#Core Keeper University
1 messages ยท Page 5 of 1
I wasnt laying the bug at your design, Yes i was meaning when it reached maturity that it seemed like the watered state reset, and yes its still doing the growth before maturity bug
i tore down my quick and dirty farm before i had the remembrance that this was a thing that had happened previously, so i cant guarantee that was the original issue but im 95% sure that was it. Not a major thing, just something that i had forgotten that cost some time, and yes i was water after the seed was planted, so that shouldnt have been the issue. I dunno.
rebuilt the farm, working fine now. who knows ๐คท
Zero, with your work, did you notice that sometimes a root just gives up? lol.. this was the problem root for the last time i built it to, just wont progress to the last 2 tiles
this has just been a special time lol. i just wanted wood for bridges and flooring ๐
because wood is already flooding, so I dismantled it long ago
Behold peasants, the best wood farm design ๐ค
https://media.discordapp.net/attachments/851843901002219560/964696869605359727/unknown.png
ikr.. i broke from the almighty and it cost me
i really just didnt want to make 600 drills again
Fair. I have a modified one I use now actually, just have these for good ol sake.
I do an 8 seed set up with a 6 long channel in the middle. The 8 grow into the middle and then I have two drills break on each open end.
It works well enough for my solo needs.
4 on each side of the channel
yeah, being solo i dont really need a whole ton, just wanted it automated, and then i forgot about the whole watering thing.. it just.. bleh
It's silly yea.
rebuilding it over and over has gotten me 15 gardening levels though, so thats a positive ๐
since my wood farm now is brutes, so it's totally fine, lol
R the strip wood farms broken now? I had it built a few versions back and it runs fine rn but is it impossible to build the base of it now? Not gonna be home for a while so ima have to describe how it looks like. Left to right, empty, wood seed, repeat right. Going down from the gap from the top left, 4 wood seeds, to the right of that 4 wood, repeat.
i doubt its broken, probably an issue between chair and keyboard really
dont stress on me being crazy
Went ahead and drew it, shouldn't be hard to understand without an explanation
Thinking about moving my farm when I finally decide to build a proper base
Prefer to stick with the same design since it works well
I know this was a few days ago you guys were discussing this but I've just started a new world and larvae both big and small have started spawning differently as well with several loud thwomping (๐) sounds and then breaking large sections of wall as they spawn in with no ground chrysalis to be seen
It was greater than six tiles away from me as the player when it started
Oh, so you're thinking this looked intensional? Like the groups of Scarabs that burrow out of the sand right next to the player?
Yeah it definitely seemed like it rather than me just being lucky
Idk how you would replicate it though
Well, the alternative is mob teleportation bug. But that doesn't seem to pop mobs right there in view. (Sometimes they vanish, though.)
I went towards the noise and they spawned in right there, the walls vanishedg and there was the animation of the big larvae as if they had been eating the wall
larva do have an ambush mechanic now
Also its wasnt just one larva it was two big larva and about 6-8 smaller ones
I've not really seen that myself... Bot sure I could even try to explain that pattern in terms of individual stumps that have stopped growing at all... ๐คท
yeah its got me stumped... bwahahahah.. but not that big of a deal, the 4 arms still produce more than i will probably actually need
@lilac gale I guess you missed my question yesterday: what'd you think of the new cooking (rarity) system?
And everyone here? Does it make more logical sense now, if you've looked at it? Any new idiosyncrasies?
Aha, this is the topic I meant to come back to...
Did you devs experiment at all with making the (Galaxite) turrets either:
(a) Directly triggerable with with electric signals?
(b) Able to track targets in range, over a limited firing arc. Aiming a little in either direction.
They don't feel quite right to me, and I've been trying to figure out what to suggest...
If they are purposefully permitted to shoot through each other, then their triggering shouldn't be purely by what they can see. It's too clumsy. And doesn't leave quite enough opportunity to do anything clever with wiring.
I'm thinking of my rapid-fire dart trap designs in terraria. But maybe using some wiring like the short delays in my CK door 'hoik' build. ๐ค
Yeah I agree with you. Originally we discussed having them only triggerable with wiring, then use pressureplates and wires inside the mazes to make them shoot. We felt like this didn't make sense with the story though, as they weren't supposed to have electricity back then
but it's definitely something we want to expand on. How exactly is something we will have to look more into
For the Stone traps, sure. But for the Galaxite, which are player crafted only, and need power to fire at all...
ah so they did implement that into the galaxite ones? I remember discussing it but never got to try them myself
Oh, yea I did forget to reply sorry. Must have had a fish pop up on the line ๐
It's good overall. I also like the fact that double golden crop gets a small buff over golden crop and fish or other ingredient.. and the fact they renamed the "golden" larva meat.
I need to re-cook a lot of my foods lol
I'll probably wait till I have a few stacks of the new fish before I cook though since I'd rather get it all done at once.
Right. Ok. Yeah, so, for sure that electricity should give more utility than just turning the turret on.
I guess it does more damage than a stone turret, but still.
It could fire blind once when powered up, to five the option of manually triggered firing. But then also retrigger on seeing a target... Or even aim, too... Or, maybe swivel back and forth passively, only shooting when a target is directly in front...? (To brainstorm a few possibilities.)
It's a little odd that golden veg can never give their base stats now, right? Effectively, because they always make rare dishes, at minimum.
And I'd not seen this slight buff from both being golden... That sounds awkward to convey to players. Is it a fixed small percent on all stats?
i think the turrets are fine as they are, but a damage bump couldn't hurt
although it would be great to see different kinds of turrets
maybe, you know, a poison turret ๐
When I was testing the Galaxite turrets initially, it looked like they could sometimes apply poison to targets. I guessed a bug (in the pre-release).
what a curious bug lol
have the flame trap enhance projectile dmg ๐คทโโ๏ธ
The "buff" may just be the fact that they are only rare and above now. I'll have to do some 200 cook sample sizes and compare buffs.
The fact they're only rare is sort of silly imo, but it's still a nice change regardless. Not having a base tier for it is just odd compared to what we're used to.
Golden Plant will have a higher effect when cooked with the golden plant than cooked with other ingredients
For example Golden Heart Berry will give 21.4% melee damage normally and give 24.6% when cooked with golden plants
Thus the cooking page in Wikizet might required a rework
The change are good, makes me more easy to get epic level effect with non-plant ingredient, but can I just flip the page of recipe with clicking on the arrow as there are double recipe now.
The detect range should be a cone instead of a straight of it is too hard to prevent when player are searching in maze.
And allowing the cannon to fire blind once when powered up will make all the boss can be easily killed with its 150 shooting range as player can just stack cannon at each direction out of boss aggro range.
I am still thinking up a method to make it easier to be used in mob farm.
So that looks like about +15% for the second golden veg, effectively...?
I feel that's kinda awkward. To have a hidden boost effect that doesn't show up, except when scrutinising the exact numbers.
Yeah, balancing for bosses is a tricky one... Although, is setting up 100 turrets that much more cheesy than spawning 50 mobs and conveying them in? Or just standing 14 tiles to the right, in the aggro dead zone?
I think it's too far the other way, at the moment, given that it looks like you can only get 4 turrets to hit a slime boss (without clever target baiting):
Maybe that's deliberate, to avoid what you say. Maybe it's just an idiosyncrasy of the targeting system code.
Why you no make block square?!
not sure if wires take up the same layer as a lit floor, but if they dont you can use them to square up the wall
that does work yes
but tbh i'd rather the wall not square up but hide the lit floor instead
the squared up natural walls look kind of strange
Someone just needs to make โrugsโ that look like dirt/stone/grass/clay.. you get the idea..
