#Core Keeper University

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trim kestrel
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Maybe I used an inappropriately specific coding term. I was meaning only algorithmically. The list of times for next spawn event being due.

inland compass
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i wouldn't put it past them. everything is highly dependent on unity structures for convenience

trim kestrel
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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.

inland compass
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in theory they could use a data structure like a quad tree to keep track of which cells are in range

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is it exactly 22 and 15?

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oddly close to 1.5x the original time

trim kestrel
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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.

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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...

heavy chasm
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so here's my mob farm @trim kestrel

trim kestrel
heavy chasm
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yess my farm is not within the grid and i should move it right?

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here is the grids

trim kestrel
# heavy chasm here is the grids

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.

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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.

trim kestrel
# heavy chasm here is the grids

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.

heavy chasm
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okay thanks alot!

trim kestrel
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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:

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... 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.

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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.

unborn summit
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Does chunk boader effect spawn rate?

trim kestrel
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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.

trim kestrel
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Now, this was a fun one to calculate...! ๐Ÿ˜ตโ€๐Ÿ’ซ

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.

trim kestrel
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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...

trim kestrel
crisp goblet
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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?

hoary osprey
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Enemies from different biome attacks each other except the cavelings (and sentry) do not attack other cavelings

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My cells just have either cavelings or mold mobs to stack.

inland compass
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Mold biome is hostile to all

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Cavelings are passive to other cavelings

trim kestrel
trim kestrel
# crisp goblet Do all the factions attack each other, and if building a spawn cell containing a...

When I was running my rainbow spawn test chambers...: #๐Ÿ“ท-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).

crisp goblet
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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.

crisp goblet
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Can spawn surfaces be stacked?

trim kestrel
trim kestrel
crisp goblet
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No damage after 10 hours afk; I feel the repairs needed for the very rare brutes would be minimal maintenance

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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?

trim kestrel
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Caveling miners specifically? I found them quite suicidal...

And no, mobs only supress their own exact type.

crisp goblet
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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

trim kestrel
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.
Oh, did I ask, yet: what do you each think of my combining drop icons vertically with identical ones from another mob?

crisp goblet
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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

trim kestrel
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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.

crisp goblet
trim kestrel
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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.

crisp goblet
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Easier to scan if you did

trim kestrel
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I mean, like I did here. Both lush cavelings drop lush moss, etc.

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You like that better than....

crisp goblet
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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

trim kestrel
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But they're grouped in sections by drop chance... ๐Ÿ˜• (To give a quick idea of which mobs are best to farm when one's after a specific drop.)

crisp goblet
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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

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Like right now, the scholar and crab/tentacle have their ore and wood drops aligned

trim kestrel
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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.

crisp goblet
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(Haven't had my 2nd coffee yet ๐Ÿฅฑ )

trim kestrel
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It's good feedback, as to what isn't obvious. I'll label that feature up. ๐Ÿ‘

crisp goblet
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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

trim kestrel
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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?)

crisp goblet
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Which mobs pose a problem for kill mechanisms/auto item collection?

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I agree with you, the varying icon sizes is not great

hoary osprey
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Can you try to make the same drop in the same row and use color to represent drop rate?

trim kestrel
hoary osprey
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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?

trim kestrel
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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.

trim kestrel
crisp goblet
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Is there a general mob attack range?

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Or does it differ between ranged mobs

hoary osprey
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You mean aggro range or reach range?

crisp goblet
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The range at which they'll fire

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I'm thinking you could aggro ranged mobs to attack across mobs of their own faction.. as a kill mechanic

hoary osprey
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Ranged mob's attack do not hit mobs of same faction

crisp goblet
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Do they not? That's unfortunate

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I could have sworn I watched a scholar kill a miner while trying to shoot a slime

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But, tired brain.. so who knows what I saw

hoary osprey
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Sorry I have not tried to put scholar and miner into same cells since I cannot figured out how to handle the brute.

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but I have been killed by shooting by a bunch of hunter and scholars shooting together to me

trim kestrel
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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...

trim kestrel
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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.

trim kestrel
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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.

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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.

trim kestrel
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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.

crisp goblet
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Makes sense

trim kestrel
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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.

trim kestrel
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Anything to add or change with this info?

serene kraken
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Can't really think of anything else.

trim kestrel
serene kraken
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Ah I see what you've done.

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I think it's worth having it separated yeah.

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@trim kestrel are you aware of if posion slime ground affects morpha?

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Not tried that.

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He can definitely be poisoned so I'd assume the ground works fine..

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But not yet tried it

trim kestrel
serene kraken
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I have used spike traps.

trim kestrel
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Give it a go then. ๐Ÿ™‚

serene kraken
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This is going to make farming morpha easier then

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Than having to switch to a poison build.

trim kestrel
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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.)

hoary osprey
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Is that include the cell the player at?

trim kestrel
# hoary osprey 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?

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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.

fallen rampart
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do lit floors and/or torches prevent the various cavelings from spawning?

inland compass
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16x16

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the game spawns mobs locally in 16x16 cells

inland compass
trim kestrel
trim kestrel
shadow grove
trim kestrel
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Right.

shadow grove
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Sorry for a reapted questions: the rainbow farm is the efficence?...

