#Core Keeper University

1 messages ยท Page 10 of 1

primal rapids
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I think noclip and invulnerability are properties you can just toggle in unity explorer ๐Ÿคทโ€โ™€๏ธ

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DPS counter mod would probably be fairly easy to make, but... personally the modding is just a bit out of reach in its current state

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if ZeroGravitas ever makes a thorough modding tutorial maybe then

trim kestrel
zinc seal
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Interesting.. I just reported a bug. When someone in my dedicated server attempts to interact with the cartography table, they get booted from the game. Specifically, looks like the game is getting badly formatted JSON.

[2022-06-13 04:21 pm] CoreKeeper: Uploading Crash Report
[2022-06-13 04:21 pm] CoreKeeper: ArgumentException: JSON parse error: Missing a comma or ']' after an array element.
[2022-06-13 04:21 pm] CoreKeeper:   at UnityEngine.JsonUtility.FromJsonOverwrite (System.String json, System.Object objectToOverwrite) [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at ShareMapServerSystem.Receive (System.Byte[] mapData) [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at NetworkingManager.HandleSideChannelMessage (System.Byte sideChannelByte, System.IntPtr packetPtr, System.Int32 packetLength) [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at SteamNetworking.OnMessage (Steamworks.Data.Connection connection, Steamworks.Data.NetIdentity identity, System.IntPtr data, System.Int32 size, System.Int64 messageNum, System.Int64 recvTime, System.Int32 lane) [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at Steamworks.SocketManager.OnMessage (Steamworks.Data.Connection connection, Steamworks.Data.NetIdentity identity, System.IntPtr data, System.Int32 size, System.Int64 messageNum, System.Int64 recvTime, System.Int32 channel) [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at Steamworks.SocketManager.ReceiveMessage (System.IntPtr msgPtr) [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at Steamworks.SocketManager.Receive (System.Int32 bufferSize, System.Boolean receiveToEnd) [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at SteamNetworking.Update () [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at NetworkingManager.NetworkUpdate () [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at Unity.Entities.SystemBase.Update () [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at Unity.Entities.ComponentSystemGroup.UpdateAllSystems () [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at Unity.Entities.ComponentSystem.Update () [0x00000] in <00000000000000000000000000000000>:0
[2022-06-13 04:21 pm] CoreKeeper:   at LtUgAcHeLskwANVoxlidviSCjmwf+QSVeqOABVENUcKdItKWPtjJlSBL.Invoke () [0x00000] in <00000000000000000000000000000000>:0
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(yes, i did repport it)

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I did read somewhere that the game slows down a lot when that happens. My guess is that it's whatever JSON parser they are using.

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Probably a slow parser or it's doing some inefficient loop after the fact.

lilac gale
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@trim kestrel news for you

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This is on the edge of the dirt biome

ripe lily
# lilac gale <@135482054912507904> news for you

can you try stand at the same distance from the core as the node, open the map and see if it still registers as being in the dirt biome (could just be the dirt goes out a little further than intended)

lilac gale
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Uhh, it's not clay at all from what I could tell

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It's the end of the straight line up

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its basically on the edge though

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I can double check in a second

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For a stupid reason I need to get a peasant chest piece so I am on the search atm

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Ah, yea it's classified as the clay caves despite still being dirt

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So I guess that's just an * at best

trim kestrel
lilac gale
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By technically I suppose ye

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It was dirt, in the dirt biome. Didn't think to really check the corner

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Just crosses that line barely tbh

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It's like 2 tiles above the threshold

trim kestrel
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Thanks for thinking of me though. โค๏ธ ๐Ÿ˜œ I'm, gonna have a whole load of bigger notes/tweaks to make in my cooked food and boulder guide (if not others) come wednesday, though...

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What mechanics, items and things are you all each gonna want to test first? ๐Ÿ™‚

broken herald
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Sprinklers ๐Ÿ˜‚

long dagger
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There could be important changes that affect current features and interactions (perhaps with wires)

trim kestrel
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Yeah. I'll be wanting to recheck all of the electric devices and demos I've done, first thing. Then see what new interactive items I can craft, etc.

ripe lily
gusty epoch
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Iโ€™m just gonna hope they fixed some of the crap Iโ€™ve reported lol

ripe lily
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yeah, first thing im doing is reading the patch notes

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the bug fix list should hopefully be long

trim kestrel
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Pffft... reading. ๐Ÿ™„ Heh. Good call.

ripe lily
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but i dont know if i want the logic circuit/electricity stick pulse bug fixed

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its so useful

gusty epoch
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It might just be a fundamental necessity with how things work, but I hope most of it is fixed in new update

trim kestrel
ripe lily
trim kestrel
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I guess. As long as there's a tick delay in writing an output to wire. Or rather, reading...? Or... ๐Ÿค” I need to characterise that in my head explicity.

river hamlet
trim kestrel
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Btw, something gives me a feeling that you'll be glad you didn't get around to publishing your electronics guide yet, @ripe lily. ๐Ÿ˜

river hamlet
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But are they built for that...?

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i was looking for a compact layout

trim kestrel
river hamlet
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0.4?

trim kestrel
river hamlet
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ah

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mhm

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we will see

long dagger
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I could give the auto smelter another shot if they fix the item stands

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Unless if someone wants to beat me to it

ripe lily
long dagger
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With the stand and arm in it

ripe lily
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My much simpler and faster auto smelter design that is sitting ready in my base

long dagger
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I doubt they'll change it if ur talking about arms putting different items in the furnace and smelters

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Mechanical arms dropping gold and scarlet ore on the floor instead of in the furnace*

trim kestrel
ripe lily
long dagger
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i thought so when i saw that patch, at least its that instead of the stands making it bulky

trim kestrel
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I forgot to mention wires no longer being placeable atop other circuit components. But sticks can be put atop wires still, which I've raised, along with sticks conducting of electricity being pointless.

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.
I would appreciate a hand pinning down what's changed with the info in some of my guides. So I can add some quick notes at the top.

Especially NPC housing requirements: us flooring, lighting needed? What's max width and has max volume changed...? Any idiosyncracies spotted or bugs? And do you have to free the new NPC first? Where?

Cooking will take a lot more time to compile, so don't worry about that as much. Confirming precise ore production rate per drill number would be good (and that they all make the same amount, to check that).

ripe lily
trim kestrel
primal rapids
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lol, mechanical pickpocket

coarse shadow
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i can look at it but it still doesnt update for both of us.

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At least it doesn't crash now.

ripe lily
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still wish we got a way to destroy items

coarse shadow
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trash?

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or salvage

ripe lily
coarse shadow
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I see ๐Ÿ™‚

ripe lily
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i want to automate it

trim kestrel
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No new automation devices found in sea biome (yet), then?

coarse shadow
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I just have to say, the new music is so lovely. โค๏ธ

trim kestrel
coarse shadow
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just sayin

river hamlet
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Also anything changed with convoyer bekts?

primal rapids
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conveyors are supposedly infinite distance now

river hamlet
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Mob-spawns?

trim kestrel
# river hamlet Uhm so new 8-Drill meta abd even faster woodfarm?

I'm not sure if @primal rapids woodfarm is faster. Seems similar (taken a comparison measurement yet?). Notes say faster growth times, but one growth at a time. So give and take.

They may have deliberately balanced for that design (they pay attention). But they've made the basic designs much better, for sure.

river hamlet
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The 1 tile growth is a buff tho

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With his layout are 2 tiles useless?

primal rapids
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is the ingrowth issue fixed?

trim kestrel
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Maybe....?

primal rapids
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and did you say the roots grow longer?

trim kestrel
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They did yesterday (will show screenshot I sent them, in a bit), but patch notes seem to indicate this has been reverted.

primal rapids
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well, roots grow on sand for sure at least

trim kestrel
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They went longer than this. 19 tiles orthogonal.

river hamlet
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Just to know thatโ€ฆ u can pull items out of npcโ€˜sโ€ฆ?

trim kestrel
# river hamlet With his layout are 2 tiles useless?

Yeah, bad for my decorative 2-way root farm design. Especially seeing as root won't grow on the wilderness grass I used for it. ๐Ÿ˜…

I have a bunch of decorative root+grass railings which are literally irriplacable now.

river hamlet
trim kestrel
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Yeah. Infinity said. I think I'll check the devs intend this, before bothering posting it anywhere... So get pilfering while the getting's good, just in case. ๐Ÿ˜œ

river hamlet
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Merchants no longer drop all their inventory on death.

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Sadge

trim kestrel
# primal rapids conveyors are supposedly infinite distance now

Which is wild... I didn't think this will be possible with electronics.

I wonder if the changes to fall-off power might have helped with this. Because my frame rate in my base actually improved with the update. Despite all my labs being loaded in simultaneously! Like, they just pushed some magic optimisation button.

I'm not sure if boulder drilling still plays catchup, though. I mean, all the ores still comes out of a single drill when I return.

river hamlet
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The Big Larvas from the Hive Mother eggs can now destroy hive walls when chasing the player.

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No chasing anymore

river hamlet
primal rapids
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my Long Rootโ„ข๏ธ doesn't seem to grow at all ๐Ÿคจ like even right next to the root plant

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oh, now it did when I started complaining

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took a while

trim kestrel
primal rapids
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I take it carpets and rails don't block anymore either?

trim kestrel
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Not tested, let us know.

primal rapids
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carpet seems to block manual acid at least

primal rapids
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I mean I threw acid and carpet on a tile and it blocks still

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but maybe hive mother removes carpets

trim kestrel
primal rapids
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I'm pretty sure some sort of carpet/rail cheese still works

trim kestrel
primal rapids
coarse shadow
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hmm ill try to replant one and see

primal rapids
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I wonder if it's strict 6 block radius now, and it doesn't even check outside of that

coarse shadow
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restarting the server helped us.

trim kestrel
ripe lily
trim kestrel
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(I can feel the questions coming on my guide....)

coarse shadow
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Did u see our new pet? he can swing at me but is stuck there. hehe

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Sings, "walkin on water..."

primal rapids
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would be interesting challenge to try to re-do hive mother in the new version

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well, that's interesting ๐Ÿค”

trim kestrel
# coarse shadow Sings, "walkin on water..."

I've not seen that with mobs before. NPCs randomly step around when out in space. But mobs I guessed just teleport.

I wonder if this is new stuck detection dor them, as well as player... Or if just a dedicated server thing...?

coarse shadow
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idk but we reset it .. maybe the next hotfix ๐Ÿ˜„

primal rapids
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Hotfix Patch - 0.4.1

  • Fixed Merchant inventory being able to be picked up by Robot Arms.
coarse shadow
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ya, saw that lol gotta add the wood (root seed) issue.

ripe lily
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lol they fixed that, but not the game breaking bugs

trim kestrel
trim kestrel
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I said they'd be fast. Didn't expect that fast!

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(Wasn't me btw. Didn't get around to saying anything yet.)

primal rapids
ripe lily
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but they didnt fix the polished scarlet necklace, or the awaken azeos bugs

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f

full pawn
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wahoo

trim kestrel
primal rapids
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uhhh, root plants can now grow roots through other plants

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you know what that means ๐Ÿ˜„

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the most efficient farms are now a huge pile of root plants

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(if they don't break)

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(and unless the mechanics have changed in other ways)

trim kestrel
primal rapids
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growth distance seems same as before, as you said

trim kestrel
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A load of my penned up cavelings spontaneously escaped just now, after being contained for 100 hours or so, there, previously.

So thinking this might apply to mobs in general. Maybe harder to make safe mob farms, with the added cavling spawning mosses...? (And significantly increased drop rate for shards, etc.)

trim kestrel
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Note that (plain wood) planks are currently 5 times more valuable per wood than anything else, at 1 coin each.

Yesterday, it was 5 wood to make one plank (sold for same price as now), but this confused people (like me ๐Ÿ˜ณ ๐Ÿ˜… ) wondering why the saws weren't taking the last of the input wood. So they dropped wood use to 1 and increased the planks needed in recipes, but looks like didn't get the plank cost.

trim kestrel
primal rapids
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so far I feel like the tree farms got nerfed hard

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but it's just a hunch

trim kestrel
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I kept a rough eye out on your's yesterday. It seemed to make a couple thousand over a few hours... What was the rate before...? If only someone wrote that down in a guide somewhere... ๐Ÿค”

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"~590 wood per hour" Yeah, it felt like about that much, no?

primal rapids
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this still hasn't grown further, has been fully grown for almost an hour

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shouldn't it grow at least one root

gusty epoch
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oh haha I actually like slippery movement

trim kestrel
gusty epoch
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Good to know you can't use coral wood for making wooden chests ๐Ÿ˜

trim kestrel
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I'm still ignorant as to where and when coral grows... ๐Ÿ˜ข

river hamlet
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its working ๐Ÿ‘

trim kestrel
river hamlet
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mush farm yep

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100% power dont work

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idk rates

trim kestrel
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And why's the wiring that complex?

river hamlet
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its just a soild base-setup for yall

trim kestrel
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Oh. Active drills block the tile....?

river hamlet
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nope, they would otherwise farm the ground haha

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and u dont want that to habben rigth?

primal rapids
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this doesn't seem to grow either, so it looks like they programmed it like it probably should have been from the beginning: it doesn't check the root further than the growth radius

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RIP long root

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but on the other hand, it seems like roots can grow impossibly far through not-fully-grown plants

trim kestrel
river hamlet
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idk i just tested a bit with it and it worked

trim kestrel
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Does the ground have to be hoed for mushrooms to grow, as well?

river hamlet
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and look.. u can harvest the ground with the hand, as the chtysalis

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but u cant mine slime with hand

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i think that is, waht matter

river hamlet
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but u cant water them

trim kestrel
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Are you in a new world?

river hamlet
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i grabben it form a new world and planted it in my main

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i think it is random how fast they grow

trim kestrel
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Right. It should work in old world, once you have it.

river hamlet
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1 did almost instant grow

trim kestrel
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But then nothing for ages?

river hamlet
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ye

trim kestrel
river hamlet
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im exploring lmao

obtuse star
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"Please note that Fungal Growth will be available as a drop from Slime Blobs in all worlds, however it will only spawn in the Dirt Biome and it will only allow Mushroom Enemies to appear in worlds generated after the Sunken Sea Update."

gusty epoch
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I never noticed before, but if you put an item in your trash slot it stays after you die, so 1 more slot that's kept on death than health hot bar lol

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dang I need to make a new world lol

iron scarab
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Seems like spike traps ca no longer kill infected. Been sitting here for like 30 mins and either they don't die or there are MANY of them in there

trim kestrel
iron scarab
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No just mold floor with traps. Before this update it always killed them. Now they don't die at all.

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Only the tentacles die

trim kestrel
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If you say so boss. Just traps never really worked for me, though. ๐Ÿ˜œ

iron scarab
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Really? I've never once had an issue.

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Took a few seconds for them to die but they died at least

trim kestrel
iron scarab
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The reason for traps everywhere is the belts won't move tentacles.

trim kestrel
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One can clear them manually, in some designs, or leave them, mostly. Or combine with a poison slime farm to have them maraud through and stop the mold mobs from accumulating.

iron scarab
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Interesting. I had all 4 farms the same way just 3 of the 4 using belts to move them onto spikes.

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They seemed to work quite well.

gusty epoch
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Ye but you canโ€™t get those without a new world, I think?

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The spawn tiles for mushroom dudes, I mean

trim kestrel
gusty epoch
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Ooo ok

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I guess itโ€™s time to get that goin again

iron scarab
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Sorry I meant the 4 being orange slime, purple slime, mold mobs and hive mobs. All those farms worked without issue before update

trim kestrel
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Oh, ok.

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Even more choatic behaviour, then.

iron scarab
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Will have to try building it again in new world and see how she goes.

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This is why I got sick of Minecraft. Each update you had to rebuild everything lol (well not always)

river hamlet
trim kestrel
river hamlet
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comeeeon little drill u can harvest the shroom

iron scarab
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I thought that they might have a boosted HP but these did not die at all.

trim kestrel
trim kestrel
river hamlet
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other problem is, that they dont get harvested

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it worked for me

gusty epoch
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New mining training strat: Minecart in a circle with walls you punch? lol

river hamlet
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thats why i wonder why it dosent work anymore

trim kestrel
gusty epoch
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can now

trim kestrel
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tools, weapons can. Maybe I didn't try right.

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Oh, maybe it's just hoes. Sorry, i over-generalised.