Or a lit wall
ooh.. a lit wall would be super neat
I've wanted some, maybe like glow-tulip style glow using ancient crystals but I guess those don't glow on their own to my knowledge.
on the bright side, covering with a regular painted tile and slime disguises it pretty well
wish the glow spread further though
need help I moved my install folder to my other ssd and now I donโt have my save files how do I get them back ? Or are they lost forever?
note when I use the map tool I can still pull my map up
These are the usual save file locations: https://corekeeper.wikizet.com/en/Save_data
Or, if you have the directory via map tool, copy it from the open file pop-up.
Or search your computer for "0.world.gzip", etc.
Also, this isn't really a tech support channel. Most players use general or game discussion. Good luck.
Thank you Iโll try my best lol guess this is what I get for moving stuff without checking first
turrets can be invisible now just like conveyers lol
Idk what I did lol but I managed to get my world save and character save but the map is blacked out ๐shouldnโt be hard to re explore especially since my markers are still there I may have deleted the map lol
The map file will be there, if you've opened in in map tool. Maybe you didn't manage to put it into the right folder name, if you found it.
How many turrets you got for that to happen...?! Or, do they share the same render resource as conveyors, perhaps.
@trim kestrel fishing 60 - 735 compared to prior 1061
probably the latter, it's not that many
this many x2
oh? it seems I finally killed creeper in my mobfarm
spawn rate is really poor though
@trim kestrel yo did you know that the mob AI uses group area spawning and nearby entity count?
Meanwhile my caveling farm
Is this an insight from testing or code/asset examination?
I'm very keen for any leads on where to look to find numbers on the new spawn system.
You can actually set up 12 turret to fire like this or just side by side and all of them will fire normally.
Ah, ok. Looks like @tidal dock may have missed a trick there...
I guess (if he tried it) his side turrets weren't quite far enough away for their vision arc to see the central tile of the slime boss?
You can't add any more to the side of that, though, right. 3 is the max, per side, at the moment?
i tested 3 and it didnt actually work
also u want to be careful not to get hit
otherwise you will lose the max health damage bonus on your character, and you're having to chug a potion to get it back up
It looks like he has it working in that screenshot though...? So unless you two are doing something different, there's some kind of inconsistency/bug that would be nice to pin down...
maybe. i tested it with stone turrets too
possible if there are other mobs far out that its targetting
testing now
guess it does work again
odd
On the contrary... I think the turret's vision range is only 10 tiles...
So could it be that your side turrets were slightly too far away? I count 10 tile to the centre tile of the boss, for your setup. Then the little extra for diagonal. Did you try closer?
yea it is working now
does that setup do what we used to do to Glurch with spikes?
glurch is different
I think you must have to get a quite specific sweet spot for the vision arc to be wide enough, but distance to not be too far...
glurch instantly dies no time to slam your traps
thespike traps while withstands the slam. its the molten under neat that will break it
and if u use the hoe, u end up accidently remove the spikes anyways
not worth the time to redo it
honestly you kill the guy so fast with your gears these extra damage barely does much
i mean i dont even use pots or food for this fight it goes down fairly quickly
Can you kill him without any player damage, though?
only the galaxite trap in the 5 spots above him is the sweet spot to avoid slams
no can not
he heals alot
Is that true is you stand closer with slime king gear on?
Sorry. I get vague on specifics... Hmm. Ok.
So you'd need a fairly involved setup with a train of turrets, like @long dagger made, to get a full afk molten mass kill.
I guess it would be possible with enough turrets. Especially with poison spikes, too, to reduce regen.
okay thebottom side only 1
the sides can be 3
the botoms only one is shooting
thats probably why i was thinking its only 1
Hmm, it is a bit funky... I wonder if the devs might want to have it make a bit more sense. Persuade them to make all the turrets work that look like they should.
thats why i was thinking its only 1
but yea the 2 sides u can get 3
top and bottom only center will fire
Thank you for the testing and now it is maximum with 8 turret and maybe 1 stone turret behind the player.
the reason why it might be funky is cuz the slime ground he spawns can possibly spawn slimes under him
so this is the reason why its possible sometimes to see additional shots
I still wondering we can build a 150-tile big gun or not
Yes, that's what I'm saying. Like this: #977128133142659102 message
theoretically, if we build this long gun, turret bullet will stack together eventually
and like this slime boss can be hit by 8 different tiles, with 8 line of 150-tile big gun can kill it instantly, maybe?
but pain is sentinel is very rare on single urban moss
Excuse me, would you please try again with this set up?
https://youtu.be/EIyYdqpfx2o Here is my test video but only showing the right side of top and bottom turret shooting. (Maybe still in uploading process)
This is a test for the maximum turret setup for Igneous farming
I want to know if the turret on left also shooting or not.
does not work
only the sides fire 3
top and bottom only fires middle center
if u see it fire its probably a slime that spawned and died
he's covered up 3x3 slime grounds under him so he can spawn slimes
u dont have king slime set to walk over to see?
I don't know the king slime also work to the boss
king slime makes u immune /friendly to boss
all boss slimes
i demostrated this in myvideo did u watch
In this Core Keeper Video Guide, I will show you a safe and easy method for killing Igneous the Molten Mass. This will help you farm him for the Cipher Parchment and Igneous Figurine. This video uses a Poison Range Damage build. Tips and Tricks, Strategies, Walkthroughs
0:00 Welcome
0:36 Igneous Location
1:04 Notable Loot that drops ...
You can see in your video that you left side turrets fired just before you killed (2:32) him because the projectiles pass right through.
This is a test for the maximum turret setup for Igneous farming
I mean left turret of top and bottom
I will try again with generator replacing the switch
I think your lower/upper turrets are just too close.
Mine work between the ranges I have them laid out here. For Glurch. And I'm assuming the slime bosses are identical here, because they are in most other ways.
6 titles apart in ur vid there right
im pretty sure i did 6
i tried difference distance
yea the 6th tiles away does work actually u're right
6 tiles spacing i mean
7th tile placed
can you speedup burnzooka with atk speed?
Thanks for Ron and Zero for testing.
I wouldn't rule out there being a difference between levers and generators, at this point, either. Heh. CK electronics can be a little whacky...
@trim kestrel @hoary osprey no thank YOU guys for pointing out this quirk. I updated my video guide text description mentioning the adjustment
"EDIT: It's possible to have 3 turrets shooting at the boss on each of the sides (12 in total shooting) The turrets need be spaced 6 tiles away from the boss summoning circle edge. The 7th tile is the sweet spot. (thanks to ZeroGravitas and bearharry for pointing this out)"
I am actually trying this just because 4 turret required too much Galaxite bar for reinforcing the weapon in hard mode.
https://youtu.be/ZI34bCUxsg8 And no difference between levers and generator
yes. ranged atk speed work on burnzooka
testing insight from trial & error via removing every spawnable block outside of the farm area within player range: doing this only increases spawn chances though, not the cap I think
So, are you saying that clearing out all mobs (and spawn surfaces), within a certain distance of the player, will increase the number of mob groups spawning in on top of you?
that is the theory, yes
Do you think they have to be able to path to the play, in order to spawn like that?
And can player be totally afk?
Have you counted them over time, perhaps?
If that is the case though, to make the most out of that mechanic you would have to use a farm design that makes use of large spawn platforms and a quick kill chamber
this theory will be fully tested with a large scale farm design in the coming week or so with a big group build project im in so I will let you know the effects vs online spawn rates once I afk it for a while
You would definitely have to be afk in the center of the build for this to work perfectly
otherwise you risk leaked spawns
additionally, I think filling the spawning space outside the farm might be actually better to prevent the light bugs from spawning since those are entities too
I think its most likely that its just how the game chooses spawns since ive witnessed group spawns already that the only requirement is just having enough spawning ground to get the max probability of x number of spawns at once
Ok, let us know what you see. ๐
fwiw that's consistent with what I've observed
there are no spawning surfaces in my turret area and i get the ambush spawns frequently when manually clearing out mobs while working on the belt
Turrets or traps
Farming
personally i'd rather it not happen though cause spawning a mob on the wrong belt will probably result in disaster
Manual collection or auto-sorted to chests?
