities from stored data. Then when object goes outside of the range, the data is unloaded from the Unity Entity back into the data store. There was a slight issue with this that you would encounter after hours of gameplay.
this would break my rail loop farming/mining after about 4 hours
ohh i wonder if that's the same thing as the "mob teleporting" issue, it could have been an issue updating the unity entity with bad data
Possible, given how long I tend to leave the game running.
โข Fixed a number of invalid memory-accesses causing crashes.
I feel that's what this was. Like, I felt like the mob data was being inappropriately accessed, slightly corrupted, in effect, occasionally.
But notes also point out Sentries, specifically. Which made me wonder if my crashes had all been either in the sea biome or in range of farms with them.... ๐ค
Oh, @inland compass, were you asking about the wall stack deletion bug earlier? I gave it a quick try with stone walls, and didn't have any blocks deleted at all, after 10 minutes. So I assume it was fixed...
Today's hotfix:
Fixed it so that most Caveling creatures only respawn from their corresponding Caveling Moss. Previously, some Cavelings still respawned in their corresponding biomes, which was intended to be removed, as the Moss is now the only intended way for respawns for most Cavelings. This affects the regular Caveling, the Caveling Shaman, the Caveling Brute, the Caveling Farmer, and the Caveling Hunter.
@trim kestrel looks like an update to your mob guide is in order
Yup, was just commenting, in game discussion, that it shouldn't be too bad to adjust.
Will just remove a few lines from one table... Oh, and the graphs... And maybe some random mentions....
guuyss.. how do i create a perfect circle in a large map ?
Google a pixel circle generator (e.g. for minecraft) and follow it very carefully, tile by tile, in game. ๐
New in the previous patch.
So was the issue found with wiring yet or will it perhaps be worked on after the desert update? It could've been skipped in bug reports but im curious if work is being done on it yet, ik it'll take a while but I just wanted to ask.
i just saw your mod in a pic how is it coming along?
and are you doing it alone
or whit more people
When it comes to your exact suggestion with the robot arm, it hasn't been a priority to us as there's a lot of issues with the current wiring system.
I noticed it wasn't consistent cause of the output from the mechanical arm, I'm not sure if it's the arm thats specifically broken but fair enough. Hope it gets fixed soon
The blue lights are blue and the black lights are.. far less dark than I had hoped. Shame.
I was looking forward to being able to cast darkness.
in terms of programming its just me
but theres someone helping out with music and another with sprite work
nice im planning on making a game but i cant do pixelart or music XD so im searching for someone and ive been searching for so long but no one wants to
also nice work
cool, all you have to do is make something unique and people will show interest. Then just dont be an a**hole
thx
just if you do start a team please dont take advantage of everyone, i am or atleast try to be very nice and understanding with the artist and music composer
same i know a couple people that want to help but they cant do pixart either
why dont you just not use that style
pixel art
ohhh
you can also just learn it
ill look into it
i tried for a couple months
just because you dont know something doesnt mean you wont for the rest of your life
i used to never do art
and i kept trying space art lol
ended up half decent
you just have to not give up
i now
know*
i will make a game i did stuff whit boxes because i can do that but its a lot harder
also
unity or unreal engine 5?
i did unity
but UE 5 is good to
depends
btw in case yall wanna see this is my best (wip)
its honestly really good
but ill try it but still think ima use unity and pixart
but im not sure at all
"Black lamps should suck up illumination" - now there's a fun #1019964660214153326 !
Do you mean the forum structure in the new feedback section? ๐
It'll be interesting to see how that pans out. As more is added. It already looks kinda overwhelming. Ans the lack of image previews in the main view is a bit sad.
well, a little
Yea it could use improvements but I still think itโs better than the old channel lol
You can suggest improvement in #1019964660214153326 :P We're open for any suggestions to make it even better :)
I just mean Discords implementation
That's actually doable for us. The indirect lighting is spreading via a heat/energy diffusion equation
So we can do the same thing, but negated, with black lamps
Should make the crystal biome a frost crystal and require heat sources to survive. If the physics calcs are already in the game
Oh that's actually a fantastic idea. Problem though is that indirect lighting model is screen space, meaning that only some of the lighting is simulated (near the player's frustum)
Should be possible though
And maybe make it like starving on normal mode, just a debuff. But hard mode can add a dot element:)
Put this wonderful idea in #1019964660214153326 so I can vote on it ๐
Done!