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Oh, I got a new fwrend!

lilac gale
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Was about to say that's a nice looking mushroom design lol

river hamlet
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lmao u can do a mobfarm with them and farm the shrooms with those

lilac gale
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Then I realized

river hamlet
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@trim kestrel ok i found out

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this works

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it will sure also work, if i would put the generator next to the drills, was just testing around with it

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but yall can try out yourself

river hamlet
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1h lol

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the new wizzards can hit crabs

trim kestrel
# river hamlet 1h lol

I grew more than that, and a cute little truffle shuffle dude, with my smaller farm off screen for a minute... ๐Ÿค”

long dagger
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So what's with the wood growth besides it not growing on grass ground anymore

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I don't understand the change they noted in the patch ๐Ÿ˜•

long dagger
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My wood farm isn't producing properly in some spots, the veins in some areas don't grow to full length

river hamlet
deft pulsar
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how can this guy spawn in my base? at the core

trim kestrel
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I had 2 farmers straight up vanish from their enclosure at my core. And half of a dozen cavelings teleported out of a flay caves cell they'd been in for 100 hours. Something different with mobs...

deft pulsar
trim kestrel
trim kestrel
deft pulsar
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I had 8 farmers in their own enclosure, fence and water channel around them. Plenty of spaces but somehow still break though. When I cme back from the ocean, only4 farmers left and I found 2 snipers in my garden. maybe still 2 lose one. and also happen withmy2 other Miner caveling, they also escaped my double fence+water. but didnt turn to anything else.

trim kestrel
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Do we think our previous world gen informed map search strategy applies to Sunken Sea area?

I.e. 64x64 grid based exploration, avoiding large surface area to sides where unique things may spawn?

Map screenshot example: #๐Ÿ‘€-spoilers-chat message

deft pulsar
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and now they just jump randomly, or spawn from normal stone ground in dirt bio?

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MY zoo is going crazy TT_TT

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there were only 2 caveling and now 5 ๐Ÿ˜„ do they breed secretly

trim kestrel
deft pulsar
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they were there for like 3 months without any problem. until now

trim kestrel
# trim kestrel Do we think our previous world gen informed map search strategy applies to Sunke...

OK, @ripe lily posted me a @inland compass map tool shot of their exploration. #๐Ÿ‘€-spoilers-chat message

Definitely scenes and dungeons don't look to be grid aligned. But I think that may just be bigger randomisation offsets and sparser spawning.

Unique locations mean spiral search should be best, aside for bosses on a fixed distance arc, pressumably.

(I've not even entered the biome myself yet.)

fading nebula
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hi

inland compass
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too bad no-graphics still spawns scenes, or you could cheese it to get a better search pattern (dig straight out, turn off graphics, check to one side, turn graphics back on and go the other direction)

trim kestrel
inland compass
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just easier to manage

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in theory, if important scenes have a radius weight to them, then exploring in arcs would be the best search pattern, it is just very hard to keep on an arc properly.

primal rapids
# primal rapids

I tried setting up further investigation for this, and a line of not-yet-fully-grown plants also grew a root, so it might not be that they can grow through root plants

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but yeah, this definitely seems like a nerf to tree farms, not that it really matters

ripe lily
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im really getting more than before from my tree farm

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each plant in the system is more consistently growing a new branch for the drills to mine.

primal rapids
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maybe the growth rate compensates then

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for the "battery" design, the nerf looks like this

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on the other hand, I might get to design a new farm ๐Ÿ˜„

ripe lily
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i want most output per floor space used, in all my farms.

zinc seal
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Random note. You guys noticed that the dedicated server logs are way more verbose now? Campfire

gusty epoch
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Yea, I still wanna test and see if it logs all the things I hope it does

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It logs when I manually update my conditions, which is nice for figuring out people doing silly things

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[#################] add or refresh condition AttackSpeed 2147483647 duration -3.402823E+38 for Player: amount=1, variation=0
[#################] add or refresh condition MiningSpeedIncrease 999999999 duration -3.402823E+38 for Player: amount=1, variation=0
[#################] add or refresh condition RangeAttackSpeedIncrease 2147483647 duration -3.402823E+38 for Player: amount=1, variation=0
[#################] add or refresh condition IncreasedMaxHealthPermanent 999999999 duration -3.402823E+38 for Player: amount=1, variation=0
[#################] add or refresh condition HealthAdditionPercentage 999999999 duration -3.402823E+38 for Player: amount=1, variation=0
[#################] add or refresh condition ImmuneToSlimeSlow 2147483647 duration -3.402823E+38 for Player: amount=1, variation=0
[#################] add or refresh condition ImmuneToPoison 2147483647 duration -3.402823E+38 for Player: amount=1, variation=0
[#################] add or refresh condition ImmuneToMold 2147483647 duration -3.402823E+38 for Player: amount=1, variation=0```
primal rapids
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one of the key principles of the farm design was preventing plant breakage from "the bug" so now that (I'm pretty sure) the bug is gone, there might be better designs... but limiting the root checks to the growth radius also removes some viable farm designs

zinc seal
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@gusty epoch yeah I wrote a quick parser for it. (It also auto-restarts if the server crashes)

gusty epoch
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Wanna help me test if it logs all the things? ๐Ÿ˜›

zinc seal
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I can't say no to crazy side projects. What do you need? LOL

lilac gale
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Only your sanity

primal rapids
trim kestrel
primal rapids
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haven't tried an isolated one yet, but possibly yes

trim kestrel
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There's this problem, too. Seems like some roots just won't grow at all. Or won't grow 5 tiles long....

primal rapids
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yup...

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anyway, if we don't consider the new issues (growth stuck randomly?) here are a couple candidates

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the top one has 2 more root plants per drill, bottom is more compact

trim kestrel
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You could stagger the bottom one to save one tile of height, no? Neither very elegant elegant compared to the old design... ๐Ÿ˜ข

primal rapids
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maaaaybe, if they now grow next to root plants

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well, to keep some symmetry, I would probably stagger it like this, so it wouldn't matter either way

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that would save some conveyors and maybe make them easier to access and so on

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but since I don't fully understand the new mechanics, this probably needs tests with old/new designs as comparison

primal rapids
trim kestrel
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I'll make a bug report for these. Unless you wanna...?

primal rapids
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sure, you can

trim kestrel
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Woot...

primal rapids
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this is my other test, the two on the right grow roots, but the leftmost one only grew one root and then none, the one with 3x3 grew two roots and then none

trim kestrel
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I don't know if it's worth getting too involved with these, given that roots now sometimes just don't grow... You could get pure noise results...?

primal rapids
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yeah

trim kestrel
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BTW, I've rechecked the basics and updated my merchant NPC room guide: https://steamcommunity.com/sharedfiles/filedetails/?id=2793169894

Seems like nothing's change, at the minimalist end. But I don't think I could get them to move into the long room I had for a farming test. So let me know if I'm wrong, and maybe what the length limit is.

Debunking incorrect information on this topic, to help those struggling, by using results of careful in-game testing. Updated for game version 0.4.0....

long dagger
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I'll get on later and show my wood farm and explain what was happening

primal rapids
#

that's what I was afraid of ๐Ÿ˜ฌ

trim kestrel
#

And I did a very quick test with a 250 tile long conveyor and mining automation.

It appeared to all stay loaded and operational the whole time, even when I was over 100 tiles from the end of the line. Single ore chunks were distributed evenly along it's length.

So, basically, Core Keeper is now Factorio...! ๐Ÿ˜ฎ

gusty epoch
#

Love it

long dagger
#

these were producing when i played yesterday, they mightve stopped from just opening the world

#

i moved the top part up a tile since it wasnt growing at all besides at the 2 ends

#

like this, blue being the seeds, and the green growing out 5 tiles

#

most stopped at 2 tiles for some reason when i had it like this

long dagger
#

very minimal output, was testing with some ground tiles

#

wasnt growing at the middle drill when this ground tile and wood wasnt there

trim kestrel
trim kestrel
#

.
I did a rough calculation of per stump (regular) root growth rates. Comes out about 3 minutes 50 seconds per growth. So a slight nerf if previously we got an average of 2 growths per 5 minutes(?).