Manual
use both ๐
Then traps it is! Much easier.
no real reason not to use turrets unless no resources
they don't occupy the same space
There's zero benefits and the setup is more complex and limited with more than can break.
With traps, it's easier to kill the mobs in parallel and collect just what you want, too.
What biome that in and what mobs spawn on you?
How ablut
Galaxite traps
any type
mixed cavelings in a group in fact
A mix of different biome cavelings...?
yeah
i suspect it's the same mechanic i observed previously though
the one that grabs nearby mobs and teleports them to you
I've only seen this with cavelings
Like, clay moss and stone moss?
yep
scholars too
i wish i caught it on video but alas
happened 2-3 times in a row during one cleanup lol
That's broken, lol! So not just stone cavelings in desert, as a bug. That changes things a bit...
to be clear i still don't think these are true "spawns"
Sure. With the raiding parties, previously, it was confirmed that they'd collect existing mobs up and spawn extra if needed.
I assume this is similar, or the same... Did you mean they popped up right in front of you?
They have any animation?
Lol. SURPRISE!
so they just exploded into view
got a guardian once lol
that was a real jumpscare
Right. Frost had seen a bunch of urban caveling spawns all appear on the same isolated tile, heh.
in any case I'm not sure if this is the same "raiding party" mechanic as the one where they follow your pathing
because afaik those only come from offscreen
Right. So, I'm not sure if the devs intended to have both in play, now...
Or just switch up how that works. They seemed quite proud of the scent trails. But they didn't work that reliably, and looked a bit odd when doing a conga line right past you because your route doubled back...
yeah not sure what the intent was, makes more sense to just beeline to you
my main concern right now is that larva ambush....
because of course i chose to build in the most cursed biome
could a design like this work?
Black = Turrets
Orange = Tin Spike Trap
Blue = Conveyer belts (leading to the green dot, aka the chest)
Dark Purple is wall or smthn idk
i'd put a space in front of the turrets but yeah that should work
just don't put any stone moss in it
Have 2 turrets for the end point aiming at green in case any get through
fwiw
the conveyer belts are kinda pointless
bc you can't automate collection from traps
well, not for every mob type at least
if you don't mind running in and grabbing the drops every so often, just build a big old spike pit surrounded by turrets
if you want an automatic collection system it's a lot more involved
oh
lol okay
well
im positive i have enough material to have a auto collction
screw it
what do i need for de best farm of all
separate your spawns into groups that won't fight each other, and use conveyors to transport them into a room with turrets
at the end just put an arm somewhere to pick up the drops
can't use traps for auto collections because they have to be right next to an arm, and some mobs will break the arm
can u just show me a photo of what it looks like ๐
something like this though
so......many......gears
yeah...
need a mob farm to build a mob farm
yeah LOL
fortunately i had one
i came up a little bit short though so i had to ||dupe|| a few
tfw building at 14 fps because the mobs are piling up while the turret room is offline....
so for matching up the mob grid to the world since i have to have the maptool up seperate.. do i just go to where it looks like.. build a couple things, then keep refreshing til i get it right?
cant see torches on the map tool though? or are you doing a count from your core?
well i do what you said, put something down and refresh to check the position, then mark it with torches
oh gotcha gotcha
once you get one corner you can just count
What the.... Why is that brute not attacking the slimes through the wall?! Is this a stealth change?
Really...? ๐ค
have to make sure not to get to close to the belt
yeah
they will attack across a gap
but not a wall
Yeah, one mob gets embedded in a wall and bam! All hell unleashed!
yeah i'm pretty afraid of walking out of range atm LOL
yep bad things happened LOL
Ain't no party like a Caveling party!
looks like i hit the grid pretty good ๐
yeah don't go rerouting your farms just yet ๐
5 mosses 4 slimes now?
yep
but in my mobfarm's case, they attacked zombie with 1 gap pit before...maybe pit is different with wall though
Satisfied with my current settings, finally past 1 night without repairing
Fishing 70 - 1018 compared to the prior 1584
since it's adopted a lot of turrets, so it's a little expensive, at least stone moss area needs it, not need that many though
https://www.youtube.com/watch?v=s3CMA7pIUkk&ab_channel=ใใ
https://imgur.com/a/vRTuDQs
https://imgur.com/a/9WqkJ2e
Just build and tested for about a week, it works fine except...some bomb scarab just bugged and bombed everywhere.
left area is aim for auto farm bomb scarabs, but it's really hard to do it since it will explode in 1 second when its life get half, so I have to use extreme method to kill them as soon as possible, or just stun them to death, you ...
odd looking farm, r the rates good and whats the size of it?
looks about 100-120
ive seen some msges about spawning, was there any changes? prob were just talking about scarabs and lava butterflies if not
@long dagger ongoing theory about spawning efficiency and manipulation
i still think rates r reduced when theres a bunch spawned
i believe that
reduced rates in a wide range when theres a bunch spawned in a clump up to a few hundred tiles away*
isnt the range of player spawning like 100
running smoothly now
it's about 135*135
each room is 15x15, and there's 24 rooms
that farmer surviving for his life
and about spawning, still didn't found a way to spawn fire butterflies, and bomb scarab is too rare and...dangerous
lol
prob just like crabs, same rates so its slow af
gotta make a large farm
but spawns may be reduced or restricted for other reasons
it's even more rare than crabs
damn
I've built one on sunken sea area so I know the feel
really gotta have a word with the dev about this one
and i got 2 figurines from them so i dont think ima need a farm for it at all
but at least it fixes itself
yeah same LOL i got mega lucky and dropped two scarab figs back to back
if I'm giving up farming bomb scarabs, it's becoming completely meaningless to build a mobfarm on molten area
maybe add another 2 belts below, 1 right and the next facing up
well it looks cool ๐
it's not efficient, sure
nah clearly the belt itself is not working
so another belt wouldn't exactly help
im clearing an area for a scarab farm rn, been working slowly
it just unsticks itself after a while
itd add more room so there could be less of a backlog
so the rest of the mobs dont get restricted by just 1 mob
that's a good point, but there's no space
as long as no belt is pushing at a wall it shouldn't cause any problems
there is, just 2 belts and it could make a difference
oh you mean below?
ye
i mean, then it would just get stuck above it
yeah i'll try it if it becomes a problem
so far it's only stuck temporarily
so i'm not inclined to bother
nice
Fixed some mobs trying to attack through walls.
oh nice, i can walk next to my belts again
ah hell butterflies have flight pathing
please tell me they at least obey fences ๐ฉ
they just spawn on ground slime tile, good, I don't have to modify anything ๐
nevermind, brutes still attack through walls ๐คก ๐คก ๐คก ๐คก ๐คก ๐คก ๐คก ๐คก
So your mobs just yad a party..?
nah it just messed up a few tiles cause i got too close
this is a big ole clown patch imo
cavelings still attack through walls and adding butterflies to lava slime ruins basically everything
Kk. Oh, i see the minor update hit at last! Will have to have a read... ,๐๐
it seems basic workbench can prevent flyers passing through the wall
it looks ridiculous though, but hope that works
Did you record that clip of the scarab clipping through wall in the latest patch? Today?
What do you all think?
(a) Does lava butterflies spawning on lava ground slime make more sense than from lava liquid?
