#Core Keeper University
1 messages ยท Page 10 of 1
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
if ZeroGravitas ever makes a thