#Core Keeper University
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I've traded with Boss multiple times, do you know why he got banned?
@sullen holly ill dm you once im back homa
Ah, alright! Thanks!
Was boss the "super legit trader, trust me bro" from the trade section of the server?
No Totally Legitimate Dealer is still here
Can see achievements already lol
@silk crescent @cobalt swan do you guys have item id for halloween update?
@trim kestrelbro do you have item id for halloween items?
You know you could set the time back if you need to farm?
nonono I got it all, I just need to know the item id xD
need to do some ||magic||
As for the item ids I currently don't know, I would imagine the wiki to have been updated but Zero should know.
alright, yeah im waiting for zero's reply hahaha the new halloween items are cool as hell man hahaha
You can grab this by having them in your inventory and firing up D.Russ's inventory editor, then right clicking on the slot in the app: "Core Keeper's Workshop".
Will that do?
uhhh I was just hoping you know the id of the item itself xD
Which halloween item..? (And I'd have to look it up myself, when I'm back at my PC later...)
oh all of them xD
priorities on consumables
You want them to use with a mod to spawn them in...? You could ask for the appropriate asset file in the modding channel. Or the ids themselves, I guess. ๐คท
Feel free to just tell me when there's something that could use improvements :) Might not get around to it immediately, but will definitely change it as soon as I can
Oh, don't worry. ๐๐ But I feel like your additions are very much in a good enough place to now focus on moving on and finishing up this first refactoring. ๐
Perfect. Will finish up the tile highlighting tomorrow and I'll officially release the new version on Thursday, once I added the new tiles
@trim kestrel Tile highlighting is now also done
Looking clean! And mostly working.
โบ Issue you may well know about:
โข Boulder selection doesn't work (I know there's extra code there).
โข Obsidian walls are extremely hard to see, when highlighted. Kind of an important one for maze hunters. So maybe give it an exceptionally vibrance boost? Not sure how boosting all (dim) types of selected tiles would look, overall - confusing maybe...
โข Caveling mosses - I don't see anywhere. Should be in spawn tiles.
โข Mould ground and beach sand should also be in spawn tiles, too, as duplicates I guess. Not sure it's worth having a separate "spawn grounds" section.
โข Tile highlighting breaks the "show biomes" feature. Could you perhaps get this to calculate (in the background) upon map load? Then not recalculate until manually refreshed...
Hmm, but map refresh should recalculate this, in case enough new tiles are revealed to change it. And player may also have tiles selected... Good luck! ๐
โบ Suggested additions that would be very handy:
โข Enable/disable button at the top to turn off tile highlighting without losing your selections.
โข Indication there are any buttons enabled in a sub-section when it is collapsed. E.g. "Toggle all" button is highlighted in some way, or there's a (colourful) mark next to it? Bonus points if you can disdinguish between some and all items being selected.
.
โบ Stretch goals (long term, would be nice):
โข Tile picker/query - tool to select a tile type in the map by clicking.
โข Item icons for all selections (like you did for bosses).
โบ Other stuff:
โข Did I throw some tooltip texts at you from the grid and biome buttons?
โข FAQ - could you shorten "For a slightly more technical answer, check "What information do you have access to?" " to "Technical detail below." with a hyperlink to open that subu-section, maybe? (Less initial bloat is important.)
โข Make section headers different colour text and/or in bubbles or something, maybe...?
Will get around to it soon-ish. Boulders I probably won't fix, since it has the same color as the normal ores. So people just need to look for 2x2 ores...
That's a "Won't fix" for me, at least for now. People can just enable the manual rotation and it'll pin it to where it is now
Will definitely look into it
I think the boulder locator was something I asked Craigin's for... Or, at least, I found it handy compared to trying to highlight ore in photoshop. And I included the function in the wikizet boulder guide.
Why did it break then? Not sure?
Did you mean you just won't fix it before publishing your first updated map tool release? to get it out there quicker?
Exactly. No clue why it broke. I should've switched it out in a way where the old code should've worked. Will probably look at it again though
Yes. It's more of a nice to have right now xD
Problem with the boulder thing is: it looks for 2x2, but that will also include all 2x2 things in walls, since the ores don't have different colors
Yeah. That can derp. But it's rare that you'll get that configuration of ore anywhere, due to the wall blocks hiding ones behind them from mapping.
Boulder code is working again
seems to have been an issue with the older transparency slider code
Great work!๐
and galaxite is now also included. Will get around to the other tiles later
Cedric you are awesome
Projectiles no longer damage doors...and we have auto turrets now. Mob farms are about to get an overhaul
Thanks! :)
Will do a public release right now! So the real url will be the new version. Unless anyone has something against it? any bugs that are tool breakers?
nothing like a public release to beta test ๐
They changed the food sprite colors. Gross.
golden food.
They just had way less... gold in the sprite before. Now it's so saturated it looks like dirt and mud.
It's possible that so.e of the color codes got messed up and cannot be correctly referenced by the cooking system. Can look at that tomorrow.
from changelog: ||Enemies taking damage from sources like Spike Traps will now be considered โin combatโ and wonโt heal for a short duration.||
||does this affect bosses ๐||
although that won't matter for my no-spikes pacifist run ๐
Is turret count as pacifist?
depends on what rules you set for yourself ๐
Projectiles can no longer damage doors.
YES!
Hope there is one day that railway can pass through doors
even just that change makes my ivy farm much much better
You can use this instead of spikes.
omg they added a way to tell when the level one furnace has stuff in it after it's done cooking ore.
Check that (electric) doors are actually immune to mob projectiles (and player projectiles) up close.
This wasn't actually working a couple days ago.
Also, while the new traps are exciting and will totally let us kill all mobs efficiently, I'm not sure how viable it will actually be to kill high-end mobs on conveyors, for automated loot collection.
I had to line up a dozen Galaxite traps, just for blue slimes. And I'm not sure mob self heal will be suspended by these ranged attacks.
so much testing to do ๐
Also, have you guys noticed how mobs now flash green to show they've healed?
I think this is when back to full health, but I couldn't get clarification from the devs, precisely.
It seems to proc a fixed period after taking damage and then being out of range of player (if they were aggro'd).
I'd previously assumed mobs healed gradually, at a percent of total/missing health per second. But this makes me think otherwise.
@tidal dock very much wanted this. And I've suggested it (elsewhere).
Check if there's a feedback thread for rail and conveyor through doors. And please make one if not. I'd vote for that. ๐
No, sadly. I imagine this being a little tricky with the object tile layering. Code wise and visually...
But the devs seem keen on adding rail automation stuff. So i imagine rail triggered plates will become a thing.
Darn but also yea I get it
Judging by how rails and minecarts are implemented, I doubt rail automation will come.
The devs (Max) modified automation to work everywhere. They have the groundwork for Factorio style play. And have shown they're willing and able to shake stuff up.
The question is more whether it can be compelling gameplay, for enough players, I think... ๐ค๐
Well, the way minecarts are implemented, they canโt possibly move without the player. They are literally cardbox deco around you. They would pretty much need to reimplement them completely for anything like that to work.
Oh, sure. Absolutely.
Also did anyone test go cart speed on clients vs host? Yesterday with my friend we found out that I for some reason is always faster than them.
Lol! That's a little bit unfair, eh?! ๐
It seems like there's some general issues with server/client sync, at the moment. Maybe it will be resolved. But bug/feedback reports and all that. ๐
Looks like you've moved the ghorm spawn distance ring to his orbit ring. I'd have it set for his spawn scene spot, a bit further out.
Enemies taking damage from sources like Spike Traps will now be considered โin combatโ and wonโt heal for a short duration.
Does this mean i dont need purple slime+spike anymore
i guess so
That's the implication, yeah.
If there's literally zero healing on the mobs, within a couple seconds of trap damage, then even hive spikes should kill any mob. Kinda OP if that's the case...
Do some testing and let us know. ๐
And look out for the green flash on mobs, after healing up.
yep its possible to kill lava slime at least lemme tried cavelings as well
It's kinda boring, tbh... Trivial to kill any mob. Just really hard to automatically collect the loot.
tbh the real problem right now is probably those explosion bugs in desert lol
Wait though. You only tested this on larva slimes...? Because slimes have always been this way, sorry.
im trying assasin right now waiting for its spawn xD
I didnt catch it on camera but everything seems to be killed
under the spike is all 5 types of mosses
I can tell you I have killed everything from this update with the tried and true spikes and poison slime
Just tedious to collect like you said before
Still testing turrets
See how can it do in the automatic settings
But judge from its damage, it may be hard to deal with hard mobs
So, it seems like there's no use for flame traps in mob farming. Or poison spike traps (which I've not seen yet - in a maze?).
