#Core Keeper University
1 messages · Page 7 of 1
i don't seem to get poisoned at all tho
it looks like they aren't poisoned as well
Oh wow, you are grinding lava butterflies like crazy! But their drops are landing in the void, of course... 😐
💀
maybe i'll remove the belt infront of the arm and see how it goes with the poison slime ground
Poison doesn't apply through conveyors (other guide graphic).
seems like it. even the burn debuff from the magma slime ground isn't present
Right. But they should apply through traps. And slime sits atop those stone tiles.
it looks optimal now. it gets the job done. moldlings and larvae don't even reach the kill loop so there's not much of a problem on worrying about enemy attacks destroying turrets or robo arms.
now we'll have to see how it holds up when it stacks up after an exploration @trim kestrel
sadly, i can't farm for crab figurines like you do hahah
did they fix brutes targeting the player thru walls this time 😮
it'll be interesting to see if that works
Maybe...? Brutes are meant to see over a wall though, aren't they...? 🤔 I think I've been confused on this issue before.
it goes the same with range mobs and can get some issue
i feel like it would be generous to say they're meant to 😅
Not just targeting player's 'ghost' (predicted future position).
i wiggled around next to the wall and i didn't get slapped this time
these things used to slap through 3 layers of wall 🙃
But the whole thing with Brutes is that they sculk about in a nook and then burst out on you...
OIC. If the predicted position went within their 2 tile range, they'd break more than 2 walls?
well it's a radius of 1 with a range of 2
which means their effective range is probably around 4
because of overlap
do mining buffs affect bomb mining damage?
I think bombs and explosive weapons should all have two separate stats. One for explosive damage and one for mining damage. So treated separately by buffs. (RIght?)
well uh, i believe the answer is yes
since they were asking about bomb mining damage
that's the case ever since i've bought the game last month
my poor frames
i might try that shooting setup when i find the time
i'm playing normal though fwiw
spawns of satan 😞
ah... turrets still shoot through walls
How cute, a butterfly sanctuary... 😍 😜
In what context? 😶 Like, walls on bridges?
cozzzzyyy
first wall is on a bridge, next two on ground
👀 Oh wow! 😅 Do they sometimes hit walls? I guess it would be rare to see, as they'll mostly hit the mob that triggered them... 🤔
they definitely do hit walls most of the time
might be the collision being tied to framerate
it's a common issue in unity projects
I believe someone else tested this the other day and said it did, but I will check this evening
So I guess the workbenches don't work anymore.
🎶 45 annoying bugs in the code, 45 annoying bugs
You patch one out to make things right
56 annoying bugs in the code 🎶
The confounding issue is that there's probably still a mob teleportation bug or two...
So unless you actually watched a butterfly pass through a wall(?), it's hard to be sure that the update didn't fix that specific bug. 😕
True.
👀
I'm fairly sure the bug as it existed last patch was fixed
i stress tested it quite a bit 😂
but twice i did see a butterfly hanging out inside a wall tile
but it didn't seem to be able to move out of that tile, so it's likely the same old issue
also has anyone noticed wire crossings changing modes while under floor tiles 🤔
Ye, didn't have that issue before the update, it already happened twice to me in a short time span
Dunno if I triggered it accidentally or not but I thought my build broke for a sec there
good to know I'm not crazy
Be interesting if one of you figures out a reproduction case for that. 🙂
shrug seems to happen when the game is chugging
Is your game not , like, always chugging with all those mobs of yours? 😜
on the bright side, you can't get hit by turret shots anymore!
u can prob edit the wiring even when its under a floor tile
i don't think that was a thing before the Christmas update
What do you guys think of being able to put pressure plates under tiles too? Good for sneaky electronics in decorative builds, eh? 🙂
so, didn't have time to set up a good mob grinder for this event due to other projects and life. here's version 2 hastily put together this evening. only thing missing will be the bomb scarabs. will be collecting it tomorrow evening, so will post an update on rates compared to last time I did this both before and after I broke the first iteration.
Be warned that bomb scarab spawn chance/rate extremely is very low and should only appear within the desert.
I'm aware. the main good farm once it's built will be here to funnel in the crabs and bomb scarabs to their respective kill chambers
wasn't worth the time to set it up for them to break tiles like brutes inevitably will
Yeah, gotta keep bomb scarabs separate, even more so. You'll need a huge collection area in the desert to get a decent rate, though.
they'll probably be manual since I only want statue and they don't really drop anything too significant other than the explosive weapon
BTW, sneaky preview: It looks like an old Terraria builder Steam friend of mine has taken to the logical conclusion pretty much all the digital wiring concepts we've talked about in here: 7-segment displays, (binary) counters, sequential flashing lights, etc, to make a racing lap timer and other things.
I'm hoping they'll post it in the discord competition. But they were concerned about explaining the function. With the language gap too.
https://steamcommunity.com/sharedfiles/filedetails/?id=2901279172
👀
Actually already posted, 3 hours earlier than my entry...
https://discord.com/channels/851842678340845600/1031577869450756117/threads/1052180000222232596
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
You might have noticed as wood and coral wood can grow over any ground types now, but only need to be planted on their respective ground types. This is an intended change.
They shouldn't grow over regular sand anymore, though. Or desert or beach sand (for wood)...?
Oh wow, thanks! I've not been watching the entry thread (updating guides and such).
Great work by both of you!
I've just tested this on my own tiny wood farm and have seen wood grow over sand and coral grow over turf.
Lava Rock Ground or Desert Sand Ground are two types of ground that neither Coral nor Wood will grow over, this is also intended behaviour.
Whatever this is, I'm afraid of it.
Don't worry, me too
Nearly cooked my game overnight, so will be interesting to see if it doesn't crash before I get done with work today
Harvesting shortly
Will see if it crashed soon
so it crashed. don't know how long it ran in total. might be able to tell from drops
so it appears rates overall are similar to when I broke the first one with cavelings, except for this time it's slimes overrunning everything else. more than likely due to the overlap of spawnable surfaces
So overall, it's about 4.3 double chests worth of gear and drops. Given that amount, I'd estimate it crashed about 2 hours into work for the day after I tried to reset it this morning before leaving. so that's about 8 hours of loot. I also used to pull as many drops over a 24 hour period with the previous broken version of 1.0 so this is still an improvement, more than likely due to the magma slime tiles. for this event I'm going to let it suffice, even if I could get better rates with a few hours of work. it's just not worth the time currently.
:fine:
@trim kestrel do you happen to know if tentacles spawn on top of traps
I assume you mean mold tentacles. I think they should. Because they always spawned into conveyor. And I think spike traps, too...
yeah mold tentacles
unless they added water traps while i wasn't looking
do you know if they aggro traps
something is breaking arms and i don't know why
Well, I did make a drill based farm for sea tentacles. 😜
lmao
Collateral damage from mob vs mob? Teleported mobs? Bug larva or caveling miner deliberate attacks...? 🤷
it's only mold
i was testing a tentacle farming setup
and afaik mold cavelings don't aggro traps or structures
only thing i can think of is a mob telefragging the arm on reload
but that sounds kinda dubious
they do
Yeah, teleported in, causes collateral damage from infected attacks, say. 🤷
I do often hear a object impact noise, in teleporting into my mob farm. Like something is getting hit once during load-in weirdness.
it can't be collateral damage, there is literally nothing else within two spawn chunks
i can only think it's the mob itself somehow popping the structure
Who said mob tp is limited in range...? Probably some types are, to be fair.
that would be uh
quite the range
i suppose it's not outside the realm of possibility..
I've had a few slimes travel a good distance.
Im writing up a script for a video on instructions on how to build a mob farm. Do you guys want to see my first draft when its complete? Can pick out things I may have gotten wrong or important details I have left out.
how well are the new turrets working for mob farming?
turrets r very useful, especially if u stack them
stack them? how so?
like placing more than 1 on the same tile? or just putting out a ton of them in a pattern and moving the mob through the gauntlet?
.
ok wow...thats a video all on its own
Yeah, there are simpler turret setups, but I keep seeing pictures of them getting helplessly overwhelmed. 😅
So, personally, I might set aside the clever mob killing auto-collecting aspect to focus only on spawn algorithm. In a dirst video. And just terminate in a small spike traps room.
yaa
It's a much easier build using just slimes, it may have slightly fewer turrets but it'll manage for most farms
First draft of my updated main graphic for mob spawning guide. Many errors or difficult to understand aspects...?
sweet. I'll replace the one I was going to use. love it!
Oh right. You working through these details too, eh? I do hope no glaring mistakes, then. 😅
Did you pick up my other updated graphics?
well since I dont know the real numbers, I just trust you. 😛
I havent yet no.
ooo thanks
one of the big challenges of writing this video script is choosing what details to put in and what to leave out.
like do they really care about the numbers for trap damage? or do they just want me to say, "use spike traps for this, and poison traps for that"
Personally, I want to make one that sticks to the super-basics. maybe preview some of the first few graphics, but focus on showing a skeletal spawn area tree with like, just one surface type.
this is my intro synopsis: how spawning works, what causes mob spawns, how to optimize spawning, object stacking for mob manipulation, spawn cell manipulation, kill methods, collection methods, and how to put it all together when building a mob farm.
I then break each section down based on those main points and go into details
Well, given that any spikes will work fine now. Just use spikes is the way to go for most...