#

Maybe marginally more randomisation in timings (e.g. between 20 and 17 over the ~hour).

long dagger
primal rapids
#

this might be a new viable unit

#

couple of ideas for staggering

trim kestrel
primal rapids
#

tree farms are a lot more readable with non-fully-grown plants ๐Ÿ˜„

primal rapids
primal rapids
long dagger
long dagger
primal rapids
#

regarding the new getting stuck issue? yeah I'm not trying to solve that, I'm just trying to re-optimize after the change that roots aren't checked outside the radius

#

I don't know how the stuck issue works either, so I'm just designing in the hope that it'll get resolved

primal rapids
long dagger
#

meaning even if a large tree farm works it wont be as fast?

primal rapids
#

it probably is still quite fast, because they decreased the time between growth ticks

#

I just feel like optimizing ๐Ÿ˜„

#

basically

#

and also you no longer get more than 1 root per growth tick, before the change you could get 2-4

trim kestrel
#

That's the big speed nerf. But why not stick with a columnar layout like that, that just doesn't have a shared backbone?

#

nnnnnn like that.

primal rapids
#

you can pack more plants per drill with other designs

#

the new unit I suggested has I think 25 roots as opposed to 8 in the "battery" design

#

but this is all just theory, I'm not that sure about any of this anymore

primal rapids
trim kestrel
#

You could have 10 with no backbone..? No? But ok, verses 25, that is a worthwhile trade-off, when one first gets drills and they're expensive.

primal rapids
#

I think 9 with no backbone

trim kestrel
#

Ok

primal rapids
#

i.e. replace the backbone with one plant

#

oh, wait

#

no, nevermind

trim kestrel
#

Or, 11, if turning the drill the other way and they'll add wood next to another stump now ..?

primal rapids
#

you could also move the root-to-be-drilled up one tile, but then you get the same issues as with the new unit

#

yeah

#

if you have to rotate the drill I'd probably go with the 25-plant-units

#

I'll just leave this here and go to sleep

#

๐Ÿ˜†

#

I'll say one more thing: I like it that the columnar design isn't the only viable design anymore. We might see some variety in tree farms ๐Ÿ˜

forest lodge
#

I swear to FSM....

#

Does anyone here have information on how long it takes to deplete an ore node with 8 drills now

#

If the answer is 'no, we don't' that is fine, just don't insult me for wanting to know, please.

long dagger
#

takes hours for sure

lilac gale
long dagger
#

A bit more than doubled

long dagger
#

running some small tests and for some reason only the left column needed to be watered a 2nd time

river hamlet
#

farm testing makeing problem

long dagger
#

23 min

inland compass
trim kestrel
trim kestrel
long dagger
#

i didnt pay attention to that

#

nice to know tho

#

so is the wood growth limited now? as in it wont grow 2 tiles below if it arcs out further than its grow range then comes back within range?

trim kestrel
# long dagger

Will this setup still frow and harvest if you move the drills up one tile? Just as a test dor one of the thing Mz and I were discussing earlier. ๐Ÿ™‚

trim kestrel
long dagger
long dagger
#

exactly like this with the side roots?

trim kestrel
long dagger
#

k

#

picked the wood from both sides, ill show the results in a bit

#

top part still producing wood slowly but none from the bottom

#

o wait

#

it works, didnt expect it to

#

prob takes a min to grow once again when something happens with it

#

im not sure if itd be useful tho, still gotta find other designs

trim kestrel
# long dagger weird

Ah, cool. Thanks!

That may mean that you can extend the columns up by 1, for 11 stumps as I said.

That's if the bottom two stumps are actually growing out adjacent to the existing wood root. I've not investigated the new adjacent growing behaviour myself.

long dagger
#

i tried connecting it like this but it didnt work, replanted the top root too

long dagger
#

per unit for 1 drill

trim kestrel
trim kestrel
long dagger
#

since the side roots work then wouldnt this be a nice column wood farm? just an issue of the drill positioning now since its facing up, have to waste another row for belts

trim kestrel
long dagger
#

gonna try this design for the lil test too

trim kestrel
long dagger
#

like this? if the wood from the top root grows first?

trim kestrel
#

Sure.

#

When it does.

long dagger
#

i planted the top one first and made sure to wait a bit before planting the others

trim kestrel
#

Now, to wait furiously....

long dagger
#

forgot i made this one

#

it made 5+ wood

#

want me to remove the top root?

trim kestrel
#

Of course, we now have to contend with the possibility that one's test root just decides not to grow, for no good reason.

long dagger
#

ill power it once both r fully grown

trim kestrel
#

Can start now. ๐Ÿคท

long dagger
#

ill wait in case it somehow has some unknown effect on it

#

should be fully grown any sec now

#

โŒš

trim kestrel
#

๐Ÿ˜ถ

#

The men who stare at goats roots.

long dagger
#

๐Ÿ˜ถโ€๐ŸŒซ๏ธ

#

still nothing rn

#

o wait

#

its grown

trim kestrel
#

๐Ÿค” OK... Interesting.

#

I wonder if that's because the wood piece is loose and unconnected... Heh. Sorry.

long dagger
#

i think wood can still grow if its only connecting to roots but not other wood

#

it produced 3 more wood

trim kestrel
long dagger
#

(green =root, white = wood) this should work

long dagger
#

this shouldnt work

#

since itd be wood connecting to wood

trim kestrel
long dagger
#

i can use this once for the test again, i could just remove the side roots on one half and post the result here after some time

#

furthest root is still within range, was messing around with this one and wanted to c if wood growth would ignore roots and treat it as wood

#

but it doesnt, rates from that r slow

trim kestrel
#

Right. Won't grow through a stump.

long dagger
long dagger
#

ill pick the drops once the side roots have grown then ill time it

trim kestrel
#

Although, you have growth from each middle stump going down either side of it, potentially. So the randomisation effect will be higher.

long dagger
#

o true...

#

ill just make a new set then

trim kestrel
#

You can, i think, simply remove every other row of wood vine and every other drill, and get the same rate of production.

#

Save a tile of width, too.

#

Well, higher rate of production per drill.

#

One stump less per column removed.

long dagger
#

lil too late

#

went ahead and made this

#

5 for each

#

only fit 4 of both in the pic

#

already ran into an issue, gotta redo the roots so the wood grows in order

trim kestrel
#

Or break the wood...

#

?

#

Oh.

long dagger
#

just gotta wait

#

would be nice to have some type of fertilizer to boost growth stage

trim kestrel
#

Or just have watering decrease time for root stumps to add growth. Which would add in another factor into designing builds; getting the sprinklers into position.

long dagger
#

would be easy with the tile version i have built

#

wood is set, roots r still growing tho

#

lol, forgot to cover the other one for where the old roots were

#

gonna afk now, made sure each row grew twice before starting

long dagger
#

25 min

#

left one

#

and right one

#

weird how the small one next to me got the most at 35

#

ill afk a bit more, havent picked up the drops yet

#

heres the other one

#

40 min

#

closing my game now

long dagger
# long dagger

idk if i collected from this one at the same time but if not then its from about 14 min prior to starting the one above thats shown in the 2 separate pics

trim kestrel
# long dagger 40 min

Cool. Heh. Given the factor fo 3 variation in builds of the same design, I think the main conclusion is that roots are really broken right now... ๐Ÿ˜…

long dagger
#

we'll have to run tests again after another fix to them ๐Ÿ˜ช

trim kestrel
#

I guess so.

I mean, adding up the numbers, I think the two designs would be very roughly comparable. But the missing difference could be accounted for with just one of the units randomly getting borked...๐Ÿคท

long dagger
#

i forgot to mention there was like 4 wet tiles from the design, dunno if its only visual or if it affected anything

#

u could c if when looking at the map

ripe lily
#

omg, i was just reading the patch notes. dodging no longer reduces durability, wtf dodge builds are just op then.

#

also thorn wood is now unobtainable and very valuable

long dagger
#

isnt there a hard cap on max dodge rate? idk where i heard it from

ripe lily
#

yeah 90%

#

โ€ข Merchants will follow the player when the player holds the item they like such as Slime Oil and Mysterious Idol.

#

huh cool

trim kestrel
#

Geez, Infinity! Too busy actually playing the new content to read the patch notes properly! I got that in my guide already! ๐Ÿ˜…

It's gonna be very, very handy dor manoeuvring them about to hit thunder beams in the right place, come to think of it.

ripe lily
#

yeah

#

i gotta test if there is a max number of portals you can have in a world

#

because there is a max number of icons on the map, so do portals count towards that?