So I guess these might be more relevant for boss fights/farms? Should be able to toast Glurch and Ghorm pretty effectively with enough of those, right?!
poison spike traps is in the maze ye
ye i dont see the point of other two types of spikes in mob farm xD
Yeah. The devs are quite bold, putting in a regular mob that can break player placed tiles...
I'm reminded of the bomb throwing blood moon clowns in early Terraria, that were removed because plays weren't keen on being griefed...
Anyway. What's going on with your spawn surfaces, there? Did you find anything interesting with Scarab spawning?
Also, can scarabs be conveyed?
he were testing if it went through wall with stone moss
and use mold ground generating mold caveling to trigger its explosion
I'm just testing how can those scarabs do
in order to plan which type of mobfarm it can be suited
but it seems it will destroy everything when its life get halved
and that explosion not just past through walls, but also hoed the ground
and I'm not sure it will drop items or not if they just explode
Oh right. I'd assumed that they would have to be kept isolated from enemies while farming them; interesting to get another problem mob, like Brutes. ๐
I'm guessing that they may be unallied with any other mob...? Do they fight slimes, too?
since its trigger is their lifebar
so no matter what is the damage source
it has a enemy or not
it will just explode when its lifebar goes half
not even sure if scarabs are farmable at this point :kekw:
I'm still thinking of a way to go around it except just stun it to death
Of course they will be. It's just a fun challenge! ๐
it's a good challenge, yes
Do they blow up fences..?
creeper in core keeper exists now ๐ฑ
core creeper
I've tested about each 10
from exploded scarab, 0, from non-exploded scarab, got some items
it seems you can't get anything from that explosion
Fair enough. Pretty challenging, then. I guess that is part of why players aren't getting many drops from them, then? You gotta kill 'em quick. Right?
yes
you have to kill them before they explode
stone moss area can be killed by turrets
haven't test for hard mode
since it still not considered as a trap
mobs will regenerate their health
Right. That's what I thought. When I did my testing, it looked like even slimes were regenerating their health while being hit by galaxite turrets.
it will be safer than using mold tentacles to deal with stone moss mobs
Ok. So. To me, this suggests that the only ways to automatically kill Scarabs in a farm will be either AFK Phantom Spark or a big shooting gallery of scholars or assassins.
you have to have a tons of assassins to do that
but still have a chance to explode
that not stable enough for me... so I'm still thinking
if there's a better way to do it
Enough scholars will obliterate anything. (Including your fps ๐ ).
in my hard world
they got eliminated by zombies
they didn't kill them fast enough, for they need 4 hit to kill it
You didn't have enough scholars. ๐ Also, you could have better controlled the flow of enemy mobs, perhaps.
How do scarabs interract with large numbers of traps? If they move quickly over them, they will wreck themselves, maybe.
it's because too many jellyfishes causing bug that can somehow make mob pass those water gaps
and ruins everything
I had a 2 tile gap between my shooting mobs and targets, too. But gotta be careful to stay inside of 100 tiles of the shooting area, to make sure the mobs stay rendered in and can fight each other.
you mean massive spike traps?
A big area. They fly around, right? So they'll hit a lot of traps quickly...?
you have to damage them about 1,000 in a sec
that won't be easy
that's in normal difficulty
hard mode will be harder
If it's done with mob vs mob, it makes no difference, because their damage is doubled too.
But yeah. I doubt traps will be viable for scarabs in hard mode, if it's even possible in normal mode.
Spikes will still work for all other mobs though. Which is kinda lame. Heh.
testing hard mode stone moss mobs
spike will kill everything, but turrets can't
waiting for mob to spawn
as I thought
it won't work in hard settings
smaller one died though
You could poison the mobs on the way in. My farm does that for good measure.
you can only poison them from poison slime tile, poison spike, or zombies
Yes.
spike will stop transporting, poison slime tiles will spawn poison slime
that will potentially let brute destroy everything
I used to use mold tentacle's stun to prevent them from healing
It's workable. They push each other through the 1 tile gap, as more mobs come up behind. It lets me have an electric door there, too to turn off the flow of mobs (top right corner):
There's only a dropped item on that tile because I was messing about in their spawn area, testing things. Normally nothing fights or dies on the upstream side of it.
umm
In the pre-release version of the update, turrets could actually fire through each other. So you could line up a lot more burst damage.
Do you think that would be a useful change to have back...? Issue is, you could stack up huge numbers of turrets for killing a boss.
maybe I'll build the mobfarm on normal difficulty this time, since I want a clean environment on stone moss area is primary object
it will be much helpful
and that will be the ideal way to deal with scarabs
just line 20 turret to a line
to kill it with one shot
that will solve the whole problem
There's a limited activation range to the turrets, though, like 12 tiles or so. But yeah, you could have them fire from a could of different directions at the same time, probably.
In my opinion yes. They just deal way too little damage.
Why scarab explosion is a problem? They won't blow anything up if you just use the magnet ring to collect things and keep the killspot empty
They don't seem to drop items when they explode, apparently. So need to try and kill them fast.
But yeah, I think that will be part of the setup, making sure there's nothing important that could get blown up, something goes wrong and they don't get killed cleanly.
What about using a boss to kill them?
You can say that again
is it possible for turret projectiles to hit other turrets
seems like the projectiles go through other turrets, its just they dont fire if theres another turret between itself and a target
dunno if u can bait the shots using a mob while making sure they dont get hit
i did, managed to test it
they don't hit each other, but they will hit generators lol
turrets may be the only solid structure that they can shoot through
so far, i think so
would be surprising if theres others
wish they made lamps work that way ๐
player projectiles pass thru lamps now, which was a neat undocumented update
but not enemy projectiles
thats kinda neat
also
projectiles from stone turrets can pass through other stone turrets but can dmg the galaxite turrets
u can change the direction of them like regular turrets
and seems like the galaxite turret projectile doesnt pass through them
dang, sorta hoped they'd at least have some advantage over galaxite ones
atleast it lets us test turrets on ourselfs without using mobs
oh that's true
found out u can bait shots by running up and down infront of it while being a whole tile away from its path
ill get a clip to show what i mean
i get what ya mean
u actually gotta stay further down if ur not centered on its path for it to shoot
it's probably to lead its shots
ranged mobs are already coded to lead their shots so it stands to reason that turrets would do the same, just with timing instead of angle
else all shots would just miss by walking past them lol
didnt expect them to do that for turrets since the stone turrets r in a maze
the turret above thats offscreen still targets me from here, bottom one doesnt shoot while a tile to the side since im too close
cant get a good angle to get both to shoot while one is behind another when im the only target
ya it's definitely adjusting its shot timing based on your distance
you can fool slime tentacles in a similar way
if you walk across it but stop right as it's about to throw its projectile, it'll just throw way in front of you and miss completely
i was standing still for those, find out u didnt have to keep moving after the first test
seems like it's a different method of leading
probably purely based on distance since the turrets don't aim
or purely tiled based, u dont have to be on the edge for it to shoot
im guessing its something like 1 wide 5 long then expands to 3 wide, dunno how far its range is
i think it prefires if ur about to enter its range that i listed above, the above range is just an example of how i think it works, if u enter its actual range then u dont have to move for it to continue shooting
roughly 7.5 tiles long till it reaches out of the 1 tile wide range but it wont shoot if ur on the 2nd half of the tile. at 8.5 tiles long itll shoot if ur centered on the tile away from it. it targets up to 9.5 tiles away
thats about the closest u can get to get both to shoot if ur centered
only other test i can think of while only using the player is to c how far the projectile flies before despawning, may be possible to get a quick boss kill with a long set up
it cant keep up with the projectile
it flies about this far before despawning
exactly 150 tiles
could try baiting the galaxite turrets like this using mobs, 6 tile gap between, make a lil capsule and repeat the build up to 150 tiles. dunno if they still work from that far and dunno if they can glitch through when unloaded
mob needs to be slightly exposed
for it to shoot
its targeting is basically cone shaped
easy to stack with slimes
Ooh, that looks promising... You could have a very long line of turrets all baited with slimes pushed up to the sides. Provided they never get aggro'd to jump about and break them. ๐
Levers are now the power source of choice. ๐
Also, fun fact: in the pre-release version, turrets would try to shoot fireflies, but the projectiles couldn't hit them. Confused the heck outta me for a while... ๐
unfortunately levers suck atm
if you toggle a lever it'll cause nearby self-powered levers to flicker
seems to depend on cells or something similar
doing it the old way by running a generator thru the lever doesn't flicker
more compact but less consistent, shots could get delayed for up to a sec cause of the mob moving a bit
if i've understood chunk spawning correctly, assuming i wanted a solid block of a single type of spawn tile (say, for aesthetic reasons), i should try to put it on a corner of 4 spawn chunks if i want to maximize efficiency of that block right?