You're going for an all-in-one overview then? Brave.
ya its going to be long
Im expecting a 30+ minute video
currently I'm writing out the section on object stacking and spawn blocking. I need to do the section on kill methods and collection methods. I've started the "putting it all together" part but thats not done yet. everything else is done.
currently 5 pages in. I expect the script will be around 8 pages or so when done
By object stacking you mean tile layering?
Devs have tweaked a couple things on that. I think just minor. Like, those 3x3 and 2x2 don't share a layer any more, they can be put on top of each other (but glitch visually).
I was going to focus on the tiles that are commonly used for mob farms. I'll probably skip that part.
Absolutely.
Im also planning to post a drive link to the script when done in here so people can take a look if they want and let me know if I have any glaring holes
you were very helpful with fixing several small details in the map tool tutorial. it was much appreciated.
Im going to visit family soon. so this video isnt going to be done for like another 3 weeks or so. but I want to get the script done this weekend
Ok. No promises I'll be up to it today, particularly. Been struggling.
oh, ok.
I'll probably have updated the guide by then.
Christmas time, eh?
yep
I work at a university so I have 2 weeks off during the holiday. But Im visiting family so I dont expect I'll have much time to do anything. plus my editing equipment is on a desktop...thats not coming with me
Heh. Yeah. The creative process ain't exactly that portable, for us game content creators. 😅
I was told to ask here. That you might have the answer I am looking for. How many food recipes are there total. I got as a quick adding 1 extra of everything then rounding up 60x60 Wich would be 3,600.
If I did my permutations correctly, it's 3192 without the tiered up food, which would then become 6384 unique recipes in total. Will double check my math when I'm not sick
damn drop position rounding 💀
67 different ingredient right now (including golden plants and food giving perm hp, excluding prenerf ones) thus 4489 recipes in total
Check the cheat sheet by @trim kestrel for the ingredient list #📷-ck-media message
How sure are you that there's 67 total ingredients?
I counted 57 when I updated my guide for 0.5 content: https://steamcommunity.com/sharedfiles/filedetails/?id=2797638499
Which would make 3306 unique dishes. Closer to what @spark kettle was estimating.
Yes 57, sorry for miscount
Phew. Thanks. I didn't make a mistake for once! 😅
and here I thought I was fancy for having learned 75 recipes. LOL I havent even started messing with cooking apparently
I have 208 learned just from mixing everything with everything.
Oh, you and your fps in mortal peril there, son! 😬😅
I think I barely have 100 myself... 😅
And that's despite doing some combinatorial testing, to elucidate the old rarity system.
took me 20 minutes to kill them all
i was making some art then i see a random scholar walking by and that got me thinking then i remembered the lil mob farm i made to get sentries for the turret build
only got a single scholar figurine from all that
really, i'm swimming in scholar figs
they feel pretty common
max turret sight range is what, 10 tiles?
ye
yknow i think they patched it so that galaxite turret shots don't (always) hit yourself now
i have still been hit by them, but interestingly i've only been hit by the ones that passed through walls
Heh. I see. Maybe a quick change that wasn't fully tested, or just as likely an unexpected change in behaviour... 🤷
what stats does +50.4% damage effect? Just melee and ranged?
Are you asking if it will affect explosive damage, basically? And punching, is that separate?
What source is that buff from? Cooked food?
the source is cooked food 👍 Tornis Kingfish Damage (all types)
does it affect explosive damage and stuff?
I hate "all damage" buffs in games, because they very rarely mean all damage 😁
Give it a test and let us know. 🙂
will do! (soon) - currently working on skills affecting stats of foods for the tool:
was also planning on nit-picking the cooked food icon system and seeing if I can create the proper icon for each recipe
Cool. Will your tool have a non-blinding mode (sorry 😖 😅 ). Or was it a web site (which I have Dark Reader for).
AHAHAHA
yep its a website
I've left a default looking UI for now to work on the features
but I do plan on making a proper user experience
one which will either be darkmode only or have an option xD
Did they teleport off multiple plinths all down to the left one?
(Why use scholars?)
yeah
it's easier to see scholars
so i can know when the game screwed me
(also they look cool)
U could just use lit floors to always c the mobs
that's sort of true but the glow is visible from several tiles away
in any case the caveling tribal teleport or whatever is not gonna work so i just switched back to slimes
now i need to figure out how to keep the cavelings from seeing them through the turrets...
could move the first one farther back but I've got a space constraint
they shouldn't c thru turrets but just like walls if they run into it then the mobs on the other side will attack once
u could make a gap between the turrets or have 2 layers or turrets
Oh my. I haven't seen that fish I don't think. From the oasis I'm guessing.
i have a wall in front of the first slime and they still see through it six tiles away
and I've already tried two layers
obviously things will work fine while standing in front of it but the issue is the off screen behavior
ig the only solution besides using the same mob type so they wouldnt fight would just be making a wide enough gap
yeah I'm trying to see if i can make enough space
ngl Idek
I don't do like... any fishing
Same I have my friends fish for me.
What I want to know is does that stack with other specific damage buffs.
Could it be that the projectiles that pass through walls were about to hit a mob right as the mob died, so became glitched. Like they had their collision detection flipped off...
I'm seeing occasional assassin projectiles pass through various walls of my mob farm and occasional break objects behind the walls. Trying to figure out if there's more of a pattern than just random projectile entities being faulty from creation.
sounds plausible really
I've had the vendor bed be destroyed in your layout
that would be so blessed 😩
really tired of chests exploding because of accidentally interacting with a wire crossing under a floor tile 🙃
well it's not that
i'm pretty confident this has to do with performance
playing on my laptop rn so framerate is low compared to my desktop, and a lot of these shots are passing through walls
i'm very sure it has to do with the physics/collision check intervals in unity
Hmm. Quite probable.
Yeah. I've now had that a couple of times (and the robot arms and a generator, too).
I've been reworking my farm to use assassins and felt like their projectiles might be more prone to this than Scholar's.
Could you upload that save in a bug report with the gif, if you haven't yet? If it's that frequent, it might be a good reproduction case for the devs. 🙂
is there a way to place ore ( of all varieties ) on one conveyor and it then sort them according to which smelter they can use further down the line?
The different smelters kind of act a filters, since they only accept the kinds they can process... And that's about it, for now. 🤷
figured out a way to sort them by passing them through a series of arms to each smelter, works like a champ!
How far do enemy projectiles fly for? I'd assume it's 150 tiles like turret and player projectiles but it doesn't seem like it, atleast not when there's a bunch on the screen from enemies
When I had over 100 scholars in the small room next to my base that's within 100ish tiles, my chests weren't destroyed
I've seen hunter bullets disappear at 200 tiles, previously.
It might be time of flight. Because they're fast they get further.
But I could also imagine them disappearing sooner when there's lots. Particularly if the same mobs fire another volley... 🤔
Did you account for objects being unloaded beyond about 100 tiles from player?
So even if projectiles traveled further, there might be no colliders to hit at the time.
both make sense
yeah duration makes sense
TIL butterflies fight crabs!
spawn of goddamn satan
Oh. That's an interesting turn... So my graphic is inaccurate... And that's akward to show clearly. 🤔
yeah...
it doesn't seem like lava slimes fight crabs
these damn butterflies causing problems 🤪
I wonder about butterfies and shroomen. Less important.
Butterflies vs crabs hasn't been an issue in my updated farm, so far.
well i forgot to clip the video but if i see it again i'll show it
it explains why one of my arms keeps randomly breaking
Not mob projectiles going through walls, like with my farm?
Natural spawn rates r slow, galaxite ore from scarabs have low drop rates, I already cleared out the area for the mob farm but do I bother finishing it? It won't have any meaningful usage since I basically got 2 double chests worth of galaxite from boulders and mob farming wouldn't get anywhere near that
Bomb scarab test farm, for academic reasons and and bragging rights. Prove one can be made that's robust.
Did I just hear bragging rights?
🕶️
Rates r prob gonna be extremely terrible and I wouldn't be surprised if it fails
I got an idea for a fail safe system
can someone do some testing with snow ground? check if it spawns anything at all, bugs included
cause if it doesn't, wouldn't it be the best building ground for having no bugs? assuming that bridges can still spawn fireflies
finally finished my lil art piece so I could start working on it slowly
i made a mob grid sized~ snow ground with snow wall surround on snow ground. only been a few mins so far. had to evict preexisting glow bugs, but yet to see anything in side.
would have to replicate and observe in other biomes to be sure. this one is dirt/starter biome.
i dont think bugs r biome specific besides fireflies, it's prob just based off the floor tile/void
/water
well either way its looking promising for nice builds, just seems a hassle to get stacks of snow ground for general use on a world
i placed the two torches to see if they would effect the "snow" guessing no. would have been funny to watch it melt through.
hour 20 later, nothing in the snow area
the wiring will prob be a pain for me to make, gonna need timing. messed up and I gotta rebuild the turret section
is that for scarabs
I've been meaning to work in making a linear counter, like for sequentially flashing lights. So that one could attach an arbitrary clock input to step through activating turrets in sequence. So their projectiles will stack and hut simultaneously.
Ah, good to know. (You weren't stood in the midle the whole time, right?)