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the most efficence, i mean

inland compass
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If built in the 16x16 spawn cells, it should produce the most mobs

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If you're going for secondary mobs (ie sentries or brutes) you need to cover all the tiles with their cover

shadow grove
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bottom line, it make sense to create each spawn type in a 16x16 farm?

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is 32x32 double spawning?

inland compass
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Quadruple

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And yes, each spawn type in a 16x16 will spawn the most mobs

shadow grove
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is it doesnt matter if the 16x16 will cross a chunk?

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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?

inland compass
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Lol that is the only thing that matters. Use the map tool and click mob grid

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Things need to fit in that grid

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The % is per cell

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So even filling the whole cell won't make it 100% for the harder to spawn mobs

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Remember, don't use stone moss in the mixed room

shadow grove
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yes because the mobs will fight against right?

inland compass
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Yeah and brutes will break everything

crisp goblet
shadow grove
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yes thats what im meaning: so if i will cross... i just have for example a 8x8 & 8x8 farm, correct?

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it must fit in the borders of one chunk

crisp goblet
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Well no, if split in half you'd have two 16x8s; If you crossed a corner, however, you might have four 8x8s

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Regardless, in the end it's not longer a '16x16' area, it's multiple smaller areas

inland compass
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Think about it more as in, every 16x16 cell is its own room. It only interacts with the tiles you put in it.

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And use the map tool to see the room(cell) boundaries

trim kestrel
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Does this help to explain the basic details of the system?

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And do the colours on this graphic look overly vivid to anyone?

fallen rampart
trim kestrel
trim kestrel
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Tweaked bit. (Any more or less clear?)

hoary osprey
crisp goblet
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Definitely not no lining

trim kestrel
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Yeah, I tweaked it several times for better visibility already... ๐Ÿ˜ถ

trim kestrel
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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. ๐Ÿคท

trim kestrel
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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... ๐Ÿ˜…

Seems like Hunter's drop rate is over-tuned. Since Lush Moss became a thing and they're no longer rare.

serene kraken
crisp goblet
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Did you notice mobs lingering between waves, or did the spikes handle the 'winners' prior to the next spawn event?

trim kestrel
# crisp goblet Did you notice mobs lingering between waves, or did the spikes handle the 'winne...

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.

shadow grove
shadow grove
trim kestrel
# shadow grove 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.

crisp goblet
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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.

trim kestrel
crisp goblet
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Good to know

crisp goblet
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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?

trim kestrel
hoary osprey
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How to know which biome is the tile at?

long dagger
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Stand on the tile and open the map, the name should pop up at the top right

trim kestrel
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Everyone else seeing the member list empty, here?

crisp goblet
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Nope

trim kestrel
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๐Ÿ˜ถ ๐Ÿ˜ตโ€๐Ÿ’ซ

inland compass
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List shows on mobile for me

trim kestrel
# shadow grove but it would be much nice if you had a place where you will put all your knowleg...

Here, just for you... ๐Ÿ˜œ 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.

The exact spawn mechanics explained in detail, for best possible mob farm designs. Based on many weeks of in-game testing + new data mining. SPOILERS for game mechanics, biomes, mobs, bosses. [More ex

crisp goblet
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give example builds plx!

trim kestrel
crisp goblet
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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

lament badger
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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?

sly sable
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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?

crisp goblet
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Short answers: no, and yes.

inland compass
trim kestrel
trim kestrel
sly sable
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I'm on my phone so it looks written by ants ๐Ÿ˜† but I think it would look fine on a bigger screen

trim kestrel
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You can tap the pics and zoom in to read ok, though, right?

sly sable
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Yeah it's fine if I do that

serene kraken
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how do you find out this very complicated wit the % decrease chance for more mobs

crisp goblet
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Game files, and careful testing.. I believe. ZeroGravitas has been teasing the situation apart for some time now.

lilac gale
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Zero has been testing mob stuff for the better part of a month 8+ hours a day pretty much

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I boot Steam up, see Zero playing CK. I close Steam down, I see Zero playing CK.

trim kestrel
# serene kraken how do you find out this very complicated wit the % decrease chance for more mob...

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.

trim kestrel
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I don't think I've been in for the last couple days... I actually played Overwatch last night. ๐Ÿ˜ถ

fallen rampart
trim kestrel
trim kestrel
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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? ๐Ÿ™‚

inland compass
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Hopefully the crab bubbles won't crash your game lol

long dagger
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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

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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

trim kestrel
trim kestrel
long dagger
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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

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U already planned ahead, nice

trim kestrel
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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.

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But, of course, I'd want to try and get it all on one screen, to show it off, best. (Including in time-lapse.)

shadow grove
long dagger
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the items will loop back with the drill

trim kestrel
trim kestrel
# shadow grove Why do you have this belts? for items that will not fit in the chest?

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). ๐Ÿค”

crisp goblet
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What's your ratio of crab cells to caveling cells?

wild hamlet
wild hamlet
wild hamlet
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Sorry about the multiple replies...I'm not sure how to Reply multiple in a single message

trim kestrel
# wild hamlet I get those points but the item loop seems redundant given that if items stop un...

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.

wild hamlet
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The bottom left loop can be closed off solid otherwise

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I'm talking about where things were circled in the 1st reply

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Come on Zero spit it out...I've seen ya typing for like over 5 minutes

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Don't hold me in suspense like this

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๐Ÿ˜‹

trim kestrel
# crisp goblet What's your ratio of crab cells to caveling cells?

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.

wild hamlet
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Oof...it wasn't even for my follow up...lol

trim kestrel
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On phone, in bed. ๐Ÿ˜œ

crisp goblet
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Which timezone are you in Zero?

trim kestrel
# wild hamlet So your saying they can glitch past your drills?

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... ๐Ÿค”

And it's near impossible to debug a system like this, once it's in full operation. Full of crabs and brutes. ๐Ÿ˜ฌ

trim kestrel
# crisp goblet Which timezone are you in Zero?

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. ๐Ÿ˜

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.)

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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. ๐Ÿ™‚

crisp goblet
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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.

trim kestrel
# crisp goblet I don't believe I had ever heard of ME/CFS; fascinating stuff, and I'm sorry you...

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 ...

serene kraken
crisp goblet
#

That's rough; counting my blessings right now

trim kestrel
long dagger
#

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

long dagger
#

Overflow without pulsing the m arm*

#

For the last sentence^

trim kestrel
long dagger
#

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

trim kestrel
#

If you could show it picking up multiply stacked items, that's be swell! ๐Ÿ˜‰

#

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?):

long dagger
#

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

trim kestrel
# long dagger

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).

serene kraken
# trim kestrel I've not fully spell checked all the rest, yet. But have added some more informa...

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.

trim kestrel
serene kraken
#

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.

trim kestrel
#

Lol. Just found out that putting slime over a tile that normally gets pulled up by a drill will keep it safe... ๐Ÿ˜ตโ€๐Ÿ’ซ

silk hare
#

oh like super glue

trim kestrel
#

๐Ÿคท 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.

long dagger
#

Don't they mine away at stone walls too?

trim kestrel
#

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.

trim kestrel
#

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.

trim kestrel
# long dagger

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.)

long dagger
#

Rip

trim kestrel
#

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.

long dagger
#

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

crisp goblet
#

Is this 100% mob-v-mob kill?

long dagger
#

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

trim kestrel
#

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 ๐Ÿ˜…

silk hare
#

how good are crabs as a killing mechanism

trim kestrel
crisp goblet
#

Are you also spawning infected on the outer loops?

trim kestrel
#

Ah, you noticed the cloud effect from the mold ground? ๐Ÿ™‚

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.

crisp goblet
#

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).

trim kestrel
# crisp goblet I suspect we may see a new automation tier in a coming update; I could definitel...

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.

trim kestrel
#

This is taking a lot of time to figure out, still... ๐Ÿ˜ฎโ€๐Ÿ’จ

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...

trim kestrel
#

Oh, just noticed that every crab bubble gets hit with encumbering presence! Wonder if that actually slows them? ๐Ÿค” ๐Ÿ˜†

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.)

trim kestrel
#

@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?

inland compass
#

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.

primal rapids
fallow hawk
#

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.)

trim kestrel
# fallow hawk So I replaced my stone brick walls with wooden floor since the roots don't grow ...

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? ๐Ÿ‘€ ๐Ÿ˜…

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.

trim kestrel
trim kestrel
#

I've been making some refinements:

โ€ข 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.)

โ€ข 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.

โ€ข 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.

โ€ข 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!)

โ€ข 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.

#

โ€ข 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.

โ€ข 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.)

โ€ข Monster spawn layout still need to look at in more detail...

trim kestrel
#

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.

trim kestrel
#

There's rather a lot of spare capacity, lol. ๐Ÿ˜ฎโ€๐Ÿ’จ

fallow hawk
fallow hawk
#

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.

hoary osprey
#

Maybe seed in the saw

long dagger
#

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

trim kestrel
trim kestrel
#

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.

โ–ถ Play video
trim kestrel
#

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. ๐Ÿ˜ข

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. ๐Ÿ˜•

silk crescent
#

Oh the humanity of it all.

trim kestrel
# trim kestrel Oh, I spoke too soon... I accidentally super-saturated the caveling kill loop,...

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.

silk hare
#

@trim kestrel does your farm have a kill switch to stop it completely

trim kestrel
silk hare
#

i see hopefully one day there will be a way

#

or having cubes with doors

trim kestrel
#

made a sea tentacle farm lul

#

It looks like the infected double-hit the tentacle each time, kinda cheaty... ๐Ÿ˜•

#

Note, this is an extremely expensive/inefficient design for the sake of putting potential drops directly into a chest...