Right. Max didn't fully swat that one yet...
Probably not too much of an issue for just powering turrets, though?
Oh, heh. Captive blobs. ๐ The turrets are targeting the slimes in front, right?
Yup.
The 4 from that ss aren't firing but the 4 above in the same positioning and spacing r
Those 2 were the only slimes too
Tentacles may be the best for a build like that since they don't move
I won't get to test it out atm but u could prob replace the bottom belt with just a void. Walls failed by blocking turret vision and letting the slime loose, void will help with the first but dunno about the 2nd
umm? do fire butterfly spawn on lava? or it's like acid larva, which is limited?
I've been working on my project in lava cave and didn't seen one from spawning
sometimes strangely normal caveling spawns though
i've seen some normal cavelings (miners) running around in the desert... wondered if it was a bug lol
Yeah, known bug.
I don't know. Don't know what the spawn conditions for them are. Some mobs have much higher chance to spawn up against walls.
I assume that area is actually inside of the desert biome arc? According to the map readout?
I think mobs healed in big chunks, at least bosses did when I was building automation for ivy. To be able to beat the healing, I think you had to take a big chunk (over half? not sure) of its health in one go, or it would just fully heal between hits.
yes, it's in far end of desert area
Guess they just can't stop teleporting into walls.
I even made a chasm so this wouldn't happen.
At the very least they aren't spawning out of bounds towards anything they can break. So that's good.
Does ground acid slime stop mobs self healing? (That would be very OP.)
If acid damage were to prevent regen (which I doubt) it would be a very easy (but very slow) way to kill mobs on conveyors. If the damage still passes through.
Also cheaper than spikes, in principle, as Hive Mother gives it away for free (but actually, farming iron's probably less effort).
I think the damage didn't use to pass through at least, not sure if it has changed
It did. For mobs, not for players.
fwiw
i have managed to kill brutes with only acid
truthfully i don't know how though
Top belt = empty with mob surrounded by void, still works but inconsistent with a slime (maybe stick 2 slimes in), could maybe lower it by 1 tile but the lever will need to move. Just wondering if the hitbox from brutes or such will work much better but main issue is they destroy structures.
strange
after 1 night, there even no any bomb scarab spawn in sand
ok, there it is... but failed
they can kill some, but when they failed, boom
๐
farming bomb scarabs doesn't seem feasible at all
especially with the way the game works rn, even if you can kill it fast enough normally it won't guarantee that the game won't mess it up as you move around
i just feel lucky i dropped two scarab figs in the first few minutes walking around the desert
the lava spawns those lava birds, even if you're fishing in the only available tile. so that sucks. cant afk fish in lava
creative way for the devs to nerf the fishing app ๐
umm?
I didn't seen any lava butterflies around
and I'm building it in molten area
and after a whole day, didn't seen one
I was fishing in a room with 1 magma tile available. and got killed by a bird
if there's a way to spawn that, I want to know, that's crucial for mobfarm
actually kinda depressed at this point, lava butterflies don't spawn, bomb scarab still didn't find a good way to harvest
I made this little fishing room just north of Igneous. Same molten zone Igneous spawns in.
and bomb scarab's spawn rate is incredibly low
died here to a lava butterfly spawn
took about 3 hours for one to spawn and kill me
strange, with this large scale structure, still didn't see anything
got a core iris though, so I dont mind getting killed
it seems still need other requirement
Must take after fireflies
It's pretty buggy.
So I made a simple slime farm. Came back hours later to check and I only got about 8 slimes. Stranger still is that the ones who were spawned into the room were jumping up and down in one place. Very odd.
I see what you did there.
Fun fact: water and lava create magma floor
Is this an actual thing in CK now?! ๐ Like in Terraria, mixing water & lava for obsidian blocks.
Could make an AFK ground tile farm.
credit by @winged cypress
you got jellyfishphobic
You won't be able to get a big enough concentration of shooter mobs, like that. You want to spawn them in elsewhere to concentrate 30+ tightly packed together.
With walls placed to block sight lines for a sharp cut-off on when they all start firing. And fences to stop the scarabs flying over the gap.
I assume they can fly over lava? I've watched them fly over water.
have to think of other design
Of course they shouldn't fly through walls. That's a bug for the devs. @waxen lynx
Maybe fences are actually more reliable than walls..?
unfortunately it eats the lava tile instead of generate the ground on the empty spot so i dont think its afkable
You mean that it always progresses upstream, back up the lava 'flow'? However you shape the meeting point?
I actually hope now is the timer before explosion at least need to be 3 seconds...
So, I'm trying to figure out which spawn system(s) these 2 new mobs use...
Looking at this, the old system (described in my guide) could potentially spawn a mob randomly in that single tile of lava, even if it had the standard minimum spawn tile limit of 6, within a spawn cell. Because you have all those other lava tiles just over the wall.
So, you might be safe to adk fish lava if you have no other lava tiles within 16 tiles of you one. Or, being outside of the desert biome might block that, too.
However. If it was using only the old system, I'd expect many, many lava butterflies to have spawned on the other side of the wall...
Did you get any at all? If not, then there is an added condition: the mob must be able to reach the player's current position.
This could be added to the old spawn system, like the raiding party mechanic, or it could be part of a totally new system, like the Omoroth tentacles and group spawn Scarabs.
I don't know what the spawn rate is for these slimes...
I'm kinda waiting to see if @steep pagoda will kindly parse the relevant asset file for us to see more easily. To help with these other questions, too.
... It could be a lot lower than other slimes. And their drop rate is 50% nothing. But I'd still expect to see at least, say, 8 drops per hour, in a farm this size. Depending a lot on where it is with regard to the spawn cells, too.
If you mean the lava butterflies, I suggest trying:
-
Leaving an open route for them to get to you (defended by traps if afk, I guess).
-
standing player on a small circle of conveyor, so game might think you're walking about... (Very speculative.)
-
Killing other mobs continuously. This is part of the old revenge/raiding system, I think.
I actually spent about 20 hours building this, and which contents many lava tiles since I'm digging everything out, but no fire butterfly spawning
still don't understand the requirement, or it just simply acid larva
Has anyone found a good way to use the cross circuit for machines?
If the spawn mechanism is same as the tentacle, shouldn't you just spam lava rock ground with 2x2 lava pool?
mix with them? I'll try
Sorry no need to 2x2 but 2xN
2xn?
Just any rectangle with width = 2 or height = 2
Has anyone found a good use for the cross circuits?
they are OP
especially good for shrinking the size of a circuit
sadly cant be placed under walls though
also incase you dont know, you can interact with them to change the direction
do you mean like this?
2x2 squares of lava
I'll wait here for a bit to see if it can spawn
Even if lava butterflies have higher spawn rate adjacent to ground tiles, like sea tentacles, I'd still expect them to have seen some spawn.
I don't think that's it, unless it's different, and only spawns adjacent to ground tiles. And they have bridges everywhere around the edges, blocking that.
I anticipate using them for a couple of complex digital logic designs. But it'll likely be a while before I get around to such things.
Aside from that, I don't know of any killer applications for it, in anything relevant to campaign... ๐ค
You and change to direction of the cross circuits...? What does this do?
changes where the entry/exits are
Huh? I don't get how that could be functional any different. I'll have to take another look...
I'm more surprised not to have seen anyone playing with the pressure plates.
I started making a little gif, yesterday, to demonstrate how easy it now is to make a mob proof automatic door. But I ran out of energy. ๐ฎโ๐จ
For whatever reason the spawner seems to be working now. The rate still seems a bit lower than normal, but they aren't jumping up and down in one spot anymore.
umm, still didn't seen any
Oh wow! I could swear it didn't have those diagonal orientations in the pre-release version of the update... Nifty for making more compact designs! ๐
im pretty sure it did, you have to interact with it to change the direction
Sure. I thought I'd tried that. I must have failed somehow.
it seems fly butterfly is no spawned in that setup, but still thanks ๐
do not use the bridge, use the Lava Rock Ground instead.
this is coal ground, isn't it?
Lava Rock Ground
yes, I'm using that
And there is still no spawn?
Try killing mobs.
I didn't notice any other spawns. When I returned for my loot there was only the one bird inside the walls
Right. So, it presumably needs a path to the player, to spawn.