So it's specifically enabled for worms to spawn on stone (in the dirt biome). I thought that a bit odd.
They even seem to spawn on tiles fully blocked by objects.
finally got it to sort itself 😄 Merry Christmas Explorers ❤️
the wiring for mine will be odd but will prob have a similar idea. 1 lever to keep all but front turrets that r connected the the doors to be on the whole time, then a timer to cycle between opening the doors to let them in then closing and opening the other doors. it sounds much simpler typing it so idk how i haven't finished it yet but ima be adding some extra wires to be able to turn it off quickly in case of an accident
i was, can check it in an hour or two once logged in and not be in there during that time.
about an hour later glowbug inside snow fort
i stayed nearish, but not at the site, didnt tele away or go out of the 200 tile range
the walls werent down
i think floor tiles stop fireflies from spawning...
at least, in my mob farm only the areas i can't use floor tiles have fireflies
two worms in there right now. ~ 2h mark
bummer
eh, at least theres observational data now
i wish floor tiles stopped bugs tho...
but at least those aren't nearly as annoying since they fixed them
i would have liked to know bug catching has no use when i first made a net and collected a couple hundred. Thought theyd be used for paint bait or potions without actually verifying.
damn 😔
i did use glow bugs on my early mushroom farms for passive lighting
That's pretty smart.
And I imagine there must be future uses for bugs.
and blue slime 🙃
I guess the exclusion radius for bugs must be bigger than mobs. Because it looks to me like a significant amount of space, at the corners would have been outside of that 6 tile circle. So would have expected to see something within that time.
I have tried to use glow bugs to light up the circuit of my competition submission, but after the christmas update, the game will remove those bug after some times if they are too crowded... even I am placing the bug manually.
This is quite an interesting case. Was wondering if 3 roots around 1 drill would be able to produce faster wood branches than just one 🤔
And what did you see? 🙂
oh i forgot, that's a question hahah i worded it wrong
my question is that, if 3 roots around 1 drill produced faster wood branches than just 1 root
that's someone else's set up
Oh. I think that should work. As in, they shouldn't block each other.
But it's not very optimal, in a lot of ways.
Didn't we do testing with wood growth from roots like that
Wood won't grow if it'll connect to another root
Actually I'm not so sure, I think there was a design with 2 roots on the side that still worked
o i think it was wood can connect to other roots but not with wood
Yes. I think it's that. Wood can grow adjacent to stumps but not connect to other wood networks.
Updated my spawn chance graphs (slowly reworking my guide 😮💨 ).
main wiring should work, if anything, its the timing of the turrets that may need to be adjusted to burst them in sync but that will be an issue if it overkills one while theres more in the chamber
yeah... my main concern would be the offscreen behavior of turrets
because i've noticed weird things like stray projectiles from turrets that should be off
if they weren't flight pathing we could use slime tentacles to stun 😔
well there's an old issue yet to be fixed
6 core sentries despawned on me
and idk what happened here
😔
you are very brave
in my testing, any caveling related mob has been very unreliable
there shouldn't have been enough turrets to dmg them in the first place since they're blocked off
you got scholars nearby yeah?
ye
probably related somehow... maybe that sentry saw the scarab through the turrets
new farm layout 😄
👻
this some bs
another 3 despawned on me and that segment needs to be cleared out
they all tp'd to that tile rght
yeah i don't know what causes that
it kept happening to me even though my tribes were isolated
i can only think that the turret shots trigger the "call for help" mechanic
eventually i just switched back to slimes and spaced out my first one far enough that the cavelings stopped trying to fight them through the turrets
in my finished mob farm they arent despawning and its killing all caveling mob tribes besides mold
they used to despawn while building it
not killing anything nearby are you?
killing the extra scholars by hand on this farm
as for the already built one i think i killed some by hand after trapping them all
probably it
it seemed to me like it was happening even though i hadn't killed anything, but if it's not the turrets then it's more likely that i hadn't been paying attention and killed some
wondering if saving after trapping each one will do the trick since they should stay deactivated
not sure... it's way too easy to accidentally kill something nearby imo
the range seems really big
i've fixed my issue about this
oh nvm that's a setup you needed for the turrets
im just torturing myself
2 then another 5 despawned on me
that should be 15 total if im not mistaken
scarabs, ye
replaced the chamber with snow ground cause of it
despite them not being able to blow up maze walls, they can still destroy tiles beneath it like wires
yeah, sucks that there's no floor strength 😞
wouldn't even matter if there was, since stuff hits circuits through floor tiles anyway..
prison break
do you know if the rates for sea tentacles are different for bridge adjacent vs ground adjacent?
managed to get a stack of 1k of an item after wanting it for some time
shift clicked it into a chest and it broke into a stack of 999 and 1
short lived
it randomly teleported in there, i didnt notice a nearby sentry going missing
there was 2 walls between my character and the sentry before i took the ss
Huh... Dud you just kill a sentry by removing a ground tile?
Bridge adjacent is the same as open water. So extremely low odds. Bridges are a good way of spawn blocking the coasts off Sunken Sea.
forgot i had it recorded
Right. But I see an anchient gemstone drop there, right?
So guessed it wasn't oike the instances I've seen of e.g. Brutes attacking at point blank (while I stand still) and instantly getting teleported away.
Heh. Who needs fireworks? 😅
i don't see a gemstone drop, idk if I'm going blind or u mistook something for it
my laptops cpu so it can take a break
also heres some other fireworks
I guess I was hallucinating from watching on phone. Can't see it now. Just ground tile pickup.
So probably the same bug. Maybe report that, I thought it maybe should have been fixed....
theres many things yet to be fixed 😅
waiting for about 15 more core sentries to test the kill chamber on scarabs
had 30+ teleport/despawn on me
Oh my! So you succeeded in farming up quite a lot of Scarabs, eh?! 👀😆
How big an area was that, for how longm
that was about 75% of the right half of my farm
Which is... Full spawn range radius? (Knowing you. 😉) How long?
was on the game for like 7ish hours at the time but i didnt clear the whole area since ive built it. i was clearing all nearby spawns tho
smaller portion on left side
kinda forgot how far out it goes
might be a full 300-320 tiles wide
Players can dodge explosive damage, right...? 🤔
i think so
let the mob chunks speak for itself
ik i made it a lil too big but o well
Gotta spend time with family, I'll be back with it hopefully built by the end of the day or by tomorrow
Ok. Added a note about butterflies (after confirming that they attack crabs and sea tentacles, but not shroomen, go figure).
It may be an issue if more than 1 scarab gets in, may change it to 1 door for each side and shorten the timer for it but so far it looks good
That looks very cool! There's something's ng very sci-fi about it... With the slow timing and the effortless annihilating, you get a sense of it being a really huge machine. Maybe Star Wars, or something feel.
aww ambush omoroth tentacles despawn :(
Hoping to make a build around one? Or try using it for mob farming? 🤔
How quick did it disappear? As soon as you left off-screen?
hmmmmm
i think bomb scarabs don't blow up if they're not over ground...
oh nvm
unlucky
Toss 'em into the void! 😅
i wish... got hopeful
I mean, if they explode in the void, with nothing around them, then it's not a problem.... 😅 But does that give no drops? Is that confirmed or just a suspicion?
well they'll still blow up any collection method
so it's no difference
i'm sure it gives drops, i just tested until i could confirm whether they explode over gaps or not
Pretty sure they don't drop anything if they explode
Did you try that with a whole batch of them? Just exploding. Your gifs were a mix of killing, too, I think, so hard to tell from just looking.
Look at the batch that exploded on the left, not a single drop
And the ones that spawn from the ground trembling don't drop anything even if killed
oh i misunderstood, i thought the question was whether they drop at all over void
selling the planks from my wood farm after all this time
all my coins r on this belt, it doesn't render them all and any extra stack of any item in my inventory stops showing its stack number. belts have a limit of amount of items that can be on it and that belt line far surpassed it
accidentally missed 9 chests of coins
52 double chests of coins, would be nice if they rework coins in a different way
ye, hence y i said "rework coins in a different way." they kinda ruined parts of the game, boulders put mob farms to shame, coins r too easily obtainable. i don't like their current idea on how they want coins to be
I didn't either, the concept felt lackluster and sort of a cheap lazy fix.
I feel like coins are 99% useless, I’ve barely got any lol
yeah i think that's my problem, they're not that useful
best thing is buying slime idols
and those are time gated
tbh I'd like if they did the opposite of what they suggested and made more things convertible to coins
but gave them a better variety of uses
and obviously do something about the storage issue
balance prices for selling, increase coin stack size, let us buy items quicker from npcs
max turrets cant even handle 2 scarabs 😩
You had an explosion when 2 got in together then?