Sure is quiet
I kinda finished figuring out all the main mechanics, I guess (so been busy writing up more basic stuff on the wiki instead)... ๐คท
I've also been holding off using this thread due to expecting @swift axle to make a new automation & mechanics type channel. Which keeps being talked about and would let new players actually see it as a place to ask technical build questions. ๐
i just remember threads have an expiration after the last post, at least they did originally
so i guess we need to ping the thread every few days
as far as I understand, the expiration will only affect discoverability, as it will archive the thread until someone messages again
I remember Bridie doing something with that setting, after this was started. It was default 1 day, but made... Indefinite?
impressive, you managed to kick start this thread lmao
yeah it disappeared from my discord and i panicked. so thankfully it just archives
i gave up on trying to patch every single cheese btw (there are way too many and i dont have that type of time)
i can bugtest
the bugs find me
i saw like 4 seperate on malugaz alone it was sad
and ill report em
nah sry, i dont have that type of time as i said
theyre prob all in the wiki if you want to try yourself
not all
not all for sure
Oh, looks like it will have been a week, then.
You mean, like the boss range deadspots?
thats so funny
i still dont know why its like that
i do but i dont understand
uh i saw a few
one is serroh's afk guide
one is the one where you just go in a boat or smth
another is just cutting off the sides and sticking to the wall
theres like 4 or 5
larva can break city walls at this point
a larger range where you cant dig
jk
Thanks.๐ It's a lonely endeavour. No help and no thanks most the time. ๐
if you need help just ask me
whats been updated lol
im not a good player but its still fun
You good at wiki editing? ๐
never tried
first for everything
๐
im good at markdown
if you know what that is
but im also busy asf the next few weeks
I've done bits before, but it was still an ongoing learning curve...
im young and dumb and i love it
Lots of stuff never added...
I need to put boulders up next, I think. Nothing on those at all, really.
@trim kestrel Thanks for your hard work ๐
even though I only read the wiki for the fishing loot tables
@trim kestrel Nice work i just looked and the links could get some fixing and the foods are a bit buggy but the wiki looks a lot better
@trim kestrel lol typo
I make a lot of typos... Thankfully, anyone can just go fix the obvious little errors. Even without an account. ๐
Some links broken? And what foods?
I dunno rn cant chek
bro what are the odds of a caveling randomly killing like a slime and it dropping
lmao
i just walked along the ghorm track trying to find ghorm resummon area and a caveling just kills a slime and oh wow there it is
fights fine but theres one issue, why tf does he not spawn blue slime
one of the 2 I found had been pre-dropped by a Larva killing slimes, I think it was.
Hey I plan on buying the game as my system is working again, I've been playing it on my brothers computer can I transfer my character and world over? Cheers
Thank you very much I'm currently using his steam account, I plan on using mine with cloud save would it overwrite the saves?
most likely. do you switch computers a lot? is that why you use cloud save?
No I've had to repair mine that's why I've been using his but I would like to use cloud saves for this game as I've had a lot of random crashes and issues with the game not saving, I'm worried that it may corrupt it and I've come so far
cloud save would really make that worse
cloud save is good when you bounce around computers
it syncs files between installations
Ahh I've never actually used cloud saves, I'll just manually back up the saves
so now tell me...
what is this channel for?
Alas, tis nout but a thread...
It's been setup, and mostly used, for discussion of more involved game mechanics. Wiring, automation, mob spawning, world generation.
If you think you are very skilled and i mean very skilled at ck and especially combat and movement in ck, dm me (i need some balance testing but for some of the most skilled since the difficulty is still meant to be very hard, just fair for people with a ton of skill).
top 3 will test (i will turn this into a competition since i want to do this right the first time)
reply here or dm
Speaking mostly for myself, I'm not sure you're asking in the right place, here... ๐ณ๐
@gusty epoch told me this place has skilled players
I figured y'all were skilled
Figuring out all this stuff thru testing and lots of fighting lol
Figured out all the ways to cheese every problem. ๐
I've never beaten Omoroth legit. ๐คท
Who even did beat him legitimately
Besides the 0.1%, u gotta atleast grind some max hp from other worlds
its a one time legit thing.. then its full cheese for the level of hassle
Like the Wither in Minecraft; I'll beat it legit once, then every time after I'm sticking that mofo in some bedrock.