I'm walking around places like this about hours
and built in molten area
don't know why I can't trigger that spawn
I don't know. There's some other criterion too, presumably. (Or a bug.)
Dakon was also stood on lava ground, when AFK fishing, could that be part of it?
it will be good if I can manage to get fire butterfly in my mobfarm
I just had a look and a bit of a fiddle, but can't actually find any way that the new cross circuits can help my binary counter actually be more compact... ๐ค ๐คท
Yeah, I'd like this too. It would make visual sense to put circuit objects under blocks.
Maybe it would take a little bit of code work for the devs to have two such objects in the same tile.
i think you can place them under wires though which is a bit strange
I can't put cross circuits on a wire tile or vice versa...
But you can put electricity sticks on wires. Which can have weird effects, occasionally.
What would help my design more is if the electricity sticks didn't conduct electricity, too.
Can't see any benefit of that and it's clumsy for accidentally connecting separate circuits.
Yeah, needs to be the sticks.
They have a unique effect on logic gates. Creating a 1 tick pulse (on the rising edge of a power signal input) when there's a stick on 2 gate inputs.
Spawn chance asset file digging:
โบ The following new mobs have the same chance per tile and minimum number of tiles needed as basic orange slimes, caveling miners, etc: 30% chance per tile with a minimum of 6 tiles in a cell for any to spawn. So any more that 10 tiles of lava slime is a waste:
-
Lava Slime (on lava ground slime).
-
Caveling Assassins (on Valley Moss).
-
Caveling Spearman & Skirmisher (Clay Moss). You should always get both with 8 or so spawn tiles and each has 22.5% chance for larva meat. Much easier and faster than farming Larva for it, ironically.
.
โบ Bomb Scarab - can spawn on ground tiles in the desert biome (I think must be desert sand, but value is coded awkwardly).
However, their spawn chance is only 0.05% per tile. (1/10 the rate for crabs. 5x more than sea tentacles in open water.)
That puts them at only ~12% chance per full 16x16 cell of desert sand, per spawn event (15-22 minutes).
You can have up to 2 spawn per event (most mobs capped to 1). But this has an almost negligible benefit to spawn chance.
They also have the value set to say that they can't spawn in a blocked area (unlike the other mobs, above). I think this may mean they need a path to a player...? Or a big open space...? Not sure.
.
โบ Lava Butterfly - do not not appear in this asset. So it seems they aren't spawned in the traditional way at all (with tiles and spawn events).
This means we need to dig into new asset files and/or experiment to figure out how the new system works.
So, quick math in my head.. and could be totally off as I'm quite tired.. but looks like about 1 bomb scarab per hour and a half per full spawn cell of desert sand (and whatever other requirement, eg access to player[?])
I wonder if the lava butterflies are somehow tied to player movement as a requirement for their spawning similarly to how the Chaos Elementals are. I've noticed that if I sit and fish for a few hours in the magma biomes that when I stop and kill the stuff that spawned around me I only have maybe one or two, but if I'm exploring it actively looking around I get a lot more.
You'd have about 50% odds of getting 1 (or more) scarabs spawn in 1 full cell of desert sand, after 5 spawn events. (Or with 5 cells over 1 event period of 15-22 minutes.)
So something like half the rate you suggest, I think...
May just be my luck, but it's been a few times now since the update I've noticed this.
My math assumes the chance for 2 is 50%
Chance for 2 what...? Where, when, huh?
The cap of up to 2 spawns per event doesn't double the odds.
No, but what is the chance of 2?
It just means that in the event that one spawns, the algorithm doesn't stop there. It keeps rolling the rest of the tiles it's not looked at yet, until it hits 256 or another spawns.
But there's only 12% chance 1 spawns at all. So this contingency comes into play so rarely it doesn't really matter. Maybe it ups the average odds to ~13% (I don't have the equation, off the top of my head.)
Ah, I assumed there was a chance in a single check that it could spawn 2, but youre saying that second one relies on another successful event based on remaining tiles?
Yeah.
Right, so.. negligible indeed
That's how mold infected seem to work. With up to 4. And mushrooms, with up to 2.
Ok, so the average about 1 every 3-4 hours? (per full sand chunk etc)
Something like that. Yeah. So, very damn low. From the old spawn system, anyway.
Pretty hopeless to build out collection conveyors based on this mechanism only.
So we really want to figure out how and why mobs are spawned with the new system.
.
Incidentally, the chances for a Bomb Scarab spawn in a cell of a newly generated map chunk is 4 times higher than during a regular spawn event.
So traveling the desert is, of course, a massively faster method to spawn them in. As you can force this initial events far, far quicker than every ~20 minutes, of course.
But moving around previously generated world tiles doesn't count, of course.
I haven't been keeping up much, does this "new system" you speak of affect old mob spawning as well?
Is that exploring new areas, generated fresh...? As I say above.
But yeah. Sitting still, afk, didn't used to trigger the vengeance system, in my experience. Needed to kill something first. or e.g. enter malugaz arena for first time.
New and old both seemed to work for me
I would farm Igneous, kill butterflies for figurine and repeat.
Worked somewhat well
The old mobs seem to still have their same old spawn rates as before.
I don't know all the instances where the new system might come into play with them.
But I know it creates Omoroth tentacles in the sea, groups of Scarabs burrowing out of the sad together and presumably lava butterflies (as they can't appear the old way).
The revenge system probably plays a part in why I only see a couple if I sit and fish. Also explains why I never see any spawn nearby me or wander onto screen.
Ok. So, maybe moving is necessary, too... But not sufficient (alone): #977128133142659102 message
So maybe it's more having killed stuff yourself (or both)... ๐คท
I don't know if standing on a conveyor will count as player movement... And trap kills, either... Maybe mouse held down afk kills on conveyor is an idea... ๐คท
They're definitely one of the more confusing mobs this update to figure out.
I'm trying to use the map tool.. but it cuts off at ~1500 tiles.. what might I be doing wrong?
explore more in your world
Yeah it updated, guess I wasn't quite close enough.. was nearly at the edge of what was visible
The lava will generate / turn to Lava Rock Ground when touching water, maybe the generation of Fire butterfly is also located at there too. Also have you seen any thing contributed to the criiter generation?
I've not searched through for critter spawning yet. I may do later.
So I havent played since the ocean update, not sure if its because its an old world or what, but im assuming spawn rates have changed or something? cause all my farms are dead
I think theyre like 20x11 (LxW)
They should work the same... You got any screenshots, including map too, or description of context and specifics?
[Moss type] covered by conveyors lit up by 2 sections of glowing floor tiles set up within the spawn area biome range encased by stone brick wall
maybe you should try to dig up all the moss and conveyors and place down again
Might update when I do that, I'll redo all my farms with the new update anyway I guess
Lit Floor tiles (if that's what you mean) will block all spawns on the moss tiles they're on.
The stone ground and wilderness grass (very low rate) spawning was removed (come to think of it).
Been to long to know what I've built them on, so I suppose I'll just redo everything
I mean, it the ground is glowing, then there's lit floor there... Shouldn't take too much to investigate.
What about mold ground
That's blocked by lit floor, if that's what you're asking.
As far as I know, that's already been the case, though...
For that and the mosses.
Does mold ground spawns still work alone as well?
Alone?
Okay so I just read the jist of the lava butterfly here but not really sure what's the confirm information of how its spawn. One had auto fishing for magma for a while and he died to a lava butterfly. But another person did auto fishing and was fine after one night. And then there's the bug of flying mobs going through walls. So does that mean the spawn time is very long for lava butterfly in magma or is it a one-time thing in a biome like with acid larva in the hive biome for example. Not really sure to be honest.