Any suggestions for improvement?

trim kestrel
#

Bonus gif of big larva doing some gardening for me. (As per @floral tendon's tip, some time back.)

long dagger
#

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

trim kestrel
#

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.

trim kestrel
#

Another gardener trophy! ๐Ÿคฉ

long dagger
#

Nice, u don't rly need that many tentacle whips tho

trim kestrel
#

Yeah. I kinda got the one already... Maybe if you were multi-playing...

long dagger
trim kestrel
#

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.

trim kestrel
hoary osprey
trim kestrel
#

Up the Mz.๐Ÿคท

cloud imp
#

a server for the electronic table? noice

fallow hawk
weary pond
#

Just curious what this does? And also curious about what you all are talking about ๐Ÿ˜‚ these circuits are confusing basically Iโ€™m asking in the long run what are you using them for?

long dagger
#

It was for dmg stacking with drills when unloaded which was patched a while ago

trim kestrel
weary pond
trim kestrel
weary pond
trim kestrel
#

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.

primal rapids
trim kestrel
#

What do we think? Explains everything clearly...? ๐Ÿ˜ตโ€๐Ÿ’ซ

#

Needs a few presentation tweaks.

feral ferry
#

That is absolutely inspired

trim kestrel
#

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.

feral ferry
#

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

trim kestrel
feral ferry
#

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

trim kestrel
feral ferry
#

did you build your site on the cell grid to maximize your output?

trim kestrel
#

Well, that and the topology needed to access the 4 separate loops in the kill area.

feral ferry
#

Sorry, didn't realize because I couldn't look at it on a monitor until now

#

It's much clearer at full size lol

trim kestrel
#

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?

feral ferry
#

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

trim kestrel
#

Agreed.

feral ferry
#

for sharing to Reddit and so it's great

crisp goblet
#

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.

trim kestrel
trim kestrel
crisp goblet
#

Beaut.

weary pond
feral ferry
#

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.

weary pond
#

Is there a way to see coordinates in game?

#

Nvm I looked at the link thank you

trim kestrel
weary pond
trim kestrel
#

Cleaner spawn chance graph.

feral ferry
#

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

trim kestrel
#

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... ๐Ÿ˜ฎโ€๐Ÿ’จ

#

.
Anyway, I think this is... done now? ๐Ÿ˜ตโ€๐Ÿ’ซ
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.)

Spawn algorithm revealed in full detail, for best possible mob farm designs. Based on weeks of in-game testing + new data mining. SPOILERS for game mechanics, biomes, mobs, bosses....

crisp goblet
#

Guide is intense! Great work

trim kestrel
# crisp goblet "Proability"

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. ๐Ÿ™„

crisp goblet
#

Would you even say you have a pro-ability to make typos?

trim kestrel
#

Bah, that would be far too trite... ๐Ÿ˜œ

trim kestrel
# crisp goblet Guide is intense! Great work

I'm not sure "intense" is an ideal feel for something meant to help make something easier... ๐Ÿค”

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).

crisp goblet
#

Not sure you can avoid being "intense" with the amount of info you're providing

Can confirm errors on the images

proper coral
trim kestrel
#

Their image hosting service went down for various aspects of Steam community a while back, for like, a week... ๐Ÿ˜ฎโ€๐Ÿ’จ

trim kestrel
#

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

inland compass
#

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.

hoary osprey
#

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

trim kestrel
#

Thanks a lot for the input, both! Some good stuff there that I'll definitely include. ๐Ÿ‘

Sorry, I wasn't feeling up to wading back into it today. Will get to it soon.

weary pond
#

Was wondering if weโ€™d ever get the opportunity to rotate certain items like 1x3 planters or vending machines to fit against east west walls

silk hare
#

why do u say that @cloud imp about rotating

cloud imp
silk hare
#

naw i thought u had a insight that there was a limitation

trim kestrel
cloud imp
#

its a lot of work so...

silk hare
#

ye its all cool

trim kestrel
#

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

agile abyss
trim kestrel
#

๐Ÿ˜ณ Cool. ๐Ÿ‘ด ๐Ÿ˜…

#

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...

โ–ถ Play video
#

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.)

agile abyss
#

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

trim kestrel
#

Right, ok. Interesting. That kinda leads into what I was going to say.

agile abyss
#

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

agile abyss
trim kestrel
#

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.

agile abyss
trim kestrel
#

handy.

agile abyss
#

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 ๐Ÿ‘Œ

trim kestrel
# agile abyss that's sick! I'm gonna have to build one of these myself

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. ๐Ÿคท

(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. ๐Ÿ˜… 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...?

agile abyss
#

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!

trim kestrel
#

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... ๐Ÿ˜ตโ€๐Ÿ’ซ

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? ๐Ÿ™‚

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.

frigid hinge
#

Very interested and reading everything. ๐Ÿ™‚

#

@agile abyss is the wiring expert in our team though!

trim kestrel
#

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! ๐Ÿ‘

But I love to see unique implementations and unexpected ways of doing stuff, myself. ๐Ÿ™‚

#

Hence I like the simplicity and power and differentness of the current logic circuit. ๐Ÿ™‚

frigid hinge
#

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.

agile abyss
#

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

frigid hinge
#

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.