#

and if so what happens when you have more portals down than that limit

long dagger
#

i had the same idea but didnt wanna waste mats on it

long dagger
#

arms cant put items in stands anymore

#

not even a stack of 1 item

primal rapids
long dagger
#

the circle shape one from last patch ended up breaking roots somehow with wood growing into it

primal rapids
#

In the current patch?

long dagger
#

last patch

#

pre sea

#

im sticking with this design

primal rapids
#

Yeah most designs had breakage issues, that's why the columnar one was so superior

long dagger
#

i wanted it done without the lil gap down the center row but it broke after the sea update

#

something interesting to work on is an auto saw cutting build with multiple saws

#

since it conducts electricity

#

and takes in planks

#

takes in all items

primal rapids
#

Maybe now that they fixed the pickpocketing arms, they could allow the arms to sell items and then pick up the coins from the merchant ๐Ÿ˜„

#

Wood to plank to coin automation

long dagger
#

would be nice

#

since they restock slowly and dont sell much of some items

#

muskets for all

primal rapids
#

Also, I'm happy to be proven wrong on any of the root mechanics/farm designs ๐Ÿ˜„

forest lodge
lilac gale
#

It was roughly 4 hours before iirc (3.6 hours it appears to have been), so it's a bit over that but close enough tbh

long dagger
#

@ ZerGravitas mentioned that drills would be stored up and only update when in range so if u afk for 5 hours away from the ore deposit then leave the game, it wouldnt update and the drills would reset

#

if u didnt go back within range

river hamlet
# trim kestrel Shroomy boi atak you dril?

Yes and no, if i stay always about 10 Tiles away, the drill just hug with him and dose every 3-5s a 11-15 dmg hit. I think even if a mush would grow, the drill cant harvest it. But when i move closer, then the guy attacks my Drill.

#

My idea would be try a design of 2-3-4 Drills and see, if 1 Layout can do the kill

long dagger
#

tried making an auto multi saw cutter with an unloader and didnt get far, heres one way to make it work. have the wood stored in a chest and take it out with m arms onto a belt then after a short delay have it power off the unloader m arm and power on the m arms that fill the saws up while making sure they only pick up a single stack. i suck with the timing and delays for the wiring but it should be doable, one of my current designs got a bit close but the result was something like: the first m arm picked up two stacks, 3rd and 7th didnt pick one up. u could skip a tile with the arm and saw if it fails to pickup on that column

#

tedious since saws require power, it transmit it, and takes in any item into its slot

#

quick pulsing it makes it kinda messy and i didnt wanna mess around with it incase its not intended (pulsing m arms makes it work much faster)

#

hope they just fix it like furnaces so it doesnt intake other items

ripe lily
#

yeah

trim kestrel
trim kestrel
# forest lodge Nope, 8 drill setup was something like 2 to 3 hours, this was somewhere between ...

I've not quite finished remessuring boulder mining rates to pin down all numbers of drills dor my guide, yet.

But 8 drills now produces 116 ore per hour, anywhere in map, it seems like. 1706 ore was the total I got. So I believe that took 14.8 hours.

4 drills runs at just under 82 ore per hour (not finished mining yet). So production rate on both appears slightly down. Curve may be slightly down.

But overall an absolutely wild buff to bolder mining and automation that I didn't think would be possible. To just have all the things work all the time! I wonder at what point that starts clobbering fps...

trim kestrel
river hamlet
#

Idk , will make some tests with it

trim kestrel
# long dagger tried making an auto multi saw cutter with an unloader and didnt get far, heres ...

I don't understand what you're trying to achive with all this complexity? Are you just wanting to turn the wood from a root farm into planks?

I did that by just sticking a single robot arm on the end if the old Mz design, to fill a sawmill, with another arm to put the planks into a chest. The way it works, I belive you could just add more sawmills in series to increase throughput. Since they won't accept wrong items input any more.

river hamlet
#

Are u looking for a splitter or so?

trim kestrel
#

If one wanted to split the output of a conveyor 50/50, simply have two robot arms grabbing from the end of a line, in turn. Alternating which is powered with a delay circuit oscillator. (But I don't see the need.)

#

.
Question 1: is max running speed now faster than minecarts? Azeos dash feather feels super-speedy and fun. And is there an even stronger speed buff item(s) in the sunken sea?

#

.
Question 2: how fast are speed boats? In tiles per second (should be easy to measure with a video clip).

river hamlet
trim kestrel
#

E.g. inserting a 1-tick pulse filter in front of each arm, from the 1s oscilator.

ripe lily
#

Has anyone tested whether claws can place stacks of 999 into a chest

#

Ie the autosorter

trim kestrel
#

You mean, on top of an existing stack of 1 or more in the chest? No. ๐Ÿคท

ripe lily
#

Yeah

#

Sigh, that's the most annoying bug/feature

#

Other than still not being able to automatically delete items

trim kestrel
#

You can very quickly test that with one of your setups though. So does it work? ๐Ÿ˜œ

ripe lily
#

My computer is off so I can't test it

river hamlet
ripe lily
#

omg it even splits the last stack so the chest always gets 100% filled, the rest is overflowed

trim kestrel
trim kestrel
ripe lily
#

we might be able to use it to make a splitter

#

would have to think on it tho

#

table saw doesn't act and a pedestal substitute, rip

#

but i mean splitting only gives slightly faster smelting

trim kestrel
#

What about regular tables? Forgot to test those again.

#

They should act as 4 slot chests, though, if I remember my own testing correctly... So

river hamlet
#

and now we got the same with 6-Slot and 8-Slot tho

trim kestrel
#

...? Oh, there's bigger tables, right.

river hamlet
trim kestrel
#

So, bad news: it looks like automation (i.e. bolder mining and/or long conveyors) doesn't automatically resume on game reload... Anyone else confirm?

#

It's the conveyors. [I don't know wtf]

trim kestrel
#

Oh yeah... Long distance conveyors are very f-ed up... ๐Ÿ˜•

I move this conveyor line from being straight up, after noticing it had stopped delivering gold ore, on game reload. I went down the conveyor line to find out what had happened to the drills and there was no backlog on conveyor or at the drills...

But then these lumps of gold ore had appeared in the middle of where the conveyor line was, at a nonsense spacing. ๐Ÿ˜ถ

G-g-g-g-g-ghost conveyoooors! ๐Ÿ‘ป

trim kestrel
river hamlet
#

lmao

#

uhm..?

trim kestrel
#

Have you got a really big map file?

river hamlet
#

prob

trim kestrel
#

Peace's map stopped working in the viewer by ~50k distance.

river hamlet
#

could i send u my map for trying it?

trim kestrel
#

me? I guess. But wanna ask @inland compass ultimately.

river hamlet
#

idk if it is something with my browser, thats why

trim kestrel
#

try a different browser...? but you can if you want, right now.

river hamlet
#

ok i found some parts of my map, put it is kinda buggy where the cam is?

gusty epoch
#

I like how you can just pile two maps on top of eachother lol

river hamlet
#

Did already some1 check if the cores are with distance?

#

(the big city is a core-city)

long dagger
#

ig I could filter the wood, use the arms to continue refilling the saws after manually filling it so it won't intake planks but then I'd have to find the exact amount (or less) of saws I need for my farm

trim kestrel
trim kestrel
river hamlet
#

tell me what i should do with my map and ill do it ๐Ÿคทโ€โ™‚๏ธ

long dagger
#

I think the 3 dungeons with the cores have a set distance

#

Prob something like 50-100 blocks further from blue slime boss up to around 200 away from the boss

#

Within a certain range basically

#

Those r just guesses from a look at my map but it shouldn't be far off

lilac gale
#

Omoroth definitely is farther out than Azeos is by comparison. At least on my world

#

I'd say more on par with Ivy possibly.

trim kestrel
trim kestrel
lilac gale
#

Omoroth is the titan name no?

trim kestrel
#

yes

lilac gale
#

I don't know their names yet lol

#

Okok

trim kestrel
#

I know but can't remember or spell... ๐Ÿ˜

lilac gale
#

Then possibly yea, mine is pretty straight down I might be able to get a good estimate if I took some time to make bridges all the way down

trim kestrel
#

Just use map tool and measure pixels in p-shop...?

#

Probably someone's decompiled and harvested the numbers already, somewhere, though...

lilac gale
#

I don't have pshop that's the issue lol

river hamlet
#

okkk

#

i took the cuncks to ivy (900) is 14 chucks for me.. soo 900/14=64.28

#

64.28 x 24 (broken core) ~1500-1550

#

ok its not the best way.. but maybe some approximate number for comparison

long dagger
#

Was that for 1 dungeon or all 3?

river hamlet
#

1

#

I only found 1 so far

#

so i would go with my guess, that 1 spawn on a 1500 circle

gusty epoch
long dagger
#

Results would differ if sunken sea is either south or north of the core

#

If it generates from the entrance

river hamlet
#

hmm

#

i cant tell tbh

#

i just like the idea of 1500 - arent the devs also number lovers...? 50 - 300 - 350 - 900...

trim kestrel
# river hamlet

Nice! I should have suggested the map chunk grid lines. Counting them up is accurate enough. ๐Ÿ‘

So, main dungeon a lot further out than wilderness. (You all finding it ok going, time investment wise?)

You got weirdly lucky to find that, straight down. If it is pre-spawned on an arc.

river hamlet
#

(i feel at the wrong place with this response haha - not like in a University)

river hamlet
trim kestrel
#

Unless...

river hamlet
#

I like those grindy games - so for me its okay. This Content/search is the biggest content update ever, so why should it be done in 5 min's?

long dagger
#

2 of the dungeons generate with a sunken ship entrance so it depends

#

But generating from inside out could be it if what u said is correct

#

There's a bit of a gap between the sea and wilderness and I'm guessing it's incase some important structures get generated on the edge of the biome and need some room

trim kestrel
# trim kestrel Unless...

Unless the devs have changed to a range of distances, for the cores. In which case, it might use the regular scene generation algorithm, once you enter that range. In which case, everyone would expect to find one quickly, upon entering that distance range.

Which would make sense; I'm sure the devs will have noticed the number of players frustrated trying to find stuff in wilderness. Maybe they make it a bit easier to get started...

long dagger
#

I wasn't expecting that someone already posted a good example of it, lol

river hamlet
#

found it literally 5mins ago

long dagger
#

Nice

#

Did u explore next to the edge or from within the sea when u spotted it?

river hamlet
#

uhm

#

i think i explored the edge...?

long dagger
#

That's prob y if they do generate when the player gets close to it

#

Prob exactly how someone found the turtle island attached to the shore

river hamlet
#

turtle island and shore?

long dagger
#

The island with a statue of a turtle

#

Connected to the large land piece circling the core from a distance

long dagger
river hamlet
#

ahh

inland compass
river hamlet
#

I was kinda lucky with the spawn of itโ€ฆ stragith south

inland compass
#

and that would eliminate the need for an exact radius spawn specification

trim kestrel
#

Sure. With more distance data, we could know (or get a good idea if) what they've actually gone for. ๐Ÿ˜‰๐Ÿ™‚

river hamlet
#

thats interesting

#

What yall think about that...?

#

I cant tell what happend with the shrooms on the spikesโ€ฆ did they grow and instant pop outโ€ฆ? Was this 2 little guysโ€ฆ?

#

But the shrooms are perfect in the mid of the tileโ€ฆ?

inland compass
#

wood grows weird now. don't even need a fully grown root

long dagger
#

think it only grows 1 wood in its 3rd stage but thats only if theres an open spot on any 4 of its sides

inland compass
#

Mine grew 1 wood per stage

trim kestrel
trim kestrel
#

When did it stop being possible to spawn kill glurch cleanly with just spike traps...?

lilac gale
#

Possibly this patch, I had done it before the Sunken patch the night before

long dagger
#

Last time I used it was during the version of the clip I sent

#

Which it worked on, idk how many updates past since then

pulsar anvil
#

Wassup wasuup peopleeee

river hamlet
#

i cant tell btw if the "old" setup is slower or faster or even lmao

cloud bear
#

Faster

river hamlet
#

u sure...?

#

ok now i can tell hahaha

river hamlet
#

i cant tell clearly, if 2 citys spawned on top of each other, but i thinks its a kinda uncommen for those 2 green-rooms in only 1 city. also if u look at the walls.. what yall think - why dose this happen etc

river hamlet
#

another weird spawn.. the tulip-wall-room spawned very outside city

long dagger
river hamlet
#

Those was the old rates

#

but here

long dagger
#

nice

#

im thinking of expanding mine but but idk if it'd be worth the effort since im just selling the planks

inland compass
#

nice, new gear from fishing

lilac gale
#

It's pretty cracked too tbh

trim kestrel
#

Oh, Glurch now insta-heals a chunk of the initial damage back, bringing him back over 1/2 hp, so he doesn't pause to go into enraged mode...

Huh. That seems like it's specifically aimed at this setup. Unless he gets major regen in regular fights, too...? That would make sense in "hard" worlds, but not for "normal".

lilac gale
#

They probably gave the boss an anti-cheese of sorts so it can't be one ticked.

#

Have we checked the ghorm one tick set up to see if it works?

inland compass
#

hive mother is still super easy

trim kestrel
lilac gale
#

Ah gotcha

trim kestrel
# inland compass hive mother is still super easy

You mean, once you can lay spike traps under her? Sure, doesn't matter how much health she has when stuck to the spot...

I worry she's too hard for new/casual solo players, though... If there's no walling or acid blocking cheese, now. I've not checked it myself.

inland compass
#

no not spike traps

#

you just stay out of her acid range and range her down

#

dig an island so the spawns can't reach you

trim kestrel
#

With fireball staff? Right. That's the only stat, to excavate a full moat. Pretty time consuming and not obvious to new players.

lilac gale
#

Yea, idk how they'll change that unless they make it so the entire hive biome is build blocked

inland compass
#

staff or sling shot or blowpipe

#

and not a full moat

#

just enough to separate you out

trim kestrel
#

well, not blowpipe first time... ๐Ÿ˜œ

trim kestrel
inland compass
#

made the spike in the middle of the moat to funnel the ads off to the side and give me a clear shot to her

trim kestrel
#

smart

#

the opposite of a skill farm

inland compass
#

yup!

#

that's how i thought of doing it

trim kestrel
#

but yeah, that's very specific. new player would have to find a guide for that strat.

Took me a few attempts and nearly giving up to come up with walling the spawn nodes.

inland compass
#

they just need to give the ads the boss ground/destroy ability

trim kestrel
#

why [you call them] "ads"?

inland compass
#

so they can dig through the walls and place ground over pits to get to you

primal rapids
#

I pretty quickly went to the moat strategy on my first playthrough

#

it was multiplayer, and we had no hope of staying alive with the adds, so moat was the next idea

primal rapids
primal rapids
#

although with the new version I don't know if ivy leaves spikes intact either ๐Ÿคทโ€โ™€๏ธ

river hamlet
#

Soooo

#

My tests with the shroom-farm are (half) done

#

I think i can say, that mushrooms can grow on spikes/convoyerbelts.

On convoyer belts they will actually spawn and stay there and on spikes they will spawn and instantly pop out as an item.

How to use that?

We could build a room (e.g. 5x5) fill up with shroom-ground and place spikes over it. Shrooms will drop and the shroom-guys will get killed.

Tadaa ez shroom-farm.

Only negative point: u have to collect the drops yourself.

The fix for that would be my logic circuit/drill setup combined with convoyerbelts or spikes for the shroom-guys.

But that would be a very big/place wasteful farm.

So some1 also tested with shrooms, have a idea or want some more infos and test with me for an โ€šidealโ€˜ farm/guid?

#

e.g. it would be a thing to test if the shroom-guys can spawn on an already spawned shroom? Can something other harvest the shrooms? Are the shroom-guys agro against other mobs/npcโ€˜s/buildings/tiles? Why/when are they agro?

primal rapids
#

I have no idea what the shroom guys even are (and don't want to know at this point) but could you put a mechanical arm pointing at the spikes that would collect the items for you? if they don't attack the arm like some mobs

forest lodge
#

shroom guys are so cute!

river hamlet
#

but that would be less pain then doing the circuit-thing

inland compass
#

hmm can you macro fishing in the new biome? or will the tentacles spawn and kill you lol

#

i guess that would be within a 7 tile radius so they shouldn't spawn

river hamlet
#

it worked fine for me tho

inland compass
#

guess that rules out any weighting by radius for scene generation

trim kestrel
inland compass
#

that's a medium maze spawning at Ivy

#

so doesn't seem to favor spawning the maze closer to the core

#

which means the spiral search radius is going to be the best/easiest

#

search pattern, not radius

trim kestrel
#

Oic. Depth into wilderness/biome. Yeah, I'd guess mazes only care to spawn where you look, as we've said. ๐Ÿ™‚

trim kestrel
inland compass
#

i haven't fished sea water yet, is it special water, akin to acid/moldy?

trim kestrel
#

So they say. Can't be over-written by the others. Which makes sense, given that otherwise, one leak into the new biome would "Ice 9" the whole thing! ๐Ÿ˜ถ๐Ÿ˜†

trim kestrel
# river hamlet

I mean, the poor/lazy-player's version would be rail line running down the middle to afk on. Take the player to the drops, much easier. ๐Ÿ˜…

trim kestrel
trim kestrel
trim kestrel
trim kestrel
# primal rapids I pretty quickly went to the moat strategy on my first playthrough

Heh, I guess we all know your a smarty pants. ๐Ÿ˜œ I'm surprised that fight doesn't work better with 2 or more people...