I think it might need carefully synchronised projectile stacking. Then could also fire just enough turrets together to guarantee 1 kill, without doing enough damage to a second scarab... 🤔 Very complex setup. Heh.
gets a bit more complex trying to time it with the door
one scarab died but the other exploded
Yeah. I'm thinking of complex electronics.
id prob have to delay the doors some more to get the shots from the back rdy
so it definitely cant handle 2 for the first cycle cause the shots from the back haven't arrived yet, it handled a batch of 2 and 3 afterwards then exploded on 2
i may just try timing the projectiles then since theres too big of a delay between shots
if timed perfectly it should handle 3 just fine
almost 4
relying on such specific timing seems kind of dodgy...
i wouldn't trust the game 😂
have you considered using tentacles to stun?
that would be rough too, getting it to spawn in the right spot and hope it actually attacks on time but if more than 1 scarab gets in then the other could fly into the tentacle and explode there
i could try using 2 tentacles but then a 3rd scarab could ruin it. i adjusted the doors to barely be on for a second and 3 scarabs managed to get in
if anything i may have to adjust the kill chambers to literally be a 1 by 1 so excessive amounts won't get in even when the door timer is so short
if thats the closest it can get then i may be screwed from the door timing. there will be close to 28 shots trailing about that far apart from each other so with some bad door timing it could cut off enough projectiles to just dmg a scarab to get it to explode
issue after issue, this is fun
initial shots were that close to each other then after half a min or so
they start spreading apart
i could toggle them on and off to keep them in sync, it'll just be time consuming and im taking a short break from it
I think the simplest bet may be an overwhelming amount of Assassin firepower (like, try to cram 30 of them in a small space with tight sightlines on the bomb scarab's entrance.
It's a shame we can't have adjacent doors on different timings, to try to ensure a split down to just one mob...
Although maybe pulsing them together could work anyway...?
Pusling them together?
I was thinking about having 2 layers of doors side by side, 1st door opens for a split second (I think only one would fit but let's say it can be 2 or 3). Have the next door open with 2 cycles to empty out the ones in the small room
Yeah, the idea would be to create a space between the doors where only 1 nob could possibly fit.
Then opening and closing them quick enough that only the closer mib can get through. But then that might prevent any from getting through, ever. Tricky.
There's a prob with the chamber tho, doesn't help that belts can't be placed under the door. If it's just 1 mob in the chamber then the initial door can be backlogged if the single mob doesn't move on past the 2nd door
Talking about having 2 doors to hold off mobs from the kill chamber
You should be able to make your control signal from one side to barely reach one of the door to make different timing of opening / closing of the door
Ah! True. Interesting work around. 🙂👍
Maybe doors (and some other devices) would be better to not transmit power, though?
Door should only transmit power on two ways but not four ways to be make sense
Or it only transmit power on four ways only when closed
Oic. Even more nuanced. 🙂
Of course, the side tiles have to be walls, so can't be another device anyway.
Erm, changing conductivity with opening state would be too confusing, I think.
Just so that you can open it with a single pressure plate
Oic. I guess I was assuming one way connection. In that it could receive power from any adjacent powered tile, but wouldn't transmit it.
Similarly, I'd like electricity sticks to not conduct, too (just influence adjacent). And I think there's a good case for light bulbs, too.
Maybe all devices should need wire under them to conduct/transmit power..?
That'd be nice but a bit tedious for regular building placing wires for things like Boulder mining
Doors suck, they should have an electronic that can be placed, walked over like a regular tile, once powered it acts like a wall. Basically raising a wall from the ground
Yeah, you'd just have to place wire under your drills too, in that case. But maybe they shouldn't be include in such hypothetical changes. 🤔 🤷
So, still just one tile big, with the same connectivity issues? But closing vertically?
The game should have options in the inventory to toggle, allow breaking player structures in one hit, fixed direction for belt placement, hoe options: till on/off, destroy tiles on/off. Stuff like that basically
Same connectivity issues?
I think an electronic like that would help tho, going from a regular ground tile into a wall. Main benefit is that no walls will be needed for it to connect to like a door
So your entire wall can be a door?! 😮
Ye
Would be very useful for certain builds and u wouldn't have to depend on some dumb doors hanging on 2 walls
Just have a smart door that simply turns itself into a wall, problem solved
i honestly do think wires should be required to conduct
and you place components on top of wire
it would make builds so much neater
honestly the entire system needs a lot of work but it doesn't seem to be a priority for them so i stopped asking for it 😂
It's a wanky sandbox game, hope they refine it well 😅
They rly need to rebalance things heavily but I don't c that happening
A few big ones would be reduced enemy dmg and perhaps adjust hp to counter the change, it may bring some issues but it sounds better than currently running into the desert without the perm hp foods and dying in 3 or less hits. Nerf boulders hard, forgot what else I was gonna say... hopefully they just add something to work towards that puts the bars to good use
i'd rather they give more to use resources than nerf resources
Mob farms r basically meaningless unless if u want some oddly specific drops which u still won't need much
i mean ofc
but that's because there's not a lot to do
i don't believe mob farms should be better than mining boulders for getting ore
Boulders r very easy to find. Especially for the amount they give
Only downside is the time it takes to drill but if u exclude that, that's basically 2 stacks of ore in azeos wilderness in under 2 minutes of exploring
Lil too op if u ask me
idk i think it's fine
taking away something we already had will not feel good. look at any mechanic taken away in any game and look at the average community reaction to it
if i were to change anything personally, i'd make it slower tbh
well
since the game isn't technically released, i think it's fair game to remove mechanics
let's go back to old boulder worldgen then and ask the community what they think that is now playing that wasn't in march
^
Sure the community will be upset but if a change is needed to help the game then it should be done.
it's early access for a reason lol
I don't disagree, but nerfing stuff that only affects late game (coins) without a good alternative solution is not smart whatsoever
Coins don't have that good of a use and I've sold anything else besides ore to get stacks of them
yeah
honestly it'd be cool if you could do stuff like trade walls for ground and vice versa using coins
or some other "dust" resource
Plus the devs have a survey out for reworking coins, even tho it's not a good rework
I won't deny stuff needs to be balanced overall, but taking away resources is the last thing you should do. that's more what I'm trying to hit home with
Fortnite removing siphon for example when collecting materials to build all those years ago drove a lot of their community out for some time
The devs keep slowly making refinements to wiring. Adding bits and pieces. Yeah, there's a heck of a lot of other (more core) content to add, though. And I'll bet wiring code is time consuming...
But I suspect they'll listen to well thought out feedback on that.
I don't c a harm from taking potential resources in the future, plus new players wouldn't be affected that much. Once u finish drilling a few boulders, the rest of the ore/bars end up sitting in multiple chests never getting used besides niche cases for large unnecessary builds
add don't subtract
I did say that's an option but I think it's still excessive
Nearly 2 stacks for a single Boulder
Even the expensive go carts look cheap with the bars
Just the other resources from mobs hit hard
For a game that makes u travel a lot to find special structures, ur gonna be running into a ton of boulders which you'll never need currently. They'd have to bring a big update to put all those bars to good use which ig I would prefer over a big nerf but who knows what will happen
Just add ammo based on ore. Easy resource sink. 😅
lol
that wouldn't be too bad actually
i'd like that
but like, for some sort of new weapon, not just regular stuff
Sure, sure. Maybe a technomancer for a non-standard spin on magic/mage class... 🤷
i'd like to see more building mats personally
Throw drill bits at 'em or something. 😅
still no octarine walls....
Or iron or gold or tin or copper walls...
Make the current galaxite turrets consume ore as ammo
ik, I'd be the last one for it cause of my builds
Idk about stronger turrets, there would have to be limits on it atleast. Can't imagine someone going through the trouble of making a turret stack with them and repeatedly refilling them
easy way to sink bars into stuff is revamping weapons to be usable not just at specific progression levels
let me upgrade these things up to par with the strongest stuff currently
Would be nice if there was actual upgrades for the game to sink tons of mats in
Upgrading various stats for a go cart
And for boats
An upgrade station would be a nice sink
A consumable accessory could be a good thing to spend money on
Reforging equipment
I forget, does covering desert sand with tiles prevent bug spawning?
It should do, I think. (Except for wire, conveyor and traps.)
But I'm not sure about the ambush type bomb scarab spawning, which will land right on top of players and inside of furniture objects.
Im scared to try it on my boulder ops so im still digging out the ground and using bridges for now.
ur scared that scarabs would blow up the drills for ur boulders? am i reading that right?
u could just wall it off and itll be safe even if some spawn in, it'll only get destroyed if other mobs get in there with the scarabs
its better to have the shots from the back fired first for better timing but the wiring goes too far from the player that it doesn't take effect and when i do run down after powering it, it goes off sync
the wiring design works nicely and i wanna keep it as is but id have to cut down on turrets for the wiring to render which will be painful
for a terrible mob farm
oh no
hence the timing of the turrets
i'm guessing they are getting tapped and then one blows up and destroys the tiles causing a break?
having the turrets on full time works for a single scarab, sometimes for 2 and 3 but it still blows up once in a while on 2
yeah that's crazy stressin
i have the doors on a short timer, even tho its on for such a short time period, up to 3 managed to squeeze in
can you setup turret lines on 3 sides? or would that be overkill?
i already did it on 2
making a 3rd on the side will cause a bit of an issue trying to get the scarabs around the builds into the chamber
is the circuitry for one side loaded if you stand in the middle of that side? could start each side separately from the middle of both if that's the case
theres another issue that i mentioned last time
trying to line up the turret shots
if its on for a minute or longer, the turrets start getting off sync too much so they have to be on an on off cycle
oof
and that has to be manually toggled by the player?