agile abyss
obtuse star
#

i think traps would be cool

#

something to spice up exploring

trim kestrel
#

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.

lilac gale
obtuse star
#

survival of the fittest

inland compass
#

Desert biome could introduce non drillable walls that need blasting. Or maybe blasting would be faster than drilling for some areas

long dagger
#

would be great if wiring stayed consistent, currently for larger contraptions the results vary

frigid hinge
#

That's definitely how we view it.

agile abyss
long dagger
#

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

agile abyss
long dagger
#

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

agile abyss
long dagger
#

already did back then, idk if the devs r aware of it

trim kestrel
#

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

trim kestrel
#

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. ๐Ÿ™‚

frigid hinge
#

Thanks @trim kestrel. I have forwarded this to the people working on the loot sink balance ๐Ÿ™‚

#

and the mobs

long dagger
#

was thinking about a conveyor changing direction when powered, it may have better use with newer build items but prob not rn

obtuse star
#

could get annoying when trying to run power around

#

maybe like a conveyor interface under the conveyor that gets powered or something

long dagger
#

Just a separate conveyor type item, keep the current one as is since it's usually common to run electricity under them in builds

obtuse star
#

what if there was like a thing you could put under stuff that rotates it or something though

#

like arms or drills too

long dagger
#

That'd be interesting but would it be powered with electricity? It'd be a bit of an issue

obtuse star
#

maybe like a data wire or something

#

with channels

#

so you could turn it different ways

long dagger
#

Wireless activation within a certain amount of tiles of a special button

obtuse star
#

wireless logic would be really cool

#

but would probably need some form of distant loading

long dagger
#

I don't think it'd be an issue if it's activated by a player directly and has a short range

obtuse star
#

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

long dagger
#

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

obtuse star
#

yeah sorting would be nice

#

like a filter

#

maybe some large crafting stations that require autonomous input

long dagger
#

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

trim kestrel
trim kestrel
agile abyss
#

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!

weary pond
#

Flower pots would be nice especially the 1x3 to run along walls but we already have the 1x1 which is fine lol

long dagger
primal rapids
#

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

long dagger
#

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

trim kestrel
# primal rapids I'd be glad if, for starters, mechanical doors didn't get broken by mobs, and co...

That's actually a thing I've thought about and brought up in my wiring suggestions summary doc I made yesterday (2 pages) ๐Ÿ™‚ : https://docs.google.com/document/d/1f7o1mfCbfF4qbVmRqSjZztUL4wvdr2x-VOEJtBVITjI/edit?usp=sharing

trim kestrel
# long dagger Kinda sucks how it needs to have a wall on both sides, would be nice to have som...

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. ๐Ÿ™‚

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.

fading nebula
trim kestrel
#

I am still playing, this is true. ๐Ÿ™‚

south sundial
trim kestrel
# south sundial wait what counts as "technical knowledge"? REing code to understand systems bett...

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.๐Ÿ˜… Or, at least, I reached the end of being burnt out with my ME/CFS borking my Terraria vid YouTube attempts.

south sundial
trim kestrel
south sundial
#

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

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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

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hovever, i dont think you should be able to craft it until where the table is in progression currently.

trim kestrel
# south sundial yea i see what you mean. but for people who truely do see potential in this game...

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. ๐Ÿ™‚

south sundial
trim kestrel
south sundial
#

if you know what that is atleast

trim kestrel
#

Not the faintest clue, sorry; I have ~30 minutes in Mincraft, total. ๐Ÿ˜ณ

Also, what's "REing" short for?

crisp goblet
#

Reverse engineering

south sundial
#

^

south sundial
crisp goblet
#

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

south sundial
#

thats sorta what kicked off most peoples childhoods prior to the more modern games

south sundial
#

custom programming and display

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really cool stuff

trim kestrel
#

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.

south sundial
#

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

trim kestrel
#

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.

crisp goblet
#

What makes it more powerful, in your understanding?

trim kestrel
#

Terraria's wiring is very fast and dense:
โ€ข It runs at 60 tick/s and each wire can have multiple activations per tick.
โ€ข No need for repeaters.
โ€ข You can stack up to 4 wire colours on top of each other.
โ€ข 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...?

crisp goblet
#

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.

trim kestrel
#

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...?

crisp goblet
#

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

trim kestrel
#

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.)

crisp goblet
#

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.

trim kestrel
#

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.)

crisp goblet
#

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)

agile abyss
#

talking about me?

agile abyss
obtuse star
#

i think ive seen at least one basic computer in CK

trim kestrel
#

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?

trim kestrel
agile abyss
#

Haku is the smartest wiring person I know, he also made one

trim kestrel
#

Got any YT links or such? ๐Ÿ™‚

agile abyss
#

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)

agile abyss
#

might be able to find you some videos

trim kestrel
agile abyss
#

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...

โ–ถ Play video
#

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

south sundial
#

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 ๐Ÿ˜…

trim kestrel
south sundial
#

its the 31st?

#

oh i read that as 24th

trim kestrel
south sundial
#

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

trim kestrel
#

Yeah, you could give them a tickle with some drills... ๐Ÿซค

south sundial
#

oh true

#

making that not obvious is stupidly hard though

trim kestrel
#

Or open an automatic door to a bunch of packed in mobs.

south sundial
#

you cant exactly put drills inside blocks

trim kestrel
#

I mean, they'd be off and player would turn them on... And be on top of one to throw the lever. ๐Ÿคท

south sundial
#

i think atleast

trim kestrel
#

I don't think I've seen that in Terraria...? Boulders, darts, tnt and statue traps, sure. Plus mimics, of course.

south sundial
#

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

trim kestrel
#

Is that explosives under the chest?

And chests send a wire activation?

south sundial
#

yeah

#

theres no button

#

i never checked with wire

#

but i can search it up rq

trim kestrel
#

oh. I don't play for half a decade and suddenly EVERYTHING changes! ๐Ÿ˜œ

south sundial
#

oh

#

its 1.4

#

whoops

#

yeah

trim kestrel
#

Not a player proximity sensor? K

south sundial
#

btw tmodloader has also been ported to 1.4

trim kestrel
#

Rip [when dynobot strikes]

south sundial
#

i was impressed by that

#

i censored it myself lmao

south sundial
#

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

trim kestrel
#

It's gotta be done.

weary pond
inland compass
#

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

weary pond
#

I need to spawn them in separate cells then because the brutes destroy my conveyors lol

agile abyss
silk hare
#

i just notice that u can make chain reactions

long dagger
#

New vehicle ๐Ÿ‘€
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

long dagger
#

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

inland compass
#

Add an armored boat would be nice for hard mode

long dagger
#

Ram into sea tentacles to kill them

inland compass
#

A spikey boat!

long dagger
#

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

inland compass
#

yeah that's why i don't like the locators

#

or their availability needs to be tied to something that takes longer to get

fallow hawk
#

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.

south sundial
#

like a trapped chest or trip wire or something that the player could fall for

trim kestrel
trim kestrel
# weary pond Whatโ€™s the trick to preventing the giant bots and brutes from spawning in farms ...

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.

obtuse star
#

ive had a similar thing happen to me

trim kestrel
agile abyss
rich belfry
#

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

south sundial
long dagger
#

Dunno what else u could do to simplify it without wires

#

Unless if u let projectiles trigger it

agile abyss
#

don't worry, I'll hopefully regularly upload short videos/gifs of what I'm experimenting with, you'll be informed in no time! ๐Ÿ‘Œ

long dagger
#

๐Ÿฟ

obtuse star
#

cant wait for some juicy leaks

long dagger
#

Can't wait to see newer wiring tools from u

inland compass
#

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

long dagger
#

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

trim kestrel
# inland compass So if i were to add a mob farm evaluation tool to the map tool, what would be a ...

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 ๐Ÿ™‚ ): https://docs.google.com/spreadsheets/d/1WPzQ9fh21anccVCQN5KPbstmytgsA4uzFE73GvGn5F8/edit?usp=sharing

inland compass
inland compass
trim kestrel
#

Yeah, yikes! The number of numbers gets overwhelming fast! Just looking at one spawn surface type, with multiple mobs...

trim kestrel
inland compass
#

Honestly it would be nice to have an automation layer for map tiles

trim kestrel
#

Problem is, there's going to be a lot of mobs listed, soon, with the updates too (minus hive and snare, here).

trim kestrel
#

Just, not sure how it would render for player... Like, another level of zoom-in would show symbols inside the ground type pixels?

inland compass
#

Probably becomes when you stack layers

trim kestrel
#

Or straight up item (inventory) icons?

inland compass
#

Nah just a toggle button to show/hide the layer

trim kestrel
#

Fair... ๐Ÿค”

inland compass
#

You can't do 1 layer per item without rewriting the entire map code

#

Since it is just drawing pngs

trim kestrel
#

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.

inland compass
#

Nah just toss in another set of pngs in the map zipfile

trim kestrel
#

That's still new game code. Heh.

inland compass
#

Right but when you have chrysalis with acid and rail and carpet

#

What do you show on the new layer? The carpet or rail

trim kestrel
#

.
Only the top floor tile shows.

I kinda want to say they should remove layering. But that would suck, for aesthetics.

inland compass
#

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

trim kestrel
#

Hmm... ๐Ÿค”

#
  1. Natural ground and spawn surface layer.
  2. Asthetic tiles (inc carpet) layer.
  3. Object layer.
    ...? Where electrical wire?
hoary osprey
#

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

trim kestrel
hoary osprey
#

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

trim kestrel
inland compass
trim kestrel
#

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).

hoary osprey
#

Filter by spawn ground is also welcome.

trim kestrel
# inland compass So with automation working all over the world, they can cheat with showing those...