(b) Is this more desirable for mob farming?
no it's fcking terrible lol
spawning on lava ground slime
pros: it's more convenient to make it in my style of mobfarm, caveling zombies still killing them anyway
cons: as least it should be prohibited in molten area, or it still lost the reason to build a mobfarm in desert area
clipping through walls aside, we might as well be back on pre-desert techniques
mob fighting is unreliable and tends to break when returning from a distance ๐คท
Is it bad for you because the butterflies will escape current mob farm setups and cause problems?
well
the clipping makes the game basically unplayable unless i tear up all my lava slime
because god knows where those butterflies might wind up
but clipping aside
Yeah, aside from the obvious bug..? ๐
there's no reliable way to farm the slimes and the butterflies with the same setup
No?
you can use mob fighting but again that's basically back to pre-turrets
which is very very prone to breaking
simply because their catchup code for mob combat is not very good
you always wind up with mobs where they shouldn't be and breaking arms and such
works more or less fine if you stay nearby
but leaving and returning will tend to cause problems
this is pre patch, but I just fill another layer of workbench instead
and hope they won't pass the wall ever again, and it seems works
if butterflies had their own spawning tile it would be not a problem at all...
because they don't aggro turrets
but slimes do
and turrets conveniently seem to block flight pathing
you could theoretically just box in the butterflies with turrets alone
but slimes would break them
Oic. You mean you can't have the open space for firing turrets at a conveyor because the butterflies will jump the gap, off the conveyors.
I don't think they shoot turrets(?), but they may accumulate and intercept shots...
I think turrets hit butterflies.
yeah
the first line mainly
their drops will wind up floating off the belt
defeating the purpose ๐คท
like i'm alright with just... letting that be for now
because i honestly can't think of a better solution
Another way to look at it would be that turrets could do with some change(s) to be more viable in mob farming...?
i tried to keep them on the belt with perpendicular conveyors but they fly faster
I wonder if this is why my poison slime/city caveling farm has the caveling spawn into the stone biome across a giant chasm I dug explicitly to prevent that from happening.
i wouldn't say so
turrets are fine imo
it would be cool if they could see thru each other but not necessary except for maybe hard mode
they wouldn't really solve the problem anyway
unless they were somehow invulnerable to mob aggro lol
There is no catchup code. I guess you could say that's the problem?
If you go beyond 105 tiles of mobs, they just don't fight and traps don't fire, so they get transported into places and concentrations they shouldn't, then spill out or get into fights that shouldn't happen there, with collateral damage.
well i'm using the term loosely
whatever they have in place that does whatever it does when you re-enter range
Mibs turn back into mobs instead of items.
yeah
it's less of a problem if the thing you're trying to kill is melee only
because they just stack up and it's fine, and the (hopefully) ranged mobs you're using to shoot them will just slowly work through them
but even a lowly caveling shaman will overwhelm tentacles and whatever
if they all come back en masse
especially if there are other units to block shots
turrets already solve all of these problems because mobs don't return fire (thankfully)
Turrets are much worst at chewing through a mass of mobs, though, I think? Or do they do enough splash damage that masses of mobs can't just dilute the pain and regen?
since turret don't count as traps
generally speaking it works
it'll take a while but i haven't had trouble with them so far
as long as there's one poison tile in the loop
and you can cycle the mobs thru that tile
Can you avoid item drops accumulating on that poison tile? Is that where you have an arm?
yeah i put an arm on it
well
before it actually
i actually have two tiles with no conveyor
because i want a door
but without a door yeah just an arm over the poison tile works fine
Ok. And that arm gets broken when mobs (of different factions, or big larva/miners) accumulate on that tile while you're away.
yeah, but i have it designed to avoid that
i have not experienced miners breaking my electronics of any sort, by the way
I've recorded it several times. But I think it may depend on pathing beyond the arm/drill.
What is the current problem of the classic trap and conveyor approach?
mainly about fire butterfly spawning on lava slime ground
Picking up and sorting the items manually.
because it spawns two type of different mobs
forcing you have to redesign if that caused trouble
i'm annoyed because they gave us a great solution to a problem and then broke it a week later ๐
but hey i'll just deal with some floating drops for now
if they at least obeyed fences it wouldn't be a problem really
or if there was some other object that turrets could shoot through but they couldn't fly through
Is that the butterfly still obey conveyor belt?
Then you don't want the butterfly fly into the turrets?
flyers still transported by conveyers
no, the butterfly doesn't bother the turrets
but the slimes do
and they spawn from the same tile now
Surround the spawn area with several rows of conveyor pointing inwards then use other mob to lure the conveyor to fire
if make a gap to prevent slime from destroying turrets, but sometimes butterflies will die on the gap
cause low efficiency, I think the problem is that
i tried that, they can move faster than the belts push backwards
We need big fans to blow the butterflies down a different path. ๐
Or just lure butterfly to kill zone direction using other type of mobs protected by opening/closing electrical door
unreliable
no way to stop them from reaching those mobs anyway
and that has the same problems as mob fighting
Once you get other mobs involved as part of a mechanism, you may as well be using them to shoot an kill.
or you can try that 150-tile big gun, haven't try that though
LOL the railgun
that needs other mobs to bait and we're back to square one
but since this game's mob tends to teleporting here and there
is not completely reliable, neither
Other mobs can be lava slime
you have to put a big mob in the mid of turret to keep them shooting
ideal is sentinels
you mean pass the walls?
no just in general
flying away?
there's not really a difference between using that setup and a normal turret setup
because of the reasons i mentioned
I had a bit of a play with that, last night, and I didn't find any way to improve on @long dagger's work.
Conveyors won't push mobs close enough to an edge to trigger turrets closer than they did. And using electric doors to push them slightly over the edge just made the projectile hit them directly (with infected).
if your setup relies on killing mobs one at a time, it will break if you go further and come back
so sad about that
killing mobs one at a time?
yeah
don't know what you mean
so that really long stacked turret setup
the whole point is to hit with a bunch of shots at once to basically instant-kill a mob
but that only works consistently if the mobs are coming one at a time
so that will break if you leave for a little bit and come back
or even if more than one unit happens to come out at the same time
there's nothing to stop the butterflies from just flying away
if you make them circled like this, and filled all my mobtile with turrets
will it works? sometimes butterfly will died in lava tile
i mean
that's the same as what i already have lol
which is probably the best we can do rn
some floating drops is better than having to repair stuff every time
some butterfly will die on lava, which will cause some waste, but still work isn't it?
yeah
there seems no better solution than this
none that i can think of
and that's the annoying part, because there was no problem before ๐ฉ
it'll be good enough for now, assuming they fix the wall bug...
shrug
i noticed they also sometimes stop triggering turrets
maybe they overlap the turret tile and it can't see it anymore
i think i somehow broke my world, after 9 hours afk
I've also been crashing from AFK recently.. new memory leak?
reports do seem higher after desert update but im not sure
i know a patch just came out so we'll see
mine is around 6000MB, don't know it's normal or not
Maybe it will be more stable after all of the fixes in 0.5.0.1 this morning (after you launched your game, there):
They were higher after the sea update too. In part that's just more players returning, so more eyeballs on the game. but also game is getting increasingly complex and hard to manage changes to.
Apparently this behaviour was more slimes (and maybe other mobs) weirdly trying to attack through walls.
Brutes should continue to do so, of course, and the scarabs/butterflies phasing through walls should be getting looked at. ๐ค
This is a very pretty light show. ๐คฉ
I feel it might have an issue if you do get a big accumulation of mobs at the doors; I had a similar design to this, for my mob-vs-mob shooting gallery, before the one I settled on. The excess mobs backed up around the return conveyor. As well as squirting through the door too many at a time.
Mobs jamming in corners, I just had to add an extra piece of conveyor, to let others slip past and them to get unstuck.
how far plants can grow from player ?
Conventional mob spawn range is cells with their centres within 208 tiles of a player.
So, there were a couple of reports of mob spawning stopping for the specific mob type(s) when there was the Halloween spawn rate limit bug that allowed huge numbers of spawns.
So it looks like there may be an effective wide area mob cap after all. Whether or not it's deliberate, I don't know. But I feel like there won't be any throttling of conventional mob spawning by a fairly large number of mobs within range. Just a cap.
The new ambush and raiding systems, I don't know.
There's not a limit I know of... I think it could be tested with drills and a long(ish) conveyor, plus teleporting, say 300 tiles away.
I can test this with the 100k world after I get off work in a couple hours ๐
I mean, there's no need to go to that extent!... lol.