theres basic wiring issues that can be worked around but when the game gets in the way from it working as intended it becomes a pain in the ass
i can have the turrets on an on off loop
im just running into many issues preventing it from working
i could leave the turrets on full time but then id have to rework the chamber to make sure its always limited to a single scarab but i dont think that's possible
it handles a single scarab just fine without timing
by the way, not exactly related to this, but wouldn't it be possible to add one more pair of turrets to the current "state of the art" design?
you'd think they'd start spawning faster than you're able to kill
natural spawns r slow but it may be the case if the wiring is heavily delays for each kill cycle
a turret on the front not aiming at a baiting golem but at the actual target?
ive had it like that since the start for all my builds
I'll have to draw what I mean
unless if u mean adding them to the sides but that may cause issues for killing scarabs
so the current set up is like this, right? green = turrets pointing up, red = bait, black = pit
seems accurate
so what prevents this, or going even further with 3 pairs
well each segment is 1 tile longer than intended on the first image
turrets block other turrets vision i thought
they do
ah, right
they block them like a regular wall would
what about the sentry - turret turret - sentry build?
huh?
same shot count, but tighter spread?
o side to side
do you plan on having an identical spawning left side too?
i had that originally for the scarab build but they could move between the 2 firing lanes. I didnt wanna risk them blocking shots from other scarabs if they moved
ye, just need to place belts on the left side but im tryna get the chamber working flawlessly before i do that
makes sense
which may never happen at this point
u could have 4 firing lanes all aiming at the center and have some janky entrance for the mobs
i dont wanna build any more lanes, making them with sentries is the worst cause they tp/despawn frequently
wiring goes too far from the player that it doesn't take effect
Could you explain a bit more about how it's failing please? 🙂 My understanding is that wiring and automation should always work the same everywhere.
(But some have been reporting issues with e.g. bolder mined resources not traveling long distance on conveyors, while other's have it work fine.)
in the ss i showed, the wiring goes from top left and down along the wall then goes right to power the bottom turret, its supposed to loop up and power the turrets in order with a slight delay to line up the shots
but it doesn't power a single turret when i turn it on from near the center of the farm
Hmm. I guess I'd need to know exactly what wiring devices you are relying upon to pass on the signal... Is it just logic circuits and generators?
just those the whole way
no delay circuits
a few cross wires after the first turret
Hmm. Pretty sure that's not intended. So it'd be good to figure what the weak link is, and in what circumstance...
Does it never work? When you move to one end, as oppsed to standing in the midle?
i destroyed the wires but i can still show the original piece that was meant to power the first turret
all the turrets seem to start working once i get closer
it stops when i get away from it
seems like theres a bug with the lit floors losing its paint
I don't see the lit floor...?
the purple colored turrets
they're covered
heres how its supposed to look like
so the turrets worked while standing next to it, i didnt even power it off and they stopped once i got far enough
i didnt even power it off and on
Corporate wants you to tell the difference between thsees 2 pictures... 😵💫
then powering it off and on does nothing unless if i get close enough again
can u tell the difference now between the left and right turrets
Not really... Is the left more purply...?
ye
Oh!... You're saying the wiring's not working because there's no turret projectiles...?
But mobs get unloaded past 105 tiles, so there's nothing for the turrets to shoot at. Isn't it just that?
😶🌫️
brb
The turrets themselves will get unloaded past 105 tiles tiles too, I think. Mobs linger for a second or two.
damn that sucks
so the wiring seems to work, just the 5 or so turrets i tried powering in the back was still further than 105 tiles from me when i powered it
thats gonna limit my farm even more
damn
Think of it as being more compact... 😅
Yeah, i just checked with my long wiring loop, using generators and logic circuits, and it seems to work fine sending signals over 140 tiles from player (horizontally).
its already compact in width, i can't let it take the length too 😭
ig i gotta update the steam guide cause of it
OK, so Bomb scarabs have 2k hp (in normal mode). And galaxite turrets do a minimum of 140 damage each. So you'd need 15 (14.3 rounded up) to be sure to kill a single scarab with a perfect stack of projectiles.
So, with a spacing of 6 tiles, that's: 15 * 6 = 90 tiles of gun length. Which is a little tight, but definitely sounds viable to me. 🙂
Could stand a little off-centre, too, for a little more buffer. But would need to shut it off entirely when not standing in the ideal spot.
1950 hp
and i think turret averages at about 130-140 but thats accurate enough
2 lanes, 200 ish tiles, /5 for the segments but first -5 ish for the chamber, 39 turrets if im not mistaken
enough for 2 scarabs
since it wont be able to handle a third ig, either limit the amount of turrets to about 16 for each lane to ensure a scarab kill and to not over dmg the 3rd scarab if there happens to be one
now which route do i take...
prob limit the turrets to ensure its always within the players distance while i run around on the inside and so it could take care of extra scarabs
i wonder how many can fit in a 1 by 1 if they fly in then r closed off by a door
Why do you want to be able to run around? 🙂
storage
just about 15 or so tiles for managing storage but its already getting compact af so ifk if ill be able to make a sorter in it
What I'd do, personally, is try to minimise the setup and have a dedicate 1x1 room that the player stands in (on a pressure plate) to enable the machine. As a safety feature. That would open the gun port door and activate the wiring.
Then it would have to be off while moving around. So no risk of forgetting, etc. And it would be a kinda cool mechanism.
the heck, pretty sure i saw the wiki say its around 115-145 or something
There's no turret pages on teh wikizet yet... (My bad. 😅 )
id prob have to remake a nice chunk of the wiring to replace the lever with a pressure plate, for the positioning and to power it off for the cycles
Have you measured the travel speed of the turret projectiles yet?
how would u measure the speed tho, its faster than max movement speed and the fastest go cart
And this is why we don't use the Fandom. 😅
😣
Really? But that's not a problem. I'd video record and measure distance travelled in exactly 1 second. Or compare to known in-game wiring times. (Although those skip the odd frame, as you've been saying.)
o right, could compare it with logic circuits ig or am i missing a better way of timing it with in game tics
yeah. logic circuit delay loops.
I mean, how have you stacked up the projectiles atm? What's the delay per stage?
i think it was 9 delay circuits
i didnt post the update on it here but
for some odd reason, the projectiles originally were spaced slightly which is what i showed
then i made it slightly compact by moving the wires and 4 of the logic circuits closer to the turrets then the projectiles were perfectly lined up
it still used the same amount of logic circuits so it confuses me as to y the turret projectile placements varied off a few pixels between the 2
i tried recreating it but it's the same now, it may have something to do with how the game is run. i got a fair bit of scarabs stacking up rn
Odd. Yeah. I think dropped frames (below 30fps) may drop wiring ticks, too...
And oh, sorry. So your turret spacing is ever 5 tiles. Mz's was 6, I went off that initially.
im more confused now, im uncertain on it but what if the turrets fire at slightly different times for each shot, kinda like how delay circuits aren't powered on for the same amount of time when used
So, you only need 75 tiles length of gun. A bit more wiggle room.
fps may be whats causing it but having it on for a while spreads the shots even further
Sure. I've noted desync on 2 turrets just passively on and firing at different times. Although I wasn't able to recreate it.
You'd definitely want to turn the power to the turrets off in between shots. Rather than rely on them staying at the relative timings of their start up.
Shouldn't take barely any extra wiring, though.
ye thats what i decided on doing but didnt finish cause of the mob rendering issue
If using captive slimes, did it cause a problem to put conveyor under them to try to hold them more central? Did they end up in the void, when leaving and returning?
Or was there no point anyway, because it didn't make it any more reliable at a shorter spacing?
pretty sure the mobs acted as if the conveyor didnt exist when it was pushing into a void
In both axis? (Cos they hold them centrally too.)
i have mine using two conveyors pointing to the center along the firing axis
the cross axis didn't work well because they would block too many shots due to being allowed to overlap the next tiles too much
the two belts works much much much better than no belts
still doesn't 100% prevent them from teleporting out, but it very rarely happened now
Could i have reliable spacing of 5 tiles instead of 6 (here) with slimes like this?
that should work, if not then move the turrets over to the right one tile
works for me, though "reliable" is subjective
as in, never miss a firing.
never, probably not no
havent used it with slimes much so idk if itll be reliable as well
it will be good enough
not perfect
but i don't think perfect is feasible since i don't think using a single tile is stable
I kinda want perfect, for projectiles stacking, to be used with scarabs. a spacing of 6 seems fully stable to me. So I'd go foro that, if there's a difference.
Projectile speed appears to be 15 to 15.5 tiles per second.
Whereas minecarts where 14 tiles/s, I think. And running can go faster than that.
So that should be 1 tile 0.5 tiles per tick... Let's see if that ties up for me...
Yes. That seems to work. 12 logic circuits delay gives (visually) precise projectile stacking.
So, the way to make that without thinking too much is to have a switchback of 12 circuits between each turret. But I wanna try using a linear counter to reduce the number of gates when scaling up...
... And at this point do you think we should be talking #⚡-circuitry about this...? 🫤
this is more like our personal channel at this point where we can ramble on about stuff
Yeah. The ivory tower crew. I guess.
But I'd been more justifying using it still because a lot of stuff we talk about, like mob farming, doesn't have any "circuits" in it.
Do you think players would generally consider circuit-free mob farms are something that makes sense to talk about in circuitry...?
its better fit in that channel than anywhere else
plus they likely wouldn't make a new channel just for that
Would it be a lot clearer to rename it something like #⚡-circuitry-and-automation, though?