Lol, idk if they fixed it yet but the wither is or atleast was harder on bedrock than Java
I believe that's still the case.. but I stick to Java so I'm not sure
me๐
no life goddamn
I'm just editing the wikizet (for a change) and wanted to check I'm right with this, off the top of my head?:
Respawning Azeos directly after a fight takes 12 minutes. 10 minutes for the floating soul to disappear. Which can only happen while it is off player's screen. Then another 2 minutes further cool-down before the bird bosses' shadow reappears.
Also, if anyone fancies helping out with the wiki, I would appreciate help getting up the rest of the images for the paintable objects: https://corekeeper.wikizet.com/en/Paintable_objects
Carefully following the current file naming convention, expanding the sprites by a factor of 4, cropping, assembling some from sprite sheets and uploading. I can provide the extracted assets. ๐
the shadow needs to reappear?
@gusty epoch check your no soul cooldown mod
does it still make you wait 2 mins to resummon azeos
I had the shadow appear a few moments after the orb disappeared using it so
I donโt think thatโs a good representation of how it works tho
well you didnt mess with shadow length
so
Yes. The shadow needs to reappear before fighting the boss again. I'm not certain it takes 2 minutes though
The orb can disappear while the player is on screen, I afk under it
It also has an audio noise
Or did at least
Hello, how can i change my characters name in the files?
Thanks. ๐ I guess I should take the time to retest. I had play-tested before, but can never remember precise details...
There's no way to rename characters with manual file manipulation or standard mods...
However, this stand alone app, which cleverly probes memory while the game is running, can rename a char: https://github.com/RussDev7/CoreKeepersWorkshop
I've used it on my own. And generally helped it's dev with testing and feedback. ๐
I'll take the 15 or so minutes to do a recording for you
did not check the phone before sending lmao
๐ฎ You mad lad!
We can get it down to the second for how long it takes too, cause given it still works how it used to when the acid cheesed spawning it would spawn immediately upon being able to do so.
The acid glitch was supposed to be fixed, I believe.
place egg down on the ground
it immediately gets consumed on spawn ability
Also, I just killed it twice
it's like 5 min timer with a 30-45s delay
I can upload the raw as an unlisted for exact times if you'd like
5 min timer is very much true
20 sec delay
Yus please!
Oh, so I guess they must have listened to feedback and cut the time a bit. Pretty sure it used to be over 10 min. ๐
it was 10 minutes before for orb yes
they decreased it when they added Omoroth
I just had not timed it
Is the cheese spot still there?
The acid?
No it was removed
I tested that immediately after patch
I don't know of any other cheese for the boss
I never did it
No. X tiles down and left, to stand without getting hit or aggro'd or reset fight.
ah, yea I did not try that
I tried a thing, big larva try to attack the soul orb but can't break it lol
Am uploading the raw currently, should be done pretty quick considering it shouldn't be that large a file
It takes up tile spaces so I wouldn't be surprised if the game considers it a mob entity of sorts which is what triggers them trying
Give you a brief desire to boot the game back up lol
Man I need new content to sift through
yea idk I still haven't done sea biome lmao
Really pacing yourself there champ lmao
was doin those mod things but kinda burnt out on that as well lol
Video of the orb audio + the timed delay between orb disappearing and boss spawning
@trim kestrel it's processing the HD, which doesn't matter, but here is the raw file https://youtu.be/kZlyeUB0Es4
Don't mind my random blabbings, I forgot my mic was plugged in
i know this is lore channel stuff but what if:
you kill all three titans and then the core becomes evil and you must defend these orbs from destruction (the mobs from the biome will come ) first azeos soul is saved and he fights with you then omoroth he fights with you and as last ra-azar
would be epic though
The core won't become until you tried to give the soul to the core and tried to teleport to overground, and will be instead send to a field to fight the final boss
But the problem is when will the final boss come out, with sand biome or with crystal biome?
at the point where all bosses theyve planned are in the game
ra azar?
what are you making up lmao
also " the mobs from the biome will come" sounds horni ngl
isnt that the desert boss?
oh
ra-akar
idk where you got that from