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.

frigid hinge
#

I love the pixel art people are making in the game; would be great if we could animate it too -- interactively even

silk hare
frigid hinge
#

Yea

silk hare
#

id love that

frigid hinge
#

It is in our backlog. Not sure when it will make itself into the game, but I am personally hyped about it ๐Ÿ˜

silk hare
#

aye me too

long dagger
#

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

quick ice
#

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

trim kestrel
quick ice
#

does it affect my xp output if i switch blocks

#

if not i could definitely work in a necklace

trim kestrel
#

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.

quick ice
#

alright

#

i think if it cut it down to stone walls i should be able to increase atkspd more

quick ice
long dagger
agile abyss
#

so when referring to the wiki, should I use wiki fandom or wikizet?

trim kestrel
agile abyss
#

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-

trim kestrel
#

I mean, wikizet has an objectively cleaner layout (even with the best ad blockers). So, unless it doesn't have the info, you know... ๐Ÿ™‚

long dagger
#

it is much neater, can confirm

primal rapids
#

+1 vote for wikizet

obtuse star
#

wikizet looks much cleaner and is easier to use imo

silk hare
#

yes

regal berry
#

Gamepedia was awesome, but fandom bought it up, so I've been kinda prejudiced against fandom because of that

quick ice
#

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

short hill
#

waiting for desert update like

#

november is gna be like early christmas

frigid hinge
#

๐Ÿ˜

trim kestrel
# quick ice is it just go and try and post information thats not false

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.

south sundial
#

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

long dagger
#

drop rate and amount of drops from the mob may affect it

hoary osprey
south sundial
#

its through a modding api

#

i think i figured out the issue but im testing it rn

trim kestrel
trim kestrel
#

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...)

Core Keeper Wiki

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, ...

quick ice
#

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

trim kestrel
# quick ice while on the contrary i've been mining out my world and have received exp closer...

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

Core Keeper Wiki

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? ๐Ÿ‘†

lilac gale
#

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 ๐Ÿ˜…

trim kestrel
inland compass
#

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

trim kestrel
#

Hmm. I've not heard anything about that specifically (and not tested it), so I wouldn't hold you breath...

south sundial
fallow hawk
#

So what does this mean in terms of farms?

#

(From the patch notes.)

trim kestrel
# fallow hawk So what does this mean in terms of farms?

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?

fallow hawk
fallow hawk
trim kestrel
inland compass
# fallow hawk So what does this mean in terms of farms?

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

fallow hawk
trim kestrel
trim kestrel
#

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...

crisp goblet
#

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

trim kestrel
#

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....

fallow hawk
#

I didn't know this was a problem.

#

Also I wonder if my map issue has been resolved.

serene kraken
#

guuyss.. how do i create a perfect circle in a large map ?

trim kestrel
trim kestrel
long dagger
fading nebula
#

and are you doing it alone

#

or whit more people

agile abyss
long dagger
#

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

fallow hawk
#

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.

south sundial
#

but theres someone helping out with music and another with sprite work

fading nebula
#

also nice work

south sundial
#

cool, all you have to do is make something unique and people will show interest. Then just dont be an a**hole

south sundial
#

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

fading nebula
obtuse star
#

why dont you just not use that style

south sundial
#

?

#

style

obtuse star
#

pixel art

south sundial
#

oh

#

yeah true

#

@fading nebula why not vectoral art

fading nebula
obtuse star
#

you can also just learn it

fading nebula
#

ill look into it

fading nebula
obtuse star
#

just because you dont know something doesnt mean you wont for the rest of your life

fading nebula
#

but i did it whit boxes in the end

#

and maybe i will do it

#

great idea!

#

trying

south sundial
#

and i kept trying space art lol

#

ended up half decent

#

you just have to not give up

fading nebula
#

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

south sundial
#

depends

south sundial
fading nebula
#

but ill try it but still think ima use unity and pixart

#

but im not sure at all

trim kestrel
austere kelp
#

Bruh

#

Just discovered there are sub-chats in the chats

trim kestrel
austere kelp
#

well, a little

gusty epoch
#

Yea it could use improvements but I still think itโ€™s better than the old channel lol

regal berry
gusty epoch
#

I just mean Discords implementation

frigid hinge
#

So we can do the same thing, but negated, with black lamps

inland compass
frigid hinge
#

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

inland compass
#

And maybe make it like starving on normal mode, just a debuff. But hard mode can add a dot element:)

gusty epoch
inland compass
#

Done!

inland compass
#

Sure is quiet

trim kestrel
# inland compass 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)... ๐Ÿคท

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. ๐Ÿ™‚

inland compass
#

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

primal rapids
#

as far as I understand, the expiration will only affect discoverability, as it will archive the thread until someone messages again

trim kestrel
#

I remember Bridie doing something with that setting, after this was started. It was default 1 day, but made... Indefinite?