#💡 circuitry-&-automation
aaand there's this
why start with a "-"
ig as long as auto is visible
i copied and pasted ur msg, i think discord automatically did that since it removes certain symbols
prob replaced the space with it
- cant be inserted
Oh right. I kinda wondered why Bridie/team started naming all channels with a - though, too... 🤔
I continued posting about this over there: #⚡-circuitry message
well
i learned something today
if you fill an area with enough bullets, nothing will spawn anyway 🙃
Oh, really?! You think you reached some kind of entity limit?
How many turrets, or such, did you have?
tbh it wasn't that many
so i'm sort of doubtful that was really the reason
maybe bout a hundred turrets
it just didn't really seem like i was coming back to any drops from that area after leaving the turrets constantly firing
is there any way to make the caveling brutes not destroy the conveyor belts in farms?
dont group them up with anything that'll they'll wanna attack
don't they try to hit turrets?
i don't think so but u could always space it a few tiles away without issue
Pew-pepepepepeeew!
9 logic circuits doesn't line it up perfectly, may have to cycle between 9 and 10 after every one or 2 turrets to clump it up some more
or just flat out use 10 logic circuits, it lines up the shots, dunno how i didnt notice that earlier. is it rly affected by the fps cause the shots were lining up fine before with 9 circuits
I dunno for sure if fps is a direct tie in. Maybe it's an indicator...
But the game doesn't have a consistent 30 ticks per second, that much I've seen and demonstrated.
Bonsoir, je souhaite partager ma petite contribution au jeu, aujourd'hui je me suis amusé a traduire le jeu en francais, c'est pas parfais mais c'est un début 🙂 merci a vous. Good evening, I want to share my little contribution to the game, today I had fun translating the game into French, it's not perfect but it's a start 🙂 thank you.
Oh, cool! Have you contacted the devs about this at all?
I think there's been other community translations that I've seen them support.
hello, no I did not contact the devs directly, I searched everywhere I found the translations nowhere. It's not professional translation but it does the job.
Thanks very much @solemn shell and @zinc vessel for excellent proof reading and content suggestions on the wikizet progress guide! #📷-ck-media message
I've replied over here to avoid spamming the media channel. (My bad.)
I think I've addressed all of the points raised. Mostly implementing them. And/or rewriting the top blurb.
I removed the colourations, as they were there from before I started editing and I guess were meant to show optional bosses, but didn't show up so well. Or at all for me, because I use the Darkreader plugin to reduce contrast on all web pages.
What do you think about the part 1 huge item table? Think it should be split into separate biome tables? It's way overloaded compared to how it originally was, with just the armour and weapon listed. heh.
Does the guide name make best sense, too?
https://corekeeper.wikizet.com/en/Progression_guide_for_items_and_bosses
Oh, and I only included the tin spike trap because I don't see the galaxite (flame) trap as changing anything for mob farming. Does anyone actually use them for boss kills and find they provide fundamental utility over tin traps?
Similar with the turrets. I've not yet seen a solid use for them that makes sense to recommend in a standard playthrough. 🤷
i thought radii was a typo...
I did have to check with Google that I had it right, when I was typing it. 😅
@clear sierra - Thanks. I'll have a proper look at that later. But for one thing, the first "ore" is wood. So... 🤔 #📷-ck-media message
Okay, I see what you mean by that lol
I honestly don't think considering wood in this situation is really necessary, specially because it would be the first (if not, the second) item the player would get when first playing the game. Adding the Core figurine in the image is perfect, but the wood shouldn't be there imo
About this, I have something to say. Me and my friends are playing in hardmode, and for some mobs, the spike traps don't really hit the mobs enough for them to be killed while farming. Their healing abilities are enough to cover the damage and they're simply never killed. But maybe this should be added to a guide about hardmode specifically?
recently they changed it so that all traps disable passive mob healing
Does the guide name make best sense, too?
About the name, I'd suggest changing it to "Guide for Biome, Items and Bosses Progression"
Yeah. As I understand it, provided the mob is stuck in an area of spike traps, they will never heal and all eventually die.
That's weird, I'll have to look into it the next time I play with them. I could swear they were still healing themselves the last time we played (which was last monday). But in any case, sorry about the wrong info ❤️
There's always the chance of seeing an exception in how the game works (or doesn't). But yeah, please take another look and let us know if you see otherwise. 🙂
I'm thinking maybe this could be a bug or something that wasn't updated in hardmode specifically. I'll come back with more info, even if it is "guys, I was wrong, sorraaay" xD
Well, the galaxite traps are not essential for mob farms, but they can make them more efficient as they deal more damage, especially if a mob farm is not optimal and the mobs have a chance to regain health like how quickly cavelings can still walk on conveyors. That said I haven't really tested that much with either one and only have a rather simple mob farm. I also mentioned it because galaxite stands a bit out with its lack of shown recipes and I thought this was more likely to be worth mentioning. They wouldn't have to be listed separately but could be mentioned in one line that they could improve mob farms, but I can understand that it wouldn't be that important for a general guide.
Now that I take another look, I noticed that it says for the galaxite tools "Incremental stat upgrade this equipment" which doesn't sound quite right, maybe you want to use the same sentence used for octarine which is "Incrementally improved equipment".
The first part is a bit bloated, but not sure what you could do about it. Maybe you could try to merge some listings, like I thought you could mention the tin fishing rod and the bait workbench in the same line, though maybe that wouldn't make much of a difference if it can't be kept within a line.
As for the title, I think it is fine.
I've just been throwing together a max health page/guide: https://corekeeper.wikizet.com/en/Max_health
I still need to add in a list of all the temp max health foods, and the current best max health equipment loadout... But do we have any thoughts on this so far? 🙂
(I'm off to bed, so will read anything tomorrow.)
- I believe that the line "This second source of bonus max health can be removed by resetting the vitality skill tree, using 200 Ancient Coins." is not required
- Broken handle and Rune Song also give additional max HP, in addition of many armors and some accessories
- The Temporary max health food buffs part need to break down in two parts: ingredient that grant max health; and other consumables that grant max health
1249 1359 1358 Health
Is that the highest currently achievable (with new char/world)? 🤔 https://corekeeper.wikizet.com/en/Max_health#Highest_max_health
That sounds terrible, does that include the epic perm hp cooked food?
epic does not give any more perm hp than rare or uncommon
since perm hp is purely additive, and does not scale like the other buffs do with quality of the food
rip
It's definitely not a lot, especially when you consider that this set doesn't allow you to deal really any form of decent dps lol
Hey, I've got a question for you guys here since this seems to be more of a limit testing area.
Yesterday, I crudely tested to see the effective equal travel distance point for portals and rails.
On average, portals took around 6.5-7 seconds with the full click to open the map, select a location, and move upon screen returning.
Rails when using that time range to determine equal distance had an error of about 13 tiles, aiming closer to the 6.5 second mark since my average portal time was closer to that than 7. The overall range was from 78 on the high end to 66 on the low for a straight rail system.
I know that it can most definitely be measured much more reliably using frames, but I wanted to at least put the knowledge out there about current efficiency, as my estimate puts an average rail system only being faster or on par at between 30-50 tiles due to how bases typically meander from being either compartmentalized or just spread out in different open areas.
Would it be possible to eventually find an actual hard number for the true equal limit where rails and portals can "travel" at the same speed with a more refined test of similar methodology?
One of my big motivators for doing this is due to feedback that I eventually plan to put together and post. The other is because of how seemingly ineffective it now is to use rails in their current implementation with the introduction of portals.
if the map is already zoomed out then using a portal could be a second quicker without having to zoom out
I'll attach some images shortly with a more specific write up
So, my test was done using this location with my hand hovering over the portal like so to time from the moment I clicked my mouse in tandem with a timer in my other hand
It was started immediately upon opening the map up pre-oriented to the zoom level and a specific location similar to the shown image now. I used this portal to go to, and I have highlighted the specific portal with blue.
Upon the animation opening to allow the player to see the game again, I moved and also stopped the other timer in my hand as close to simultaneously as I possibly could with human reaction times. This is how I got the 6.5 to 7 second animation range, but it typically trended around 6.5 to 6.7 seconds for 15 runs only from the portal I was at to the other circled in blue.
For the minecart testing after obtaining the portal timing, I had a similar start to the portals, hovering over it to click both a timer and the minecart, but I also held down the movement key to my left side since I had extended out the track to Ghorm's ring for the test. It looked approximately like this for the starting position.
While this image has the tracks removed to count the distance and error, it is the final results I tallied do this manually. To obtain the spots, I held my timer beside by character on screen so I could visually mark the spot on the rails I was upon the approximate timing of 6.5 seconds. I marked it with bridges, which I had also already removed at this point in the image.
To tally the overall distance, I first picked up the complete range of bridges lining the sides, and dropped them on the ground for a count of 13. After removing them from my inventory, I picked up the remaining distance to my starting point on the circle. The overall distance can be seen here more closely, and was a total of 66 tiles for the lowest distance I recorded, up to 78 tiles at the furthest. This was also done 15 times one way, from the right side of the track out left. The map in the above, although small, is fully zoomed in, with the core middle tiles on the right edge of the image, and the partial track tile limit on the left for what I did not end up reaching.