I dont think we've fully figured it out yet. plus it might be buggy so it could change with an update
looking good, just annoying to set up and stack them
consistent shots compared to using slimes, just some trouble getting them in and not having the turrets destroyed
anyone trial and error the turret LoS range yet
ye i tested it, mentioned a while back
something like 10 tile range, cone shaped targeting, projectile expires at 150 tiles.
for the cone shaped targeting, u can bait shots while being a tile away from its path while 7-8+ tiles in front of it
ok, thanks @long dagger , all thats left to do now is make a rotating mob belt to bait shots to farm kills
u dont rly need a rotating belt, think my set up will work great, prob replace golems with brutes
u can tile it, also other turrets and walls block turret vision
was gonna say thats a pretty inefficient design materials wise, but then you posted the below
prob a perfect setup of lining them up, just need to test it out on a mob farm
wasnt too bad to use golems, just gotta wall off the sides, get out of range for them to be inactive, run in to place/adjust turrets and such then run out before they attack since theres a delay on it after theyve deactivated
they can maybe still shoot if ur 150 tiles away, the shots disappear at that point too, can have a turret at every 5 tiles so u can get up to 30 per lane firing like that, u can maybe get it to work for every 4 tiles for more shots in a single lane using something as simple as slimes.
turrets block the vision of other turrets and the their visible range is cone shaped so it has to be at least a few tiles down before a mob can bait its shot without getting hit
u can build 1 row of it like this and mirror it on top to have the turrets side by side if someone doesnt want the gap from the projectiles
the gap isnt an issue with something like this if used for a mob farm
if mirrored, u could use the belt to cage slimes which is less time consuming than trying to build with golems
Still thinking a way to land 10 hit on bomb scarab
u can stack 30 in a line, timing shouldnt be too big of an issue unless if theyre not affected by belts then thats a bit of a prob
30 turrets
cant mirror with slimes that well, slimes in general suck along with other small mobs, seems like they arent affected by the belt if it leads into a void
turrets still shoot but not as often when compact
how to kill big worm
You could also synchronise the firing pattern by e.g. running down a line of pressure plates, with a power-on latch for each (pair) of turrets. To stack their projectiles together. And hope their timing stays in perfect lock-step.
Good job narrowing it down to 5 tile gap.
I'm curious if we can go narrower, by e.g. pushing slimes up against the side of the cell with conveyors. Single row of turrets.
hmm.. guess i should go retrace my steps a minute huh? ๐
??? Almost found it? Lol
i wasnt even looking for it
i was alt tabbing to discord and saw a few lines pop up
Neato
my time in the desert has been minimal.. was mostly looking for a boulder.
I havenโt even booted up for quite a while now. Pretty much this whole month
I didn't even know it shows there when it spawns
Itโs pretty laggy even in the main menu on my laptop lmao
i booted up at the update, made a fresh character to experience the pain of revamped clay caves and learn the new stuff
It also tells you coords to some bosses when you first load in
Sadly i dont have two screens i cant pay attention to that lol
Or it did prior to this update, since I canโt play it I canโt say it still does
it still does give exact coords for spawns, i just try to avoid that
Did electrical change? I canโt get my saws to work with the generator
do mobs still destroy drills?
Big larva and caveling miners will spontaneously attack player items, like drills, yes. And slimes whil break them with their jump attack if aggro'd.
What's the setup?
Levers have been changed to create power, now, as well as switch it.
how about assassins?
I don't know. I wouldn't particularly expect so.
Why? For an automated collecting mob farm?
for an "unbreakable" collecting mob farm to be exact (which work when im 200+ blocks away)
The physics colliders on the drills (as far as I know) unload at around 100 tiles, along with the mob's full simulation. Like spike traps and mob-vs-mob stops working at this range.
Typically, with NPC tests, they'd get pulled through the drill, like it was a conveyor.
so i tried collect mobs/items at the end of the conv belt
and skip a block(void) in front of the robot arm but mobs still glitching out. or dmg is not enough to kill high HP mobs but if i place a trap i cant collect items
feels like the only way is placing down poison slime ground and make a sorting system
easiest thing you can do to avoid that is using magnetic rings
Using large hitbox enemies has no issue with turrets firing all the time if placed right, it's just small mobs not affected by the belt when being pushed into a void so they end up getting out of range for a moment and preventing the turrent from shooting for that time. I think slimes were working fine when push against turrets, I got rid of them since I first did it with the void on the previous test and moved onto golems again
Slimes can still maybe work without the belt/void issue if turrets r spread out a bit more
Less efficient but much easier to make
Did anyone mention if those desert bugs r affected by belts or not? I haven't tested it myself nor seen anyone talk about it
The scarabs, I don't know. I'd assume they shouldn't be, since they fly. But who knows, in practice...
The abysmally slow spawn rate makes conveyor collection an unattractive prospect. Unless a faster spawn method can be triggered.
wtf
golems spawn scholars now?
a golem spawned out of thin air as well in that tile
i doubt thats normal
If you put additional turret in the 7/8/9/10 column, will it stop the turret at 6th column to fire?
I can only make the pulse generater more compact to a single 1x3 row with disabling all other function of the circuit.
And My product only takes 1x3 to start, 4x3 for each bit (since you do not need a light signal in middle) and 1x3 to emit the result.
Image
its easily stackable up to 150 blocks, u can go further but projectiles will decay and they dont fire when a player is further than about 150 tiles away. as for expanding it, lets just cut the segment into 3 from my build, right one is for the front end left exactly as is (u could add 2 turrets up front thatll only fire from other mobs) then left side is left alone for the end of the build while the middle is whats repeatable.
same for this build, was just showing how to make it with the turrets being 1 tile closer to each other
I mean it is strange as the 2nd turret (on 6th column) is not blocking the 1st turret to detect the golem on 9th row while the 1 st turret cannot detect the golem on the 7th column.
Therefore I want to know if the golem is at the side column, will the turret detection be blocked by another turret just beside it (on 2nd column for 1st turret or on 7th column for 2nd turret)
If it will not block the detection, the set up can be overlapping and make the setup more compact with the same number of turret
Or may be I will test myself when I have time, as I am still rebuilding my base now...
turrets have a cone shaped targeting, the target needs to be atleast 7-8+ tiles away while being a whole tile down to avoid the projectile
having a wall in its firing range wont affect it from shooting a mob thats to the side if the wall is far enough like the turrets shown in the build
look at my amazing drawing for an example, the white lines is its targeting range and the orange circle is the little gap it sees through to shoot
So it is really calculating the eye sight of the turret tile by tile
Thank you for your explanation
Fyi u can still bait the shots (stone turret from maze but regular mobs can pull it off too if they position themselves correctly) while being closer than 7 tiles but you'd barely be avoiding the projectile while partially on the tile that the projectile flies through.
@trim kestrel thinking if there's any way to detect when the turret shoots/when an item has taken damage(aka when the dart hits a wall)
any advice on making a mob farm?
have it destroy a generator powering a logic circuit but its a one time thing
perhaps have multiple lined up with something like this
going right, replicating the right build
idk what youd use something like that for
yeah but sadly it's just temporary, it'd be cool with a reusable system
the only thing I can think of is spawning an enemy and putting it in a room, then have it stand on a pressure plate. Whenever the mob gets killed it stops pressing, opens the door to let another mob in, then when the second mob enters it closes the door etc
I should build that
that sounds a lot better
it would be funny if the projectile hits a lever, toggling it
But what are you using it for?
detecting whenever a player walks by without having to use pressure plates
things like opening a door just by a person walking close to it
exploding bombs whenever the player walks by, even if they think it's safe as there are no pressure plates
traps triggered when a player is nearby without them knowing basically
u could use pressure plates for the player but force them to walk into it in a tight space while hiding it with a tall structure
Try to use brute with pressure plate? They can find player nearby even with wall in between.
huh but wouldn't they trigger the pressure plate randomly over time? or maybe even destroy walls? Also aren't enemies keen to teleporting through walls?
Can pressure plate placed under conveyor belt?
yeah that definitely works, but being able to detect players in open spaces would also have uses
Teleporting can be prevented by having gap between wall and land
I will first check if pressure plate can be placed under anything tomorrow then tell you if there are solution to this
oh right, enemies can't even trigger pressure plates
how did I forget
that is something we're planning to add in a future update though
we need like a laser tripwire or something
that has like an emitter and a reciever
and you can use mirrors to beam it around
that is an interesting idea!
use that to let a mob through like a pile of slimes through a door opened from the pressure plate and have it trigger something else after theyve finished being pushed down some belts
delayed activation from the hidden pressure plate
speaking of scarabs, my mobfarm is being bombed all the time
they seems come from everywhere
even of space with completely no sand
and one I was so panicked and forget to screenshot
because it's the core area
pressure plate seems not actived by mobs
and pressure plates, and cross circuit can't put conveyers on it
Does electrical not stack with floor tiles anymore? Having trouble setting up auto transfer
Only cross circuit can't
I assume it's because i can be interacted
Oh pressure plate can't neither
Started building mob grid based farm
Caveling brute can see through 2 block or 1 ?
They will hit through a 1 wide wall or gap, but two tiles is safe.
And you can group all 5 caveling moss types together, without any in-foghting, don't forget.
One module of cavelings
yep
its working
It would be nice to be able to build modular farms that auto-collect loot...
But I don't think that will work. One turret won't kill any Caveling because it doesn't stop then self healing....