Did you get that world file working again? I've been meaning to check on my copy...
I did
I believe I know why it didn't work, but it's fixed so I'm content.
I just replaced the error'ing file with the publicly download-able one and it worked fine.
So I lost any things I did post my uploading it, but idk if I did anything
Max Mining Damage is 2242 (with 122 mining damage from golden pumpkin cooked with other golden plants) and best match is miner head/body/leg, rusted necklace, topaz ring, core iris and morpha bag. Current base damage is still not enough for Orb lantern and Caveling pants to get more damage than the core iris and miner leg.
Is the drill and circuits work at 300 range?
Definitely. Although I'm not sure how they interact with objects that normally don't.
@bronze blaze
@jade anvil
Lol you have better food than me thank you
Yea, I thought it might be food related
Talents?
Epic food?
must be, my gear is off brand or something
Hmm but the maxed mining damage vant break the lava walls with 1 hit
they nerfed double golden grumpkin soup
So the food is trash
last image
122 down to 102
imagine -_-
Canโt you make epic lumpy lump soup
?thats what i made
Purple version
Cooking trait for upgraded chance
thats just to be rare?
if im cooking a rare food it can be epic?
if so that is news to me and i will be doing that asap
Not sure. But Iโm pretty sure you need the purple version food. Donโt quote me on the process though
i dont know ive even seen a purple rarity food... lol
I have for some dps food
hmm, ill look into it
well ill be damned , you're right
its actually a LOT better than i was expecting too
wow
Yup
guess i found a new layout for my cooking perks
the epic version doesnt count as a new recipe though sadly
yes
@trim kestrel any tips on improving this
im somewhat new to mob farms lol
it just does a conveyer to a turret from a room of caveling moss
I hear that can work. Not sure if you need a tile gap to stop miners attacking that turret. I guess you might have that in the dark there...?
Did you take a look at my mob farm guide yet?
there is a gap
yeah but nothing automated on it
atleast the one i found
(wikizet)
Happy reading. ๐
oh wow
thats a lot
wait so you can have conveyors in the spawn tiles itself?
so something like this can work
moss is below (torches just to light things up so you can see)
Sure
wish spawning wasnt so slow
gotta be dedicated and make a 200 by 200 mob farm
uh half of them spawned in the wrong area
have the arm on the side and a turret below that belt facing up
@trim kestrel 95 - 2164 compared to 4129... difference is a lot larger than I thought initially.
the one with a description dropped me a poisonous sickle and dropped as itself without a description and doesnt stack with the other one
they exist
Ok so lvl 100 fishing requires from what I experienced 2501 catches, compared to the previous 4978 required. The decrease seems to be a nearly 50% decrease.. now whether or not that translates everywhere...
I guess this is what I get for fishing next to the walls that did not contain them inside my molten farm ๐
damn, lol
It only got worse as I went further down lmao
and this is only what spawned in a small, small farm since the update
maybe 10 hours of letting it spawn
shouldve encased it, howd u miss it for 10 hours? ๐
I did, that's the thing
they just phase through stone walls
like they don't exist
o that sucks
from what I could tell while they were slowly surrounding my enclosed fishing area they didn't go through the natural walls around the area
so maybe just use the regular sandstone walls or whatever
๐
Like by comparison for a lot of people, this is not a big farm. Just something I quick tossed together just to have the ability to passively try to get the slime figurine lol
and it caused a huge mess ๐
i wonder how bad this will go
Noice. Thanks for doing this! Good to see how it's working in practice. ๐
Are you (or have you) going to note down the numbers in a spreadsheet for a quick graph to post to reddit and #๐ท-ck-media? ๐
So, yeah, the devs didn't just scale all the skill values down by a fixed multiplier, they reshaped the curve such that the beginning was about the same but the end point was (in this case) e.g. 2x less.
I believe that some other skills (like mining, have been reduced more substantially (3 to 4 times less). ๐
I'm not certain what you have/had going on there, but could be 2 issues:
-
Mob teleportation bug (e.g. raiding party algorithm gone awry).
-
You used to have more conveyors at the bottom that feed mobs in from a couple of spawn areas. Then, while you were over 100 or so tiles away, the mobs got pushed through the robot arm, when its physics collider was turned off.
slow progress, may take some time before i finish
What are you putting in there?
Don't wanna reveal it till that part is done atleast
So it's a secret
Its a pain in the rear for sure tho, ima have lots of fun with the little time i be playing on core keeper. Luckily this time I stayed up the night
.. race track?
i need a project, whats something i can build that either looks nice or is very effective like a farm
Large storage that you'll hopefully never have to update, wood farm, a mob farm, or just some art.
Automatic sorting storage*
I have a wood farm and huge storage but its just chests for specific blocks/items
i think automatic sorting storage looks bad and isnt really as compact as I would like it to be
will see, maybe i can somehow make it look cooler
friend of mine suggested changing the ghorm track into a forest
Hah! Green belt, love it! ๐ณ๐ฒ๐ฑ
its a great idea, just takes ages xd
Mini green belt around core base... ๐ค
lmao
ah 2 would make sense based on where they ended up down at the item collection area
is there a good way to prevent this though
Loop the conveyor back, possibly to somewhere it's ok for them to accumulate at a single spot. It's still not ideal.
do walls maintain hitboxes
only entities that arent walls and enemies
right
if its possible to get a conveyor to shove them against a wall and have a pickup arm on the other side of that wall
I don't have all of them, I took note of certain ones and sent them in here when I remembered to check and get the number. That's about it unfortunately I already was sitting there for around 15 hours maybe I didn't want to take notes with my phone or otherwise
As for an infograph, I have zero idea or desire to make one as the new Pokemon games came out and I am absorbed into those ๐
So, that's what I (and others) had tried to do in the past. But the conveyor's pushed mobs through the wall, as if they were items being placed into the next tile at the end.
I talking to Max a fair bit about this, but I'm not sure if this is currently fixed, to be honest. Needs retesting. If it was, it might have been reverted with re-allowing arms to place items into wall/void tiles.
GOTTA CATCH 'EM ALL! Ok, thanks. ๐
They don't have set distances.
They're infinitely generating in number and they randomly appear
No
i was thinking about these three
i wonder if theres like one crystal biome and others two in another biome
So, Cysidus posted this revealed map image on their wikizet discord.
It seems to show that the blobs start a bit closer in the wilderness, at ~1300 tiles from core, say. While the more easily traversable biomes have theirs further out. (Maybe coincidence, would have to see more maps.)
So, I was just wondering: How does the game treat the mob grid borders? I assume it doesn't spawn anything in such intersections or is it something else?
@trim kestrel sorry for the 69420th ping today but uh this seems to work
a one block gap
still grabs it
Spawning is tile based, so there are no grid boarders. Or you could say they have zero width.
OK. Although we'll have to see what happens if/when the mobs get piled up at the end. If the game deals with that ok now, or they still explode out onto the water and such.
Depends how fast your mobs are spawning. You'd want maybe a dozen or so. And you'd need to be between 110 and 200 tiles away from all this for there to be spawns but no physics.
i waited like 5 mins and i got this
i afked here btw
i think thats far enough
but maybe i shouldve gone further
i could go here if thats better
also they keep healing themselves before the turrets hit them again, is there a way to stop that
no, you just have to make a turret array
Ground Posion Slime or Posion Spike Trap on their way?
so like 10 behind each other type thing?
Yeah, it requires golems tho, look it up on YouTube or ask Zero abt it
couldnt find anything on yt lol
@burnt sand you mean this?
if so theres a few issues, what if they awaken and destroy everything
also i didnt know you can even place golems in specific places
Yes that's what I was referring to but I have no idea how they work
Lol, it was a lil tricky to set up, I can record how I did it later and show u guys
yes please ๐
i thought turrets werent blocking mob vision, guess u can put the golems close to the mob farm with this
*put?