I'd initially assumed it was set up with specialisation in mind: one focusing on boss damage, one on shovelling (now hoeing) acid and crowd control. (Similar with Azeos heal crystals.) I worried that solo play got the short end of the stick, being less catered for.

But perhaps it's, in part, trying to encourage/force use of fishing + cooking for acid immunity? (The otherwise most useless fish.)

trim kestrel
#

But yeah, if you wanna auto-sort ALL THE THINGS without input. Fair enough.

river hamlet
#

idk i always think big (caveling farm thehe) if u got a biiiig shroom farm, it could be a pain for grabbing all items up

forest lodge
trim kestrel
long dagger
#

That's what I've been saying ๐Ÿ‘€

long dagger
trim kestrel
trail badger
trim kestrel
trail badger
#

well, realized they pointed out mushrooms grow on the spikes but drop instantly

#

Ive been getting fungal soil drops which means shroom men are dying

#

but i have two open slots on the thing that havent grown mushrooms

trim kestrel
#

What core distance radii are Omoroth and blue slime on? Or anyone with them both found (and marked) can you post a map tool image with grid on, please, and I'll work it out myself.

I'd like to see how directly I can find everything. Execute the search pattern, etc.

trail badger
#

like how we know Az is 600 out?

#

Omoroth is 1100

trim kestrel
trail badger
#

No, I brought craig the idea of being able to do a specific tiled radius, and he agreed, so i have omoroth on my map and just typed in values til it lined up

#

granted, if they didnt use their standard of each boss is a certain distance then itll be problematic

trim kestrel
#

Oh excellent. Apparently I'd not refreshed my maptool page for a while to show that new option... ๐Ÿ˜… Thank yo @inland compass! Our lord and saviour! ๐Ÿ˜ƒ

inland compass
#

lol Intep wanted a user radius

trim kestrel
#

It's a good call

#

What's the betting my omoroth turns up 2300 tiles around on the very far end of that search arc, eh...? ๐Ÿ˜†

#

Happen to have the range for blue slime boss too? What that be, like 1400 to keep up the pattern?

trail badger
#

i can go get the number, i have to make the finder and go boating though

trim kestrel
#

Thanks. No rush actually. I won't start searching tonight. But tomorrow maybe. ๐Ÿ™‚

trail badger
#

wow, mine are like polar opposites of the biome, Omoroth edge up north, Morpha edge down south

#

give me a min

#

1400 is good

trim kestrel
trail badger
#

thats on the dot exact

inland compass
#

do i need to add a new boss at 1400?

trail badger
#

looks like Omoroth is 1100 and Morpha is 1400

#

thats just from my map though

#

i dont have the 100% sorry

inland compass
#

K i haven't hit the sea biome much yet

#

Started from scratch with the new patch. Almost at the point of getting there

trail badger
#

I did the same

#

just took on Morpha tonight

inland compass
#

Not having all my 100 skills is rough lol

#

K

trail badger
#

tell me about it. not having those initial running skills always being hungry ๐Ÿ˜„

inland compass
#

Do we have any outstanding fishing questions for the new area? I just set up to fish overnight

trail badger
#

ive been avoiding fishing.. and the game trolled me for it

#

first thing i found in the sea biome was a POI island with a chest with nothing but fishing poles

#

but im not even sure what questions to ask, each biome got an added drop didnt it?

inland compass
#

Catch rates, catch times etc

#

Previous testing showed no variation between biomes for hook times

lilac gale
#

I've been using the afk for a bit now it's been mostly successful

inland compass
#

Forgot to wear the boots i got from the dirt biome. Oh well.

lilac gale
#

I'm too lazy to go grab the set from my other world lol

primal rapids
primal rapids
#

Automation and other mechanical builds aren't getting much love in any updates yet

primal rapids
inland compass
#

I soloed ivy with a blowpipe without getting hit. Just need to clear the arena and have a lot of wraps to eat to keep your speed up.

#

Ghorm is probably the hardest for me to solo right now. Haven't got to azeos on this new character yet.

#

Also has anyone noticed any mob density increase with the new ground cover? My wilderness is jam packed with cavelings now.

#

Makes it very difficult when every clearing has like 3-5 hunters that kill you in 2 shots lol

primal rapids
#

for the record: it seems like ivy aggro radius is between 17 and 18 tiles

#

I feel the urge to design a new ivy farm with all the knowledge I have from this iteration, but I don't really need one and it's a chore

#

it's probably easier now if you can control the spawns more accurately

primal rapids
#

do you think 3 thick wall is enough to prevent mobs from teleporting through?

#

2 thick doesn't seem to be enough

#

huh, it seems that azeos might have a couple tiles further aggro radius, but not 100% sure

#

I wonder if hunters hunt azeos (bird faction) ๐Ÿ˜„

river hamlet
#

@trail badger so ur guess would be shrooms cant grow on spikes rigth? The thing is i dident seen any of that shrooms pop out. It was the fact, that there were like 7 shrooms on the spkies and on a similar big area coverd with convoyerbelts there were also 6-7 shrooms and just 1 shroom-guy. I did just guess like โ€šoh 1 guy spawned hereโ€ฆ there cant be 6 in the other areaโ€˜

#

Also the sense of the spike-layout is, that shroom-guys die ๐Ÿ˜‚ so yea, there will be fungal soil and shroom-guy-figurines

primal rapids
#

I'm assuming you still can't disguise as a caveling using the caveling gear?

#

doesn't look like it

deft pulsar
#

Can Shroom grow under conveyor belt?

#

is there any good design for shroom farm yet?

primal rapids
#

I think I'm going to start the no-spikes run... maybe I'll figure a way around ghorm when I get to it

serene kraken
#

0 spikes at all

#

First try too

primal rapids
#

I mean: no-melee, no-ranged, no-bombs, no-spikes run

#

I guess shrooms and slimes don't fight?

river hamlet
#

if u copy this layout, let me know how its working

deft pulsar
#

mobs in hard mode are seriously hard to kill with spike traps

primal rapids
#

huh, I cleared all ground slime from around my base, went mining for a bit, came back and my base is full of slimes ๐Ÿคจ

#

I don't think this would have happened in the previous version

#

okay it may have been the teleporting glitch

#

but it was so many slimes ๐Ÿค”

#

and there are new spike slimes that weren't there before, so it can't be just that

primal rapids
#

they've updated the vertical interaction distance <3 you can interact one more tile down now

river hamlet
#

someone can proof that? (should be the mid-city)

#

or 1650 is the entrace for me

river hamlet
fading nebula
#

lol

long dagger
#

Well I'm not sure if it works for their attacks actually

#

But if it does ur gonna have a blast

primal rapids
#

I've heard of a thorns glurch kill, so I guess it's possible, but I wonder if you need to farm max HP for it

long dagger
#

Max hp would benefit a lot to boost potion hp% heals

#

And you'd wanna tank a bunch of shots as quickly as u can and some bosses can do a bunch in just a few seconds, specifically the titans

#

But they got thousands of hp

#

Azeos prob like 50k+

#

Other one idk but a bunch

#

U can get 50 thorns from farming skill I think

#

Thorns rings from thorn wood

#

Idk what else

gusty epoch
#

In single player Azeos has ~32k

primal rapids
#

yeah, well, the only problem at the moment is ghorm

#

I think azeos might be a problem too later on, but I'll deal with that then

lilac gale
#

Azeos has 31042 hp in single player Normal

gusty epoch
#

I'm so close to my first full stack of new ore lol

#

I guess it's good to be accurate lol

lilac gale
#

Rune song comes in clutch sometimes kek

gusty epoch
#

I'm a big fan of the whip weapon ๐Ÿ˜„

lilac gale
#

As for hard mode, I don't know I haven't seen anyone report an hp amount yet

gusty epoch
#

oooo

river hamlet
#

i think its more like the core spawns first...?