Wait that works?!
two turret
caveling brute is problem
he destroyed thinks because he saw slimes
but
with this new module
spawn-prooved slime with rug
on main convayor
Ok. I think that setup will have other problems, though...
The miners should occasionally destroy the turrets, if they can reach them.
And the conveyors may pile mobs up through the turrets when you yo outside of object/mob loading range.
well. New problems, New Solutions.
caveling doest seem to destroy turrets
they just chilling
Didn't we already establish that scarabs can (sometimes) fly through walls, and over gaps. So this should be expected, currently, right?
Galaxite trap better ?
Progress
For making your dead man's chest scenes, you devs could change the tile layering priority so that plates are hidden under rug/mat.
I'm not sure what instances this might be undesirable. But when adding automatic doors to my base, I'd prefer to be able to hide my pressure plates under my carpet.
Of course, we can already paint pressure plates. Which will be unknown to most (new) players. And blend in with painted rug, potentially.
Make chests output power when opened
Yes, so if that from side, that's predicted, but from core, it's panick
Maybe I'll just make another wall just for that
To explode them outside
pressure plates going under carpets is a very interesting idea that i for some reason never thought of. The only reason we made them paintable was to hide them better
I'll definitely experiment with the "under rug" thing
Since normal trap stops them from healing now so normal trap is way enough
Im not sure about hard mode though
๐ Wait. Can repair benches now auto-scrap equipment?
since it can't, so I just choose small box, which contents 3 repair boxes' amount
so I can just switch the lever and dump all of them out and scrap them myself
if there's auto scrap system, it won't be this complicated
Can you give a specific example of where you would put a pressure plate under a conveyor?
I would like this too. But I don't see as much use for it yet, when only players are detected. It would be good for some AFK builds, to trigger things as player gets looped. Maybe with useful time intervals.
And a specific example for cross circuits under conveyors, too? Whould you have used it in you build, above?
ok, I'll take a screenshot
these scenes
cross circuit under conveyers is just simply when you building auto sorting systems, it will be blocked by conveyers
Oh, I see. So for when the player would be crossing a conveyor line. yeah. This would be helpful for me, too.
In my farm I've done this without the pressure plates on the conveyor side of the door. So I just have to run across quickly, before the doors close! ๐ Or then break then to get back in, if I get trapped on the conveyor line.
because I'm still modifying my newly built mobfarm, so I'll adopt new tech this update added
except...building a mobfarm in desert is a bad idea...
bruh blue slime breaks turret
Do you mean, spontaneously? Or just after the slime has been hit by something, so is jumping about anyway?
i dont know seems like turret destroyed hand
new problem
fixing it by ading galaxite trap
@trim kestrel This is my one module caveling desing
I think you're going to get the toucher slimes sometimes hitting/breaking that robot arm. Unless you are very lucky, somehow, with that specific layout.
atleast for cavelings this design works
btw im on normol mode
I think the miner might spontaneously break them too. Especially if they take longer to die, in hard mode... ๐ค
https://youtu.be/poJdcNfxQ5w
again..? ๐
not acid this time, but still, I wonder if that same works for all titans
its funny how caveling are faster than conveyor belt. they get damaged by turret and they burn.
oh, nevermind, I haven't played the update, didn't realize what was going on
@trim kestrel does slime spawn on conveyor belt in slime biome?
so just for fun Im going to record myself fishing in lava while afk today during my work day. Im going to fish from the same spot I died at last time. hopefully if I get killed we can see if the spawn happened on the 1 tile or if they glitched in.
As long as the ground tile or moss gets any mob to spawn, u can add conveyor belts on top of it all without it affecting spawns
Dunno if anyone wants to do the testing for this but what's the quickest time for scarabs landing and exploding after taking a turret shot
They have slow movement speed when they don't aggro onto something so belts can work, using the turret setup I showed u could get turrets stacked down a lane for every 2 lanes which could cover a wide mob farm but projectile decay may be a slight issue so the mob farm length may need to be slightly shorter.
6 caveling modules. Mob Grid Based Farm (M.G.B.F)
I feel like you could probably mirror every second cell to save on how much space is used for the 2-wall brute buffer
I've done a little testing, and scarabs and lava butterflies do indeed get carried along by conveyors.
I'd have the mobs turn a corner into the line of fire, rather than shoot the length of the spawn area, or down their approach line.
8 modules
a scarab could get shot, trigger the explosion while another walks flies* past it and tanks the shot if too many r brought through
You could try and split them with an electrical door breifly opening periodically.
But, for termination, my best bet is on Assassins. I just got 30 together and they utterly annihilate anything.
Spawning scarabs still the bigger issue.
I've been trying to fish for the new desert card but I either seem very unlucky or I'm just doing it wrong and want to double check-
I've fished about 150 times now, using a galaxite fishing rod and pretty good fishing stuff focused on non-fishing items. I'm not fishing in fishing spots but rather just in the plain desert water. Should I just keep doing what I'm doing or am I doing something wrong?
There's over 20% chance that you'd get no Oracle Card "Temperance" in 150 loot catches in in the desert. So not surprising.
I assume your map location showed "Desert of beginnings" in the top right. ๐
damn you randomness!
also Zero how do you feel about the new xp curves?
I've no idea. To be honest, I feel kinda cheated; I had 4 more of my skills get maxed out from just logging on. I'd have to start a fresh char to get a good feel. And I can't even find time to play the desert content on my old char, as it is...
Meanwhile.. I get 5 in less than that lmao
we mostly just flattened the curves at the end, there's hardly a noticeable difference at the first 80% of the curve
I can say my friend enjoyed the differences. We played 15 hours or so of the update and he finished two skills from ~70
One of which was ranged.
Which before would be basically unheard of lol
Just passively plating as well. I'll full max another character and give you my feelings at some point cubs
It'll only be my third, why not ๐
yeah before you almost had to set up a farm in order to max them out. Our goal was kind of making players able to get to high levels by playing the game like normal, not making a wood farm and crafting 50k bridges or whatever
Yeah. More fun to actually level up the end bit one's self...
But I'm curious how you and other grind-happy players feel about it being made so much cheaper, across the board. (Mining was definitely needed.)
Like, if I was at a loose end, I'd do some gardening, saying to myself that at least I'm levelling up that skill. But now it's already maxed.
Mining for sure was needed. Organically I didn't see anyone getting to 100 without simply too much time spent mining for no reason.
The rest I'm not sure about yet. I'll have to do my new character to see.
I may just do a full regular playthrough and see if it organically gets something maxed.
I've fished around 200 times at this point and no card ๐ฉ
guess I'll go fish at some other point
I'm a bit sad that the effort I tossed into grinding my skills is going to be lessened by others getting it easier, but that's also part of the EA gameplay experience so I understand it.
It wasn't asked or forced onto me so I can't get angry about it.
Do you care where the card comes from or would you like an extra of mine
One last question. All I wanna know is does Vitality still require over 50m xp after the updated requirements lol
I could just spawn them in using the developer console haha
but no I'm playing through the game with the only purpose of getting a feel how the game feels for "normal" players, so I can then take that feedback and make adjustments to the game :)
vitality was changed too, the curve is once again less steep ๐
working
This is fair. Offered cause I have extras is all ๐
I knew vitality got changed, I was hoping you'd tell me if it was still an astronomically high number or if it was a lot lower. I'll figure it out though as I murder the populous
It'll be, like, halved or quartered. Not reduced by a whole order of magnitude.
i wonder if we count as "normal" players ๐
always appreciate devs who play their own game though... surprising how rare that is
What other loots did you get, to compare and see if you're just unlucky? And what proportion is fish? Because it's only 1.02% of non-fish catches, so, maybe you only have had ~120 of those (if using bait etc, to favour that side).
I believe I got 3 double rings, 2 noble rings, 1 kingfish scale, like 4 or so toyships, I believe 17~ ancient fishing hooks etc
getting that many double rings and noble rings but no card is a little unlucky then haha
out of curiosity, are fence gates currently still unreliable for keeping mobs out
or in
i remember there was an update a while back that made it very common for mobs to wind up on the other side of fences if you put a gate in it, much worse than a fence with no gate
The doors having no physics after walking off screen glitch was fixed fairly quickly. But there's still standard mob teleportation all over the map and short distances too.
yeah i remember the door fix
in fact.... i think it was the same patch that broke gates....
like i'm fairly sure it's specifically gates even more so than the standard teleporting mobs
It's probably ~40% decreased I'd assume if the curve is flattened like they're saying. It would be super easy to test by fishing.
Especially if all of the curves are decreased in the same manner.
How would you test?