And you mean you can have enemy ranged mobs inside of their ~8 tiles vision range of the closest golems, if you wall their line of sight with turrets?
apparently
also scarabs dont track over void
prob a bug
@burnt sand heres a lil showcase, u basically do that for every segment once u get the golems in place
the turrets were synchronized again after turning it off then on
does it need to be golems though
wouldnt it be easier putting a slime in a fence on the same position
oh damn
slimes didnt work well by itself or with belts, dunno if itll work or even keep its position if its up against a fence
thats a lot more complicated than I thought it would be
looks like a huge hassle... T-T
when unloading and loading it back in*
it is a hassle but kinda worth, u dont need that much for a standard mob farm
also btw does poison slime not work as its effects under belts
it spawns the poison slimes just not like
How about an auto-loading version, more like your original build, with the target mobs in between turret pairs. And have them just stacked up on a single conveyor. And make them all slimes, probably easiest, as can spawn the different colour together quickly.
Maybe easier to go with a 'turret array' design like @floral tendon here: #977128133142659102 message
There is anything about mob farming turret setups on YouTube already..?
oh wait they made a door push mob thing
thats possible?
never gets pushed the wrong way or anything?
Doesn't matter if they pop backwards a couple times. Mobs behind will pish them through.
Door's just to try to drip feed the mobs in, so too many don't fo the n together and tank the turrets
fwiw i think i will leave the door open in the future
but yeah that's correct
it acts as a throttle
Caveling floor should be able to disable the spawn of poison slime while allowing posioning function.
And sorry I just know that the poison slime not posion mob / player when placed under belt
But you can still use the door to push the mobs on the tile of the poison slime to replace belt.
If there were a way to sense mobs, you could build a self limiting setup that didn't open the door until the chamber beyond was clear. Which should work reliably. ๐ค๐
i guess so ๐ค
That could work in some cases like a mob farm excluding scarabs since you'd want the turrets side by side and maximize dmg for those
You mixing in stone moss cavelings with enemy mobs? Brutes will attack and smash.
oh
against cavelings?
or only non stone
Non-allied mobs.
was gonna use it for a scarab farm and do a lil something but im just gonna keep running into issues if they just keep flying through walls ๐คฆโโ๏ธ
Were you setting up a couple of max length turret train canons pointing at the middle? ๐
You could keep going and bank on the devs pushing a (hot)fix soon.
they keep flying into the lil chambers and fighting the golems
That's not ideal... ๐ฌ
dunno if the scarabs casually flew in or had the dumb targeting through the wall but getting both fixed will be great
i could work on it some more but id have to optimize cause of the bug which will be more time consuming than needed, itd be faster to get the golems in place then work on the rest that i have left in order.
If im understanding Zeros mob guide right, there would be 0 benefit to filling an entire mob chunk/tile/grid with stone moss, if my main intention were mechanical parts. I would just spread what i could around tiles in seperate grids right?
what drops parts again
stone cavelings and bosses apparently
yeah if you don't care about spawning brutes just put 10-20ish per chunk
yeah, trying to not blow up my comp so ive got 4 chunks going, just wanted to make sure i was doing it about as cleanly as i could
guess i could go to the merchant and just reload 700 times
feel like that would eventually get patched.
Stone moss is not the best example, because of Brutes. But yeah, you can make your moss go a lot further (and place far fewer conveyors) but spreading it about, e.g. more like this...
This is a 16 cell urban moss spawner (for a Morpha farm video I failed to make a couple months back) that took me only 45 minutes to make and half filled itself with mobs in 3 hours. (Conveying them down the central trunk.)
I'd recommend 16 tiles per cell (i.e. 1 tile wide strips) of both stone moss and urban moss. And it's easy to cover 8 tiles, as I do at the top, there, by building on the boundary between cells, to minimise the wall requirement.
Scholars (and sentries) drop as many mech parts as stone cavelings. (It's kinda funny that assassins don't, to be honest.)
oh geez i missed that urban did it do.. ugh
right now, because my hardware seems to be having issues, ive just left it to here..4 cells are a mix of all for cavelings types. 1 larva, 1 slime and ill make one mold. but looking at what youve made, i think i could make it more hardware friendly for me if i just turn it into 4x whatever strips in each zone and pipe them out into a kill hall.. i dont know why i hadnt thought of that
man I can't imagine your pc surviving by just walking to my old skill farm
only way i stay at 60 is if i just.. load a new world and dont touch it.. this brings me to about 20 normally and 10 if i have anything else running
in my main world (azeos biome), i have a really small one (~22x22) at ~590 tiles from core
Lucky you! ๐
A brand new unexplored world is most efficient for mob farming. Can get close to the 15 minute per maximum spawn event rate.
I think the issue with mob farms losing FPS may be more about the surrounding area, within 200 tiles range. It's big and any spawn areas (even just open sea for jellyfish) is going to slow things down a lot, if you just sit there all night, or whatever.
did someone say optimized mob farm?
started working on this one instead while scarabs stay buggy
building 4 wide on the mob grids
Are you not "double-dipping" on chunks here? ie., Could you not skip every second strip?
Hey all! Haven't played in awhile and was curious if Lava Butterfly just floating through walls was intended behavior? Also looks like there was 100s and 100s of slime spawns in areas I haven't been to in awhile. Very excessive.
flying creatures have a few issues respecting the confines of time and space right now
Gotcha, thanks ๐
If you played during the Halloween update at all there was a spawning bug that allowed mobs to overpopulate
Ya I had the game up, mostly AFK though. It was (and still is in some spots) just solid orange slime lol
Yeah, I had the same issue.. the slime ring was "shoulder-to-shoulder" slime.
Yup
Made for some easy skill grinding though
Indeed ๐
instead of generator i use now lever
Makes perfect sense, right? Nothing to see here... ๐ค
i turned off turret because it destroys arm. galaxite trap works fine on cavelings
Has anyone here tested that lava butterfly now spawns on magma ground slime and leafhopper spawns in azeos?
Butterfly yes
Leafhopper I haven't gone to grab so idk
Don't expect the butterflies to stay inside farms though, they seem to be wraiths and see walls as a suggestion.
okay I've fished 500~ times in the desert at this point and still haven't gotten the card ๐ค
@foggy rivet ๐
Oh geez that looks tedious ๐
Wait I don't see that the flying mobs going through walls in the patch notes. Has it been fixed or does it still do that? Might be a problem since a lot of them has spawned now.
both the scarab and butterflies do this, so it's just a game bug most likely
that's getting worked on and will be fixed in the future
someone found success containing the scarabs with workbenches, but I haven't cared to try with the butterflies
Also, grass hopper above the floating glasses
5 hours of fishing, I'd assume around 600~ items caught? still no card
I JUST GOT IT
pog
the first fishing after writing that
only card left is from metropolis... even though I've explored so much of it...
I think I'm just obnoxiously unlucky haha
Did you track down your parts and craft Rune Song and Phantom Spark, yet?
I seen not much Ruins exploration there. malugaz, too?
I did make Phantom Spark but can't be bothered looking for the rune song
I found mulgaz but not the labyrinth that I've seen people talk about (not even sure what's in the labyrinth)
It is underpowered, now, compared to even basic melee weapon drops in later biomes...
But then the oracle decks not that strong and you gotta collect all the important things! ๐
no idea what the oracle deck does so no spoilers ๐
the vending machine?
no, the Inspiration card
ah
tbf the cards isnt even the annoying part, its the thing that creates the card deck
you say that when I was fishing for 5 hours
running around the desert digging holes for 2 hours
been in the sunken sea for unholy amounts of hours and still no card
I found the Thread of Fate almost immediately when entering the desert, maybe I just got lucky?
yeah you def got lucky there, the desert is open but usually it takes a lot of exploring to find
the others is just staying in one place waiting for rng
or finding structures which arent too rare in wilderness
I have 2 Inspiration cards from adventuring in metropolis and 3 from my mob farm, because scholars are pretty easy to spawn and kill. You should be alright there, maybe... Hard (fishing) part done...