My estimate for effective range of 30-50 tiles total is just based off of my anecdotal evidence of visiting friend's worlds, as well as others that I have joined to make trades which were not just trader worlds, so this may be too high or low for a reasonable estimate of effective minecart range compared to portals.
To improve this, you could measure frame by frame in a recording, with button input also mapped on screen to get precise timings. Another way to do so is to teleport to a range of targets, and reset the map to a potential real world position so that the map could be drug to increase average time of use before beginning the portal transportation animation. On top of this, both the minecart and portal could be run up to in a variety of directions, with the timer beginning then at a set distance to also replicate how simple it is to engage with the actual transportation objects.
Either way, I think it's safe to say that both systems should probably be tweaked, which I'm sure they will eventually get around to, but it was good to put into perspective just how good portals are compared to the older transportation system of minecarts.
Yeah, there's a few things that'd be a no brainer to switch out, if you're being serious. But for a meme build, it's not terrible...
You've got ivy's set bonus you could proc with poison talent. And add a few other food buffs in. 😅
Interesting. I'd been wondering at what distance it's better to run than to TP...
I'm super-lazy and have a bunch of short distance portals, since I so often forget items when I'm experimenting near my base.
My critique would be that there's never a minecart there when I need it. So could easily double the time, getting one out to place it down.
Hence running (with basic bomb pepper buff) would be my comparison. But I expect it's similar. 1 to 2 screen widths, as you say.
And I think maybe the devs mentioned wanting to make portals quicker to operate, too. Which would especially make sense over short distances.
Minecarts are just defunct for most stuff, come late game. Although, their advantage is being able to stop anywhere along their route.
ngl i think portals should take longer to operate
it's really not fun when early mechanics become completely superceded
ofc they could also just make minecarts more generally useful
...somehow
id like portals to bring up a separate map showing only portals vs seeing your own marked up map with all the pois/boulders marked up on it.
as it is set up now i sometimes get portal'd to a location while accidently hitting a portal location trying to drag the map to the site i want to go.
Yeah. This bothers me. Teleport of click down rather than click release (without drag).
Players may want to see all their other types of markers on, by default, to know where they want to go, though.
maybe, but if say you have a single portal in a direction, you can just click the icon on the edge without zooming unless its too close to another icon.
the overlap requires a zoom in to some of my portals now.
I think the best way to deal with portals currently is to change the general use case of minecarts, as they're far and away effectively useless at this point. If they commit to keeping minecart systems as a form of transportation almost exclusively, portals need to be nerfed or have mechanics changed. I prefer the latter for a cool down upon use, but then you just potentially make portal spam for those who don't want to wait, but potentially for more cost of resources and for sure clutter.
My opinion on portals being nerfed is unpopular for sure, but I think when the gap between the use case for the old transportation system and the most recent one is so large, it's not healthy and something should change.
I can get around to testing a reasonable running build later today along the same stretch with bomb pepper food, polished swift rings, Omoroth necklace, Morpha bag, and the godsent armor using a dash feather. Could skip the swift rings as well since it'd be a more common all around set that's used with whatever ring set. Fully expect it to be further than minecarts.
something to consider is player type. ie casual vs moderate vs hardcore.
For the casual, the cost of portals is very high, since a casual will be the person or persons that only play a few hours a week. The mine cart will be used much more exclusively by the casual as they will have more time in early to mid game before portals become an option.
For the moderate, the difference becomes a bit more noticeable, but i think they will use a mix of both as they progress through endgame.
For the hardcore, there will be no appeasing them long term, as they grind through content faster than anyone else.
Yes, also something very important to consider, but I believe my point stands, as even a casual is eventually going to have enough portals to render the minecarts effectively as a waste.
It becomes one of those bell curve things or x y graphs, balancing to keep the most amount of players in the middle would likely be the goal, and add extended life to the playability by all types.
It will be fine in time. I expect electricity to eventually be tied in to minecarts, so their use case will more than likely different from portals at some point.
throw some asphalt / road ground that gives a speed bonus to karts, and we can start building streets 😄
Reading through this now. I feel like I'm missing syntax here.
(From The Malugaz entry)
Also is there a reason you only linked a strategy guide for him and not the other bosses?
Other bosses have much, much larger arenas. Mal takes up a lot of his small arena with area burn damage tiles, so that's why I would consider him being the only one who really needs it.
Especially since he has a second form phase, unlike the others who just speed up attack patterns
Strategy in CK as an oversimplification also just boils down to circles against bosses
I think I linked to all the boss strategy guides that I've written, so far (In my progression guide). Did I not?
I only see the one for Mal.
Well, that's the combat tactic. But the strategy is more in the preparation of gear and modifying the arena.
Oh no the first three have it.
But that's it. Just the first three and Mal.
(I used the find feature this time.)
Clicking on the name of each boss does lead to the wiki page for them.
The word strategy's common use across different communities is going to vary slightly ig, but I only consider strategy how you fight, not really everything you use. Fair enough though
Yeah. I've not written a full strategy section for any of the titans yet. And all the slime bosses have the same cheese strat, so. 😅🤷
Are you saying you also authored the bosses wiki page? How much of the wiki is just you?
I totally re-wrote the the strategy sections for all the first 3 bosses and Malugaz. And various bits of the the rest of their pages.
The wiki is only Cysidus (creator/owner) and me. Basically. He's done the clever data harvesting, set up the structure and most of the tables and such. A huge amount of items. And I've come along and added a load of blurbs all over, guide text, screen shots (e.g. biomes and most of the scenes) and filled in gaps and such (e.g. paintable objects).
We could still do with a bunch more basic item pages created for a load of stuff that came in with the desert update. (Looking through the "base" items page for red links.) If anyone's interested. Or other bits and pieces. Guides, whatever.
I've been meaning to make a player guide of sorts. But I've been distracted by Horizon's Gate (so good you should play it.)
Do you mind if I send you what I had so far?
You can do. If it's a lot of text, I might struggle to read through, to be honest. Ironically. 😅
Zero, do you guys plan to put recycling tables up for armor, tools, and weapons?
Salvage is, I think, something @steep pagoda explicitly has in mind.
That's less my kinda work. I'd be slow and inefficient at making that kind of thing. And he can use clever back end stuff.
Actually, wiki wise (and for the Map Tool, in future, when Cedric's not too busy) what we could really do with is someone to make a new whole world revealed map, on a pristine new world. (Using mods.)
@lilac gale scrapped a lot of the single world items and rare things yesterday. I figured eventually the returns from recycling would be put up. So when it gets done, a lot of the more annoying items have already been compiled for returns.
I can go dig up the videos later if Peace doesn't put them here
All the data will be extractable directly from game assets with this, I expect. Also in a way that might (semi-)automatically update the pages if and when materials change.
Definitely an improvement over manually having to do so
Yeah. In principle. Although maybe more brain power to sort it out. And just as much (lacking) motivation...
@trim kestrel do you know if cocoons and mushrooms have a local cap?
Which kind?
In terms of the spawn cell, they both reduce the chance of more spawning in that cell...
like a hard cap
cause i can't imagine that they would fill all available spawn surfaces if left alone
I've very little idea of hard mob type caps, in general. I've only seen second hand reports of that, from one or two players during the halloween event bug.
But...
They won't fill all spawn surface and block other mobs.
Mushrooms will spawn more (higher odds and less chance reduction maybe (I forget). But I'd be amazed to see more than 5 cocoons in a single cell full of chrysalis, even if you left it afk for a week.
Not sure what you mean exactly. But each tile gets its own rng roll, per spawn event, for each of its mob types.
And each mob in the cell divides the chance to spawn on that tile by a factor of 5. So 2 mobs is divide by 25. So it get's very improbable very fast, as they accumulate.
hmm i see
i havnt picked any shrooms from this room. full mycelium underneath 16x16. been a week or so of passive farming (clearing the shroomman drops)
i'm wondering if like, hypothetically, if i had 6 chrysalis tiles in a cell
or whatever the minimum was
could potentially 2-3 of them get taken up by cocoons
fwiw i sort of don't think mushrooms work the same way as cocoons
or at least, the rate reduction must be vastly different
since i've seen mushrooms take up most of the space in a small number of tiles
my chrysalis room i knock some down, others i sit next to they open , and for whatever reason they go away or i may have hit em later. not sure, since i didnt keep the same policy on that room as the shroom room.
think ive seen at most about 6 or 7 cocoons in the chrysalis room at one time. same 16x16
i can go ahead and keep cocoons off the smash n grab list and let it go some more time and see what happens tho
Eventually. And the other tiles would continue to spawn Larva. Because blocked tiles aren't deducted from the minimum requirement count.
hum
Rice, I can say with confidence from how much time I've spent near my mob grinder that mushrooms at the very least get exponentially slower the more that are in an area. Once I build my big one, I'll reach back out with findings if someone doesn't before me.
It's just gonna be a few weeks because I'm starting to slow down again to take care of work.
CAN YOU SEND the second image in a better resolution? to identify your naming?
right click => open link, maybe this can help?
or try the link in the video here
https://www.youtube.com/watch?v=s3CMA7pIUkk&ab_channel=きず
Normal mode only
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 th...
Looks like @dim orchid found the same 15 tiles per second turret projectile speed as me, with a fancier method 😀 https://youtu.be/Re8Hbr5-pTg
How fast the turret projectiles?