Just catch fish until I get to 100 lol
I have the old number required. You'd just need to see the difference in required catches to reach 100
Just catch all the fish. Simples. ๐
It was only 4k before, if it's decreased I'd assume it to be 1-1.5k ish less
Not that bad
a walk in the park for the 100k man
A mere lap of the back garden....
lmao, done it 4x already I can forego some time to do it once more.
And then again when the devs next mix things up with fishing another time... ๐
I've been fishing the new fish up anyways, so I might as well afk it to see how many it takes
I may actually start that now, and just make a small mob farm for the lava slimes nearby it
I still need that damn figurine
i almost don't want to ask, but is there a lava butterfly figurine....
Just modify autofish mod to check skill level of fishing every go and if not continue fishing and increment a counter by 1
I have two
so yes
cry
its a .79% according the the wikizet iirc
I have zero code knowledge I cannot do this
I will simply ape and click button until I catch to lvl 100
i have nonzero code knowledge and sometimes i still prefer ape and click button
@trim kestrel what did you say was the "optimal" amount of magma slime to have down for spawns per chunk?
I can always just layer the entire thing, but if I can avoid it...
Currently, the spawn rate is exactly the same as blue, purple and orange slimes. So anything more than 10 tiles is (statistically speaking) a total waste of time.
but it looks nice ๐
ok ok
I'll just chuck 10 into a bunch of the surrounding chunks then and get to fishing
ty
the mob chunks are yes
that's a lotta dead space
Yeah.
Although, if you have a lot of lava slime, and can't be bothered to measure. Just make really long strips... Every 16 tiles. Ok, so you will want to measure a bit, but not need to check map tool.
i mean i imagine if you're on a groundslime budget and are lazy you'd just make a really long continuous strip
arrangement of tiles doesn't matter within a chunk right
except for tentacle placement
it's dead space if you only want to farm one type of mob yea
but from what limited understanding I have you can just fill that space with other stuff
since it's spawn event per type of mob... no?
Sure. For simplicity. Although there's diminishing returns for every tile over 6. So if you are hard limited on spawn tiles and really want to max optimise rate, you go for 6 per cell.
idk I never mob farm, so it doesn't bug me much
I just want to make use of the time I will be spending fishing my life away
make friends with the slimes
They'll be making friends with the poison traps
๐
I can make friends with them once they give me a figurine
5 mosses, 4 slimes, chrysalis, fungal, mold... plus beach sand, sea water and desert sand (in their biomes).
i honestly sort of hope they rework the spawning mechanics cause the way it works now makes no sense LOL
oh i forgot about mold
i wasn't counting biome-specific cause, well
can't really put all of them in the same place anyway
I love that this is still a bug lol
love it
for clarity when you say diminishing returns are you speaking mathematically or is there actually a coded-in mechanic that reduces the spawn rate increase for additional tiles
I never figured out how the chunks r found, do u guys just use the map tool or is there another method for it (like counting tiles from the core)
i just use the map tool
with faith that it's accurate
because if it's not, well, rip me ๐
in-game coords would be great tho
Shouldn't be bad with 1 tile inaccuracy unless if making precisely small builds for some odd reason
Coords would be great
Would help a lot with counting tiles
Should add an item that allows us to see them, would be nice
and wouldn't clutter UI
The big graphic at the top of my steam guide shows exactly where the world origin point is, relative to the core.
Mathematically. The first tile gives 30% chance to spawn a mob, 70% to not spawn said mob. So the chance the next tile gets to spawn a mob is only 0.7*30%. Because spawns are capped at one mob.
So the first few tiles in a cell are always more useful. So it's best to spread them as thinly as possible. But there has to be a minimum of 6 to enable any spawning at all. So that sets the lower limit.
one? ๐ค
111322212110122222222222222222010101010101010101011000......22222222222526\5
Only mold infected and mushrooms can have more than 1 mob spawn per event (4 and 2 respectively).
2522222222
well
on the bright side
lots of dead space means plenty of room for service walkways and circuits
i probably will go for 20 tiles because i am a gacha player and i know exactly how much 3% is ๐
So. For the spawn surfaces with more than 1 mob type, it's worth having a lot more of that surface (if you have a lot).
Well, not clay moss or lush moss, which have the same, high, spawn rate for both mobs...
But for larva, stone moss, urban mold, etc, the higher tier mobs are a lot less likely. So one should prioritise having more of those spawn surfaces.
Prefer if it wasn't an item that had to be carried around. Terraria as an example with its accessories can clog up space but atleast u can combine them into 1 item
does having more of the surface within a chunk help with spawning higher tier mobs?
Was gonna ask about the scarabs with that
What if the rest r walled off and just have chunks for them to spawn so it'll be easier to gun them down with the turret setup I showed
More tiles helps more with lower chance spawns because the returns diminish more slowly.
Have small chunk rooms for biome spawns and wall off around it*
Would prob help out to try getting them into smaller spaces to shoot down with turrets but idk
You could use the dead space between spawn surfaces for scarab farming, potentially, if that's part of what you were asking? But need walls and 2 tile gap with stone moss sections...
Conveyors to collect (very rare) scarabs, too.
The walls was to confine the spawns to get them into better positioning to shoot down with the turret set up but it's prob not worth it
hmmm i'm not sure if i follow this point. do the different mob types have separate spawn rates that are checked in order? i'd assumed that mob type was rolled after checking if a spawn would happen
May just have them all be pushed over into a 2 tall shooting chamber and hope it's enough for this
With more turrets tho
I'll be back later, may hop on and maybe start on a scarab farm if the turret chamber doesn't take too long to make
Should prob get a name for the turret stacking ๐
"turret stacking" sounds fine to me lol
So is this grubzooka 2.0?
hand mortar 2.0
I haven't tried to use it like grubzooka but probably.
Yeah, mob types are rolled separately. So, e.g. 3 different probabilities are rolled per tile for each of chysalis and stone moss:
And this graph shows the diminishing returns of increased chance, for the different mobs:
hmm
why does it work this way ๐คช
i guess then at least a single full cell for those should suffice
i guess my rooms can serve more than just decorative purpose ๐
does this mean that if i have a full cell of stone moss, it'll spawn a shaman 90% of the time ๐ค
and a miner only 10% of the time
well, 92:8
Yes, sharman 90% chance with 256 riles of stone moss in cell. Miner is guaranteed 100%. Brute 70% chance.
1 of each, yeah. Independent odds.
Hence spreading is always better, if an option, because the 1 per type cap is so limiting. And the overall chance (across all spawn cells) remains at least as high for the less likely spawns.
hmm
apparently my kids got to my keyboard... apologies
also.. I just got a gardening level up watering a crop
are the new clay cavelings also each 30%?
Yes.
Like the lush moss cavelings. Which means you should pretty much always get them together as a pair.
neat
I'm satisfied with these numbers then
104 each for urban and stone and 16 each for the rest
roughly a 3:2:1 ratio on the different spawn types
good use of my time
Those walls are just maze blocks, right? Not obsidian... No, you've never been able to hoe-trick delete those... Right, good.
Still, you mine those by hand? Or mass drill them? Or... bombs?
by hand
2 hit
non reinforced galaxite pick
with cave crunch buff and this build
was thinking of using bombs but its kinda expensive for large areas
There a benefit to not being reinforced?
couldnt 1 shot with it reinforced
and itd be 3 hits without crunch buff and if unreinforced
What is cave crunch buff...?
oh, food from vending machine.
That's +50. but reinforcing galaxite pick is +76. So why wouldn't you do that?
Also, where does my +40% crit damage come from? When I have nothing equipped and no item in hand...?
I don't see a talent or skill that gives it.
I was talking about this over here (for context): #๐ฎ-game-discussion message
could just come from the character lvl itself
skill lvls*
or titan souls if they ended up making those give stats
Maybe and maybe... But nothing seems to say so anywhere...
And the only 40% is for gardening harvest chance.
Don't mind me, being dumb; I missed the last ranged damage talent I had spec'd (Amplified precision). ๐
Have you guys' Fury Forges failed to take in the galaxite when part of mining setups, far away? [Edit: I forgot to check my chest, like a fool. Bars were there, all good.]
its working fine on me
I think I'm being exceptionally dumb again... I should go to bed, no worries.
Status update: lvl 40 took 354 catches compared to the previously required 443.
Noice! Have you been noting down the number of catches every (10) level(s), too? Either way... ๐
So, yeah, the levelling curve seems quite similar, at the low end. That's 20% cheaper, to level 40.
@lilac gale - What do you think of the new cooking system simplification? Of all dishes with golden veg automatically becoming rare. That was a suggestion of yours right? ๐
btw crown idol drop rate really rare?