south sundial
inland compass
#

yeah it disappeared from my discord and i panicked. so thankfully it just archives

south sundial
#

i gave up on trying to patch every single cheese btw (there are way too many and i dont have that type of time)

fading nebula
#

the bugs find me

south sundial
#

i saw like 4 seperate on malugaz alone it was sad

fading nebula
#

and ill report em

south sundial
#

nah sry, i dont have that type of time as i said

#

theyre prob all in the wiki if you want to try yourself

fading nebula
#

not all for sure

trim kestrel
trim kestrel
fading nebula
#

i still dont know why its like that

#

i do but i dont understand

south sundial
#

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

fading nebula
#

a lot is patched

#

larva can break hive walls

south sundial
#

larva can break city walls at this point

fading nebula
#

a larger range where you cant dig

south sundial
#

jk

fading nebula
#

it would be handy

south sundial
#

they cant right

#

@trim kestrel

#

theres no wayu

#

nah das cap lmao

fading nebula
#

XD

#

also

#

Zero nice work on the wiki

trim kestrel
south sundial
#

whats been updated lol

fading nebula
#

im not a good player but its still fun

trim kestrel
fading nebula
#

first for everything

#

๐Ÿ˜„

south sundial
#

if you know what that is

#

but im also busy asf the next few weeks

trim kestrel
#

I've done bits before, but it was still an ongoing learning curve...

fading nebula
trim kestrel
south sundial
#

goddamn

#

the grind

upbeat gazelle
#

@trim kestrel Thanks for your hard work ๐Ÿ™

#

even though I only read the wiki for the fishing loot tables

fading nebula
#

@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

south sundial
#

@trim kestrel lol typo

trim kestrel
trim kestrel
fading nebula
south sundial
#

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

trim kestrel
#

one of the 2 I found had been pre-dropped by a Larva killing slimes, I think it was.

spark token
#

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

inland compass
spark token
inland compass
#

most likely. do you switch computers a lot? is that why you use cloud save?

spark token
#

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

inland compass
#

cloud save would really make that worse

#

cloud save is good when you bounce around computers

#

it syncs files between installations

spark token
#

Ahh I've never actually used cloud saves, I'll just manually back up the saves

cloud imp
#

so now tell me...
what is this channel for?

trim kestrel
south sundial
#

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

trim kestrel
south sundial
gusty epoch
#

I figured y'all were skilled

#

Figuring out all this stuff thru testing and lots of fighting lol

trim kestrel
#

Figured out all the ways to cheese every problem. ๐Ÿ˜œ

I've never beaten Omoroth legit. ๐Ÿคท

long dagger
#

Who even did beat him legitimately

#

Besides the 0.1%, u gotta atleast grind some max hp from other worlds

trail badger
#

its a one time legit thing.. then its full cheese for the level of hassle

crisp goblet
#

Like the Wither in Minecraft; I'll beat it legit once, then every time after I'm sticking that mofo in some bedrock.

long dagger
#

Lol, idk if they fixed it yet but the wither is or atleast was harder on bedrock than Java

crisp goblet
#

I believe that's still the case.. but I stick to Java so I'm not sure

remote thunder
gusty epoch
#

woop wrong chat mb lol

#

it stays

south sundial
trim kestrel
#

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. ๐Ÿ™‚

south sundial
#

@gusty epoch check your no soul cooldown mod

#

does it still make you wait 2 mins to resummon azeos

gusty epoch
#

I had the shadow appear a few moments after the orb disappeared using it so

#

I donโ€™t think thatโ€™s a good representation of how it works tho

south sundial
#

so

lilac gale
#

The orb can disappear while the player is on screen, I afk under it

#

It also has an audio noise

#

Or did at least

eternal oar
#

Hello, how can i change my characters name in the files?

trim kestrel
trim kestrel
# eternal oar Hello, how can i change my characters name in the files?

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. ๐Ÿ™‚

GitHub

A simple, clean, and powerful inventory editor for Core Keeper. - GitHub - RussDev7/CoreKeepersWorkshop: A simple, clean, and powerful inventory editor for Core Keeper.

lilac gale
#

did not check the phone before sending lmao

trim kestrel
lilac gale
#

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.

trim kestrel
lilac gale
#

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

trim kestrel
lilac gale
#

it was 10 minutes before for orb yes

#

they decreased it when they added Omoroth

#

I just had not timed it

trim kestrel
#

Is the cheese spot still there?

lilac gale
#

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

trim kestrel
#

No. X tiles down and left, to stand without getting hit or aggro'd or reset fight.

lilac gale
#

ah, yea I did not try that

gusty epoch
#

I tried a thing, big larva try to attack the soul orb but can't break it lol

lilac gale
#

Am uploading the raw currently, should be done pretty quick considering it shouldn't be that large a file

lilac gale
gusty epoch
#

I was hopeful but skeptical it would work

#

Still fun to watch them try

lilac gale
#

Give you a brief desire to boot the game back up lol

#

Man I need new content to sift through

gusty epoch
#

yea idk I still haven't done sea biome lmao

lilac gale
#

Really pacing yourself there champ lmao

gusty epoch
#

was doin those mod things but kinda burnt out on that as well lol

lilac gale
#

Don't mind my random blabbings, I forgot my mic was plugged in

cloud imp
gusty epoch
#

I have a feeling but hope not

#

too predictable

cloud imp
#

would be epic though

hoary osprey
#

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?

cloud imp
#

at the point where all bosses theyve planned are in the game

south sundial
#

what are you making up lmao

south sundial
cloud imp
south sundial
#

oh

cloud imp
#

ra-akar

south sundial
#

idk where you got that from