lilac gale
#

Would be interested though to know how much the hp scales and if the scaler is across all enemies universally

long dagger
#

I took my guess from rune song kills but that was before I increased my max hp and I based it off my current hp

#

And I didn't know enemies scale based off character difficulty, I thought the only downside was perma death

lilac gale
#

Hard mode for the world

#

Not hardcore for the character sorry

long dagger
#

I wasn't aware there was hard mode for world creation ๐Ÿ˜…

lilac gale
#

You're right that hardcore doesn't have any other modifiers aside perma death

#

Ah, yea that's new this update

long dagger
#

Oo

lilac gale
#

It's a good challenge tbh

#

Higher drop loot at the cost of harder enemies all around

long dagger
#

I'd say only if drops r boosted too

#

O nice

lilac gale
#

As a duo my friend and I were getting over a row of double chest loot from each boss every time

#

It's a fair bit more than a normal world

#

I'd say comparable to.. 3-4 player drop quantity

#

I didn't pay super hard attention though

gusty epoch
#

62084 so double health

lilac gale
#

Gotcha

#

Which then scales with MP.. sheesh

#

Birb eventually would be stronger than an NPC lol

primal rapids
#

multiplayer hard birb could be?

lilac gale
#

Yes potentially

#

If it starts at base 62k

#

8 player scaling would I would believe pretty easily push it over 100k territory

trail badger
river hamlet
#

maybe do a chamber with only spikes and one with only convoyer belts

trail badger
#

i could just adjust this one to belts only since it got 90% of the slots filled

#

just manually clear it until all the slots are grown

gusty epoch
#

I dunno if everyone has the same experience, but on this setup it only pops ore on the right side, so I guess left side doesn't need conveyors at all.

lilac gale
#

I've noticed that my ore only gets spit out either up or out to a side

#

I've never had it go downward since the update

gusty epoch
#

I'm gonna let it run this way while I'm off doing other things and see how much is piled on the left when I get back lol

long dagger
#

When near it I think it may be random but when unloaded based off what I've seen others post/say, it may come from fewer drills, maybe even just 1

#

I've made a lil room with blue and purple slime floor and never found living slimes in it, only loot

lilac gale
#

Off screen it only goes to one spot

#

And in my case since the patch it's only been upwards

#

Every time I have checked ore is only above the set up when I come to collect

gusty epoch
#

Which order do you put the drills down in Peace?

#

Also these types of tiles can hide the moss under them

lilac gale
gusty epoch
lilac gale
#

However I want to lol

gusty epoch
#

I'm curious if it has to do with order but I doubt it

#

I didn't power mine till after they were all down, although I may have powered the right side first?

#

Friends forever

trail badger
#

well, they spawn on belts

#

so at least that works

#

now i just have to wait for it to grow out

#

to see if theyll spawn on top of the grown mushroom

gusty epoch
#

Mold boys still mostly win, although Scholars can sometimes kill one or two

trail badger
primal rapids
#

wow, normal non-raid-party cavelings have got their pathfinding improved too ๐Ÿ˜ณ

gusty epoch
# gusty epoch

lol I didn't end up with much more testing supplies I guess

river hamlet
trim kestrel
primal rapids
#

like, permanently? until you break them?

trim kestrel
# inland compass Makes it very difficult when every clearing has like 3-5 hunters that kill you i...

I found that, building my sea-line along the edge of the wilderness. It seemed to spawn a lot of ground cover, with about 5 wilderness cavelings in each small clearing, as you say.

But, of course, no different in the old parts of the wilderness I'd previously generated. So I assume base (grass floor) spawn rate is the same...?

I feel like the devs might have over-egged the difficulty, to try to make sure they reach sufgicent levels, ready to scale back a bit with feedback (from new players).

inland compass
#

yeah everything seemed like it did after i'd left my game on for days, pre patch

#

so maybe they just bumped up the initial spawn at chunk generation

trim kestrel
primal rapids
#

yeah, I'm getting some reaaally weird mob behavior in my new pacifist world ๐Ÿคจ

#

it feels like they're teleporting without any rules, spawning from nothing, disappearing

trim kestrel
inland compass
#

I think this is my new goto food

#

are the new bosses that hard that the devs added in all this crazy stuff?

trim kestrel
river hamlet
#

so it seems like 1. mega-city (core) is 1250 tiles away from the core 2. mega-city (core) is 1550 tiles away from the core and 3. mega-city (core) is 1850 tiles away from the core can anyone confirm that? I used https://www.craiginsdev.com/maptool.html# and created a custom circle

#

(i migth should add vault is 1000)

trim kestrel
trim kestrel
trim kestrel
#

Like the automation changes, do you think maybe the game's now trying to spawn and move mobs everywhere all the time, or something equally ambitious?

primal rapids
#

I don't have any guesses on the specifics, but I agree it's probably something to do with the optimizations that make the "everything is simulated up to infinity" possible

lilac gale
#

My results from my double check:
Vault - 1000
Close Mega City - 1250
Middle Mega City - 1550
Far Mega City - 1750
Omoroth - 1100
Morpha - 1400

river hamlet
#

Thanks

#

When i Finaly will figth the bosses, i will also send haha

lilac gale
#

It's not as necessary to know those, since they have the locators now, but it's still good to know I guess

primal rapids
#

the shaman was on that 1 wide strip, the cavelings were in there with the chrysalis and such... one of the cavelings teleported to the shaman's place, the saman and another caveling teleported to... a spot in the pit

lilac gale
#

it happens occasionally with the crabs too I've noticed.. as well with a single slime so far for me

primal rapids
#

fairly annoying, especially for the pacifist run where I have to rely on mobs ๐Ÿ™„

#

I tried to find out if that spot is special somehow, but it doesn't seem to be a chunk intersection at least

#

maybe a chunk border vertically, but it wouldn't explain why they went there horizontally

upbeat gazelle
#

Hey yall, heard you were compiling numbers for megacity and vault distances. Here's what I got, on the dot. Cores and vaults centered on the lines.

lilac gale
#

One of those being Skooma lol

upbeat gazelle
#

๐Ÿ‘

river hamlet
#

๐Ÿ‘

upbeat gazelle
#

I might have to hang out here when I get tired of answering questions in #๐Ÿ‘€-spoilers-chat lool. This seems like the cool kid channel

lilac gale
#

It's the data compiling center for sure

upbeat gazelle
#

Just my kinda lingo

lilac gale
#

They were doing analysis of chunk generation before the update dropped, which was pretty neat to follow

primal rapids
#

...I just remembered that shamans don't aggro at ghorm ๐Ÿ˜ž maybe it still isn't time yet for no-spikes run

inland compass
#

at least with the moss you can spawn them near the ring

#

get some urban moss going, they should smash him nicely

upbeat gazelle
upbeat gazelle
primal rapids
#

can't get urban moss in a fresh run without first getting through ghorm

inland compass
#

ahh

lilac gale
#

Uhh it was over the span of quite a few days

upbeat gazelle
#

just the general region

lilac gale
#

I can try to find the earliest part of the conversation though

upbeat gazelle
#

I'll scroll if need be

inland compass
#

search this channel for like 64. that's the chunk size

upbeat gazelle
#

All the info I've been compiling is just from me reverse-engineering the programming and what I've obtained from spoiler chat with statistical analysis

upbeat gazelle
lilac gale
#

Is when craig added in the chunk grid to the site

#

so around there

upbeat gazelle
#

sweet, thanks. I was trying to figure out how to search in a thread lol

#

genius bit on loading the cave chunks after killing ghorm

lilac gale
#

wdym

calm pier
#

this has update so much since i last saw it

lilac gale
#

lol ye

#

it has

calm pier
#

how do i even use it

lilac gale
#

It has directions

#

They're hidden now, but click the blue wording

inland compass
#

click ? Directions

lilac gale
#

Not hidden, moreso collapsed I should say

inland compass
#

no more confusion! yay

calm pier
#

see