I had been mentally noting them, but I'm also dumb and forgot ๐
25 was ~50 less than before.
Low drop chance per slime, so need to kill a lot: https://corekeeper.wikizet.com/en/Crown_Summoning_Idol
Best to harvest the ghorm ring, is it's populated.
yeah i did one round in ghorm ring got no luck
Huh, that is weird... The damage numbers there (at ~1keach) are actually the damage that Ghorm is doing to the trap, I believe...
Is that still the case in the current version of the game?
https://twitter.com/CoreKeeperGame/status/1592487588463460354
Who would win in a fight, Ghorm or over 200 Galaxite Traps?
Spoiler: It's over 200 Galaxite traps ๐
Likes
186
still thinking if we can build a 150-tile big rifle for the boss
u can surely kill it with just turrets if u stack them outwards to ~140 tiles out in all directions
without it moving much from spawn
did anyone find out if light sources affect spawn rates? specifically lit tiles
hmm, I don't know, but my mobfarm is all lit up by sea water or lava
and it works fine
but if you just put lit floor on it, it will disable the spawn completely
lvl 50 is where I will stop for the day. Been fishing pretty much non-stop since I started. 519 catches to reach this point compared to the previously required 697.
did i miss something about wood farms? like.. i know is not the uber optimal but it used to be getting somwhere, left this for the day and got 60 of each
isnt it faster if you have 2 root base and 1 conveyor belt instead?
faster im sure, this was just something quickish and dirty that i swear used to at least work, the rate i got was 8 wood an hour... i feel like i broke something.. or something broke something
oh about the rate, i dont know, i dont see any difference on mine
is there a range how far we can afk for those to keep working?
my first attempt was afking in the dirt box
ive since been about 20 blocks over working on something and it hasnt produced a single additional piece
galaxite boulder in obsidian walls
easy to find boulders on the mini map when digging strips past them
ya know what.. wonder if the game did the thing where it they dried out so it forgot they could grow
That would be sad, but nothing a few sprinklers canโt fix
iirc it wasnt a consistent thing.. like it happened the first time the root became "adult" then watering it once again fixed the issue
i built Zeros and MZs little uber farm or whatever.. and noticed that as soon as it reached final maturity i could/had to water it again
full grown.. can water.. hmm
ill have to see if it breaks overnight, and if i have to water again. im sure i can fit a sprinkler in somewhere
oh i didnt know that, i just water it once when i plant the seed and left it there
i dont remember what or why it did it.. just remember it being a thing
dunno if u already got it updated for boulders in the desert but looks like theres copper, tin, iron, gold, and galaxite. dunno if theres scarlet or octarine @trim kestrel
also.. when could coral grow on dirt?
Ive seen it spread along the dirt bridges crossing the biome gaps, i think seed placement is what it counts
the spread is possible i think
but the seed cant
i tried using grass for wood to make it looks green, but it doesnt grow apparently, though the seed can be planted
now i really broke it
still takes 2 hits to destroy maze wall (using crunch buff +50 mining)
I was looking for how to make Pressure plates hidden under carpets via search option on Discord :D
Please do see if you can make them become hidden so that we could have for example automatic doors open as we approach ^^
cubs already talked with others about it, apparently they can be painted?
That.. is exactly the post I was quoting. And yes, we can paint them
didnt seem like a quote but ye, would be cool if they add it soon
oh dear
this time, he got caught, passing through 2 tile solid sand ground
The transparent creeper
definitely not intended
For sure
put in a bug report if you havent already
already put
that sucks, im clearing out a large area for farming them
it's really hard to setup a automatic farm for them, since they explode really fast
anyone got their game lag really bad after one hour afk?
no, but certainly get really lag when there's jellyfishes
i wonder if it because im using multiple layers for mob farm ground
im using mold ground as base, then mob spawner carpet, and octarine floor that glows, and belt on top
Hmmmm well there's light and particles from the mould which might have an impact
I'm mainly using sea water and lava to light up my base
but I used to use lit floor before, didn't slow down the game for me
And that's definitely not got bridges under those walls, you say...? ๐
outer wall is 3 layer of wall
2tile of sand ground+sand wall, 1tile of bridge+wall
Ok. So the inside is bridge, but the Scarab first phased through 2 layers of wall on sand ground... Hmm, that's unfortunately confusing... That it still bugs.
nearly everyday, I got bombed from that direction
Were you playing during the start of the Halloween event?
If so, did you clear out the huge overflows of mobs that spawn within 200 tiles of players? Due to a bug.
no, i started like few months ago, do item dropped on ground affect this?
Not really
"no" you didn't play during Halloween at all?
I added this to the wikizet, but didn't get around to it on my steam guide yet. (No scarlet or octarine.)
I think that's always been possible... It just can't be planted in hoed dirt.
no i didnt login during halloween
Oh, interesting. Are those 3 different instances? You didn't open up the obsidian on the pic above, to drill it like that, of course?
Hmm. Not sure then. The sprinkler bug should be fixed...
And unless you're talking bout many thousands of loose items, that you are coming back in range off, I don't see why you'd get more lag...
Personally, I'd try restarting, see if that helps at all. Then investigate around that spot (if it's isolated to that part of the world?) to see if you find anything within about 200 tiles.
yeah restarting fixed it, but it kinda annoying i need to restart every hours
I'll try demolish the mobfarm first
Maybe some kind of memory management issue with the game. You could open task manager to check the ram usage and see if it increases over time...
there are few hundreds unlooted item in ghorm circle tho
Meh. ๐คท
shouldn't be a difficult change! Bringing this up to the other devs
Right. Roots grow in each of 2 directions just as fast as in 1 direction.
There's 2 separate 5 minute growth timers that alternate. That can't grow out of the same place concurrently.
That's why Mz's old design is still good, because each stump can grow two ways, down either adjacent column. But the root backbone across the top is now, I think, technical redundant.
Cool. I brought it up in the ambassadors discord too (tagged you there). No engagement though, heh. ๐๐คท
I've not reinvestigated wood farms for a while. I fired up my old ones, in this update, and they all seemed to work well. With me mostly far away. But I've not tried testing their rates...
We (mostly @primal rapids) were seeing a bug where their growth would seem to stop kind of randomly. Needed a world restart. After the sea update changes.
I thought this was after maturity. How sure are you that you only see it directly after first growing (is that what you're saying)?
If you water after planting the seeds, it shouldn't be able to dry out before maturity.
And do you see any growth start before the root reaches full size? That was a bug, too.
Would it also be possible to rotate the items? (when placing them in house or anywhere I guess)?
Fireplace as an example:
this is something we're currently discussing the possibility of, but it's harder to implement than it seems
overflew jellyfish, pain
I imagine the amount of work it would need to add separate textures to all items that would rotate
so yeah I can imagine that would be hard! Not one of the important things, but could make house decorations bit more customisable. Tho in personal opinion, it is awesome as it is already
i think its a bit more than just textures
but yeah those alone would keep julian busy for a while
yeah, recoding the fundementals of how objects in the world works to make you able to rotate them, as well as re-code all objects that can currently rotate
Yup, understandable that's for sure ^^
Oh and I guess last thing to mention as I just got this item..
Why is a Towel not a necklace item but body armor piece :? The stats seem Necklace worthy imo
Can that cause your fps drop to kick in after an hour? I thought the effect would be continual, as soon as you are in that area?
no, as soon as I enter that area
since there's already too many jellyfishes
at least lava won't spawn jellyfishes
instead, creeper
Because it's primarily a clothing item. To cover up... Parts of the player's upper body. It has to be seen in the world. And available in the dresser.
necklace would have been funny, but yeah I believe we were wanting to add more cosmetic "visible on character" items when coming up with the towel idea
To be fair, you can put a towel on your neck like a necklace haha! But I do see the idea, at least I realised it once I put it on :D
Oh one last thing (i promise, I really do!)
Key bind to move an item that I have my cursor on or selected to trash bin - please ^^'
(Like how you hold Left shift and press 1-2-3-4 buttons to move the item to the hot bar)
magic
Oh no, I thought we'd seen the last of that issue when the root growth mechanic became global (instead of sneakily catching up with a spurt in player return)...
You should still be able to avoid drill destruction by e.g. putting bridge under them. But if this is a common problem, again, the devs will need to work out what's up...
1h AFK. 12 modules
only salvageables i think
that I don't have to pick them up and scrap them
faster salvage
and if there's auto scrap machine in there, I'll adopt that
As of right now you need to run around to each bench and hit 'scrap'?
yes