I can just give you one for free
nah I wanna try to get it myself
yeah I hope so, I have already went through a lot of the sunken sea though...-
Then you should really try to make a scholar farm instead
All 12 I got are from scholars
Heyo, so, I've been trying to setup a new, bigger wood farm for credits and for whatever reason, there are some branches that just ain't growing up. Am I forgetting something?
Those are grown up though?
No. Root growth is just bugged, I think. (Since sunken sea, as far as I know.)
I'd try restarting the game (or to main menu). And if that doesn't get you wood popping up, give the stumps some water.
I believe that you just put the seed too early that convert the wood from tip form to non-tip form so try to not plant the seed before the tip grow pass it and you should let the wood grow one column longer at the column you will place your drill.
I see...I'll give it a try then! Tyvm!
That doesn't looks like any growth blocking I've seen before...
That's only when there's an air gap between two wood growth points, so they won't grow together.
Growing root past existing stumps stopped being a problem ages ago, too. ๐ค
I havent had any issues with it on empty ground, maybe theres a collision issue with player made objects
then again i also didnt stack them right next to each other either
Ok! Do we have any proof readers in chat?! To look over my cooked food cheat sheets before publishing. Looking for minor feedback, errors, typos, formatting faux pas?
- Why Dark lava eater effect have "+" sign?
Max HP effect "(Temporary)" or "(Permanent)"?I understand what you mean there, it is the temporary max hp buff of the same ingredient
Is the Amber Larva give 52 Max Hp instead of 50 Max Hp?I understand what you mean there, no problem here
- Should you just give write "%Damage from Bosses" instead of putting % in every column? Simliar with other effect with %
- 2nd column of duration should be 1m18s instead of 1m? Also 3rd column should be 2m36s instead of 2m?
- Row: Immute to burning effect is missing
- Please check if the website of wikizet provided is correct as I cannot enter the website using the address.
- Golden Dart, Pink Coralotl, Verdant Dragonfish, Elder Dragonfish are missing form the hp regen per second table
- "Veg/Meat first met in" Table "Mould Dungeon " should be "Mold Dungeon"
Thank you very much for the scrutiny. ๐๐
- Yeah, I've been very i consistent with using + symbols. It kinda seems redundant, but game does it so I should, to be clear.
2&3) yeah, it's kinda confusing to include the perma-health foods' lesser known temporary health boosting effects... I deliberated on excluding it, but settled for brackets instead... Maybe I should put golden veg's secondary effects in brackets, too...?
-
I think it's better to have the percent with the numbers, for clarity, to match the game.
-
You have a buff duration extending skill-tree talent in place. Base amount is 1 minute, etc.
- I only refer to the "+" sign for dark lava eater for row "Health per Melee Hit"
Ah! The dragon fish! Very good catch! (Oh, the pun, it hurts...๐ )
Urls should be fine, but I'll recheck them later.
More very good points! Thanks again. My process is very haphazard, and I rarely seem to get such detailed error checking before I've already published! ๐ ๐
I have finish the checking but there may be mistakes or error I am missing.
I do make a lot, so I would not blame you. But this guide infor should be much improved, thanks to your input. I'll credit your name, on the steam guide. ๐
@trim kestrel sorry but uh explain this. I fought malugaz 3 times to get it and i didnt get it once
idk abt 100% lmao
I think that the other two ingredients should have + sign, then. And the buff effect should be named (to follow the wikizet): "life on melee hit" instead of health.
https://corekeeper.wikizet.com/en/Malugaz_the_Corrupted shows the book share the percentage for the first drop slot thus it should be 25% instead
Looks like that must be an error in the wiki, yeah, should be 25%.
I don't know if the 1.62% form item page or the 3.35 % form boss page which one is correct
I'll check the asset file data later and correct it either way. ๐
Looks like all the other one roll items will need their pages updating too... Maybe @steep pagoda will squash that issue before I get there, though...? โ๏ธ๐
I've fixed those. I don't know what other drop chances might be wrong, in a similar way.
This was a good call too... Did you actually go and type the urls in manually? ๐ I don't know how I got them wrong, or why/when they stopped working, but yeah, needed to swap around the words, now.
I'm not the only one who missed this out - the game appears to have no buff symbol for "immunity to burning" this effect, yet! ๐ถ โ
So I made one myself... ๐
ik its just some pixels but it does look like it belongs in the game
agreed
piling up slimes for the turret stacking kinda sucks, turrets gotta be further apart so its less efficient
making it look good while im at it
the walls in between will be removed at the end
another nice random bug, 2 despawned somehow
game doesnt wanna let me make a mob farm for anything
regular mobs shouldnt despawn like this tho, prob raid party related
creating mobs without using spawn tiles would be interesting tho
this isnt even maxed out to the 150 tile limit yet its so satisfying
i missed a wall near the back
heres a more satisfying one
What's that for
a slightly adjusted kill chamber for a mob farm
it can be expanded some more and it should work just fine for any current mob farm when maxed out
theres a limit to spawning, u can make it look like a lot by having them killed too slowly and have them piled up
Sorry, I mean, I literally assembled it from parts the existing buff sprite sheets, so it might be pixel perfect for what the devs add officially... ๐
Oh right, you tried out my suggestion, then? (Of a single central conveyor filled with slimes.) Cool. Good to know.
That is some rough mob teleportation bug and/or undesirable effect of raiding party mechanic... ๐ค๐
Target dummies that also trigger turrets! ๐
That looks awesome, great work dude!
Maybe the stream of damage will be best, anyway... But I was thinking that, if you start activating them from the far end, with a few ticks of delay between each turret turning on, adjusted by adding more logic circuits in series like my door hoik, then you could stack the projectiles and insta-gib any mob! ๐
i was thinking about that but idk, dont feel like putting anymore effort into it
prob wouldnt be hard to add while making sure to keep it all under belts (for my build specifically since some of the wires ended up being partially inside the mob spawning area)
Logic circuits (and levers) can't be placed under belts (and block all spawns). So you'd need a dedicated space for the electronics. Best for servicing, anyway.
since when did they change generator. now they produce 24 tiles E instead of 14
lever produce 12 tiles
Lever power was indroduced in desert update. Generator range got buffed before that, in sunken sea, I think.
i just found way to make robot arm a lot more faster. basically skips animation
Do share
@trim kestrel
basically turn on and off really fast electricity
i will make video and put
on discord
its been like that for a while
works on automatic storages too which is funny cause of how fast the items go through all the chests
Yes. That is one wiring bug in 0.5.0.0 pre-release that didn't fully get fixed, yet. @shy locust is busy boy. ๐
Yeah. Frost has been showing this off since months back.
It's helpful for increasing throughput of auto-sorter setups. But when I tried it for conveyor loot collection, is wasn't so useful.
Also, that 15Hz wire flashing is bad for my brain, so I have to be careful of looking at it. Probable migraine trigger for me. Photosensitive epilepsy trigger too, for some others, of course.
damn
wait could that work on turrets
Nope. I checked (I think).
My current turret stacking build randomly fires some shots from about 120 or so tiles away without being powered, I'm only using 1 lever for the power switch and the rest r generators to extend the power to the end.
Weird bug, dunno the cause, just felt like mentioning here
That's interesting (thanks for posting)...
Object loading is around 105 tiles from player, I think. So maybe it's some interaction related to that transition..?
Maybe the location of mobs, or something, isn't initially quite right and flickers back into position. Or just some wiring idiosyncracy. ๐ค ๐คท
Each segment is identical till the end, just another identical one excluding the core sentry
I could remove the top walls that they shoot at and check if it'll trigger more from further away
But later
for some reason i found 1 cell that is super populated with crabs, not sure why... if the chance is supposed go down by a factor of 5 per existing spawn seems like you need to have it running for awhile to even get this many even with a full cell of beach sand?