!forscience 😄
Idk if I already asked or forgot to but would crabs work instead of core sentries for the compact turret stacking? 4 spacing between turrets, 8-9 spacing between the crab and turret
I don't see why not. Why crabs specifically, instead of slimes?
Slimes can't replace core sentries cause of the hitbox
But I'm wondering if crabs r large enough since they prob don't tp away
It'd prob be a bit of an issue trying to capture them unless if the slime set makes crabs friendly too
For the more compact design*
It does (the slime set). So there's that. But I have seen crab mob-teleport-bugged in stupid places. Others have seen that en-mass, too. So I wouldn't hold you breath on them staying in place.
How about if you squeezed 2 or 3 slimes into each spot, somehow...?
😶🌫️
Mobs can get compact when unloaded but u wouldn't be quick enough to destroy their path, only idea I got is to hook 1 or 2 of the new bomb to some wires to destroy the belt and bridge from a distance
I feel like you could get 2 slimes in (vertically) fairly reliably. Could be wrong. using conveyors. Maybe on the captive tile itself, too. Should cause on to be pushed to each side, I imagine.
If they stay in their respective corners without wiggling around too much then it could work
If it doesn't then a 3rd slime will be needed but it'll prob be compact to get them in a single tile, preferably I'd wanna limit the amount of slime per segment to avoid any issues and lag if building multiple of it
Since mobs get unloaded at about 105 tiles, they wouldn't take dmg either right?
What if u make a platform that's about 5 by 5, have the conveyors face inwards and explode the belts and tiles from outside the range, 1 tile gap then the bomb then set them off 105+ tiles away
I'm hoping the result would be them getting restrained further on the smaller island
Getting them very compact like that would have some potential for turret stacking or for just using them in place of turrets to kill mobs
Can I ask why you need them confined to one tile?
Because looking at your diagrams the cone seems to overlap two/maybe three tiles in length
As in the position of the mobs to activate the turrets
The cone targeting I drew isn't perfect, I didn't put time nor effort into it so it's not pixel accurate
Well it may be fairly accurate but I forgot to mention
Turrets block other turrets vision so the positioning will get a bit odd when trying to compact it
Core sentries work cause of the large hitbox, slimes need an extra tile cause of their small size
That's okay, I was just wondering if by extending the tile the mob is positioned by an extra one, the turrets could potentially be closer
I am yet to try turret stacking out though myself so it was just a thought
Turrets need a 4 tile gap, any closer and it blocks the side vision completely
Ahh okay I see, thank you 🙂
Right. I think 105 tiles is about the range at which mobs vanish and stop fighting each other...
And that's the limit in size for your turret stacks, right? We talked about this in detail before. And you've not exceeded that since?
Your bomb plan sounds daring and very complex, heh.
Just dropping a link here to this post where I found out that turrets can shoot through fences: #💬-off-topic message
it does seem like 100 ish tiles is the limit for turrets to target cause of the mobs unloading like u said
as for the projectile going through the fence :0
i was gonna test something but that may help
fences don't seem to help with my idea and this didn't work either, seems like the core sentry build is as compact as u can currently get. I could prob improve the mobs used but that's about it
it doesn't shoot if your stationary but you also get hit with the door being open. it'd shoot from that position if u just move slightly but that's not ideal
cause it wouldn't shoot if u didn't move
completely end game, what are the strongest ranged builds?
got all skills maxed
so just need to know gear, weapons, etc
It's a good question, with no definitive answer that I've seen. Although a lot of talk about it in #🎮-game-discussion.
No one's built a fully featured damage calculator, yet. So it's difficult to compare.
Especially when crit builds are strong, but somewhat stochastic in effect. And it depends if you're looking to one-shot all tough mobs, or achieve highest average dps vs bosses. And if you're going to struggle to survive the fight, with a glass cannon build.
I'm curious to know the theoretical strongest builds, though, for sure. 🙂
Idk if there's enough attack speed buffs for range to compete against crit range
Would the bazooka be the best weapon for speed farming the desert titan boss cause of the amount of times it hits per shot? It has to be shot directly on its hitbox as if ur using a melee to trigger the multiple hits
solo play? id say its best to do a mix of ranged with bombs if youre good at dodging
thats how I did it
I'd still say that either throwing dagger or galaxite chakram would be better with crit setups
Burnzooka wouldn't necessarily be a bad option
Y bombs, it should be fairly quick with a good dps build
I don't remember how many times burnzooka can hit the boss with a single shot but it seemed a bit solid. That was way before these new builds were posted so idk how well it'd compete now
@rich folio posted a vid of them doing hard mode Omoroth in 7 seconds: #📷-ck-media message
They used ranged crit with daggers and Scarab set thorns. But with God armour legs piece to increase tornado soul power [chance]. Which apparently shredded.
I made a video about the build. I didnt get 7 seconds, took me longer. But it still was really short. fastest I ever killed him. Chrono admitted he got very lucky with crits and procs for tornado
Definitely did, but I manage 10 ish seconds pretty regularly with the build
🌪️
some notable changes, theres a few other ones under quality of life.
yup, especially this
• Turrets now put enemies into combat. This makes them more useful for mob farms and also more consistent with how Spike Traps work.
<3<3<3<3<3
no major changes for turret stacking in my case but ig its nice for mob farms using very few turrets
Oh, I had a quick play with turrets in my optimal farm, earlier. And it seems like they can indeed totally replace mobs (walled off).
Probably more reliable, in that they are never targeted and broken. Lot easier to setup than crabs, too. Once one has desert resources.
Very promising, I may need to take the time to make a large scale farm then now..
- crab rave music starts playing *
Yeah, they just riding the carousel for fun now... 😅
finally 🧎♂️
Your farm should work good now, yes? Could check if turrets fire through walls anymore too (I think it may be fixed)? 🙂
LOL
well
i long since rebuilt it to use stacked turrets
but yeah i'll check on the firing through walls once i get back to core keeper
is it known what causes caveling "hunting parties" to spawn?
Afaik, it starts spawning whenever you kill a certain amount of those types of cavelings. Idk what amount specifically, but if you kill like 50, they'll spawn eventually. Even if those 50 are spread through the players that are exploring together.
But they'll primarily target one of you specifically, and go after the others if they're nearby
is there a cooldown time/does that caveling kill count reset at some point?
I'm not sure about the technicalities behind the mechanic, but when you stop killing them a little bit, they stop spawning. But I mean, if you're constantly exploring and killing the ones in front of you, then they'll spawn quite constantly.
Anyway, I'm sure somebody else here might understand this better and explain it better to you. What I'm relating is only my own experience
I'd also like to know the specifics behind it all
thank you! that's v helpful
I think we at one point did have someone who knew the specifics and shared them, I just don't remember what those specifics were
Zero, mz I think, and I were talking about it
There needs to be a clear path from the mob to the player, there's a heat map or something involved if I remember correctly which is what the mobs follow to the player even if it's a long route with no walls. Then based off what I've seen, I think it gets one of the nearby mobs, adds some more to it then turns it into a raiding party that follows u
It tps nearby mobs to that mob to turn it into a raid
And I don't think u need to kill for it to happen, or atleast u don't have to kill that many
Yeah, not sure of numbers, but I feel like some killing is needed.
All above info agrees with as much as I know. 🙂
If more than one raid party were to happen in a short period or perhaps out of range, then some mobs may permanently just despawn. I've seen this happen a few times in my turret stacking build which kept wasting my time in having to spawn more and moving them
I thought this was for servers only, its funny to see it happen, lol
😱
the farm feels smoother, i can try setting up the wires for it later and hope theres no other issue. it was a surprise fix that i wasnt expecting since it persisted before the lights update
either i settle for this or redo the wiring which i might to test out other designs since the fps shouldnt be an issue anymore
is there no longer a fps cap? i couldnt find it in settings
I haven't looked to this for awhile, but if vsync is there it can act like a cap of sorts
I had that too. Capped to 60fps for the entire time, with VSync enable (to stop tearing). Then I changed the NVidia control panel "resolution" tab refresh rate to 170, while the game was running, and it changed it to that in-game, too. 😶
How much fps improvement you seeing?
Maybe this is related to the patch note about object loading "regression"..?
The fps basically doubled in my case, used to be 20ish to 28 fps at the farm with everything on low and now its around a solid 40 or so, only drops as low as 30 or below when clicking off the game
It was a big improvement so if I add the belts now to the left side then fps may not drop as much
So, apparently even this basic turret setup can chew through a full loop mob backlog (took about 5 minutes to clear). 🙂
So is pretty much everything aside from scarabs easily farmable with turrets now?
Yeah. Just about 10 times more effort for scarabs (with the stacked turrets). So not worth.
Sea tentacles also viable but too high effort.
Only issue with my simple setup was if crabs fought with butterflies (during conveyor overload). There were a few turrets broken as collateral damage.
Haed mode mobs would presumably take far longer to chew through, too. So a large farm would need need more turrets on a bigger loop, to deal with all the extra hp.
I think galaxite turrets might have enough splash damage that pileups would just increase their damage output enough, though.
I killed Ghorm by 1 hit stacked projectiles. 😆
Hehe, this is one-time use setup. just for fun and challenge. 😃
And I don't want to show you this silly idea.😂
setup