Could have happened during the Halloween event while mob spawning was broken
i built it post event
Hmm
Others have seen this before. WIth crabs too. (Well before the Halloween update bug.) I think it's part of the mob teleporting glitch. But don't know why it happens.
Where in your world is this, exactly? If you can show a map tool view with chunk and mob grids both on...?
when i teleport in, it seems like all turrets with a target shoots once despite it being off. about the random shots from the back when off while moving around, every segment seems to shoot if u get far enough, dunno if its just turrets or the power source acting out at around 100+ tiles
red spot
its a 25x25 cell area with a mob farm in the middle
thats also when i noticed the crazy RAM usage, i think i need to get rid of all the beach sand, bottom and right part are sea biome
awhile back the bottom was not cleared and was islands + sea, after i put the ground down RAM went up and crabs got out of control when i afk at the farm
Thanks. Oh wow, is that mapping accurate? That you've really created all that flattened area?! ๐ถ ๐
And could you post another with your world origin on, too, for clear co-ordinate reference?
So, they only accumulate in that area? not any of the surrounding beach sand? And you AFKed in the collection chamber of the farm, yes?
yes, only in that area. surrounding area does have crabs but much less, yes afk in the collection area of the farm, green spot in the first pic
its your layout from the steam guide, without incorporating turrets or the new mobs yet
zoomed in the farm in the middle
i dont expect a solution or anything, just interesting situation...
Yes. Thanks for sharing. ๐ I think that's kinda interesting, that they've congregated about 100 tiles due south of your afk spot...
With my version of that mob farm, I frequently get one mob appearing from nowhere, just below it. As it happens. Much closer, though. Maybe I should start checking further out...
Yeah.
i sometimes see a crab there but unknown if teleported in or just walked there
Mine couldn't have walked there. Yours, looks like that'd be less unexpected. ๐
lmao, yeah i usually see crabs outside anyway but yeah its pretty much a recreation of your farm from the guide
mostly*
maybe this weekend ill dig up all the beach sand and replace with regular ground and see if RAM usage doesnt skyrocket
Did you try farming caveling assassins in that setup, yet? And Lava Slimes Slimes/Butterflies?
no, original only
i made the 10 cells per your original proportions just before desert
after desert i cleared 12 cell radius in a square and put the ground in and thats it
before i cleared that radius, it was great ๐ lol
I'm curious to know if assassins will wreck the crabs... And pressumably the butterflies will just escape, at the moment. ๐
i think its possible, the assassins do a lot...
could get unlucky and have them eventually snowball beat the crabs
If they were to accumulate on the kill loop, I'm pretty sure they'd very quickly slaughter the crabs... And they may need a faster/bigger spawned for them, just from the occasional attrition.
Or else, figure out a way to get lava butterflies on there, instead... ๐ค (I don't think that'll be possible, unless devs give some more control over them, like with fences, or something.)
but yeah... RAM usage is crazy now, like 25 GB after 8-10 hours
when i afk at the farm, my wood production stops near my origin as well
i know some people were kinda having that issue
cant you keep the butterflies in with crafting benches
That would contain them. But then they'd be no use for a shooting gallery, as the shots will (I think) hit and break the benches.
If not block line of sight.
the crab wars have begun
Oh, btw, if anyone would like to follow (or even give input to) development work on the Map Tool, feel free to pop into this thread (in modding) and say hello, or otherwise join it (so you'll be able to see and navigate to it in your side bar). https://discord.com/channels/851842678340845600/1044223052759707678
Before you change anything, it might be worth zipping up your saves and such (i.e. ctrl+alt+b from main menu), in case the devs are interested in seeing this as a bug reproduction case. (And maybe send it in a report, if it's within the file size limit.) ๐
I've also had a farm similar to your guide for a while but with a longer kill loop and having added caveling assassins recently it seems the damage is not significant enough to kill the crabs
The daggers tend to go in different directions hitting separate crabs instead of targeting one
I believe the devs recently increased the health of crabs though so idk whether three daggers from one assassin would do enough damage anyway
I have assassins in my farm and they do reck crabs indeed
How can i improve this farm im a new player i'd like to learn everything
To optimise that layout for mob throughput, you'd want to stripe as many different spawn surface together as possible.
E.g in columns extending as far as possible, up and down. Repeating the pattern every 16 tiles horizontally.
But it depends what drops you want to farm, specifically? Fir mechanical parts and ancient gens, your top priority should be stone moss and urban moss.
But you can't mix (large amounts of) stone moss with surfaces that spawn non-cavelings, because when brutes attack other enemies, they will break all ground tiles.
i want purple slimes to make pots
I'm getting mixed messages here! ๐
In what context is that, though? With assassins piled on a shooting gallery ring (instead of scholars) they will indeed utterly vaporise anything enemy.
Ok. So, with poison slime ground tiles, there's no point having any more than 10 tiles of it in each 16x16 spawn cell.
Because you are capped at 1 slime spawn per cell, per spawn event (every ~20min, at staggered timings).
So you need to spread it far and/or wide, to maximise spawns. Looking at the "mob grid" in map tool can help you do this more precisely.
Map tool?
and other than that
how can i prevent them to breaking my auto arm and stuff
@trim kestrel
according to this. may i ask how "min req tiles" work?
for example i place down 5 poison slime ground. how far i should place 6th ground to prevent spawn?
You can't. Not when using spike traps. Automatic collection is the hard part. The reason why my optimises farm has a complex mob-vs-mob conveyor loops setup.
To keep things simple, I might, instead, just build a tiny npc room next to the loot collection area, so you can immediately sell anything unwanted to them without needing to move to pick more up.
Anywhere outside of the 16x16 spawn cell the other 5 are in.
So, either look at map tool s mob grid, or place it 16 tiles away in any direction, to be safe.
Or just just block spawns on a per-tile basis, by placing caveling stone tiles underneath the slime.
thx โค๏ธ
@trim kestrel can you help me and show me how by coming to my world?
No, sorry. I might be able to link you some more (targeted) example pics, later. But I don't do house calls. Others might. ๐
i'd like to learn more about it anything that can help appreciated
The long-firm answer is here, with all info on spawning I know, pretty much (but it may be a bit overwhelming): https://steamcommunity.com/sharedfiles/filedetails/?id=2846860078
I would say your best choice from stopping any enemy attacking your stuff is probably putting a gap (shovel hole) then a wall to block ranged attacks... Doesn't stop enemies from breaking the thing if they spawn next to it though...
The only thing that I could think of getting through a simple defence like that is Gourm and Azeos. But then again, I haven't explored the desert so there might be some new enemy...
Managed to get the first video of the multiplier: https://youtu.be/SRondLwK57M
this was made very fast low quality expected idk
It's only a little bit messy...
๐ฎ Ooo! Are you the redditor who posted about building a computer in the game?: https://www.reddit.com/r/CoreKeeperGame/comments/z0wn7j/computer_progress_updates/
Yes... I still haven't changed my username...
And yes, I perhaps did modify your 6-bit counter to count down instead. (I'm just gonna ignore my junction chaos that's above it)
Noice! So, first calculator I've seen in the game, so far! You've leap-frogged me. ๐ ๐
And straight away I'm seeing an innovation I'd not figured out before (not sure if it's always been possible)...
My 1-tick delay chains had a tile or wire between each gate, because they seemed to switch immediately, otherwise. But using the electricity sticks, instead of a full (high) power source, I guess makes this work. Which is going to be handy for a bunch of other builds, too. ๐
This is basically my binary counter, right? But with manual bit setting input on the levers. That is cleverly wired in using the new cross circuits to connect through, without shorting, to the electricity sticks.
Yeah, I believe that can actually be shortened to make the multiplier faster, but I just made it slow so a) my game didn't lag out and die and b) so what was going on could kind of be seen.
And yes that is your binary counter. Funny thing is, the electricity sticks can actually be used as a wire, and still have wires placed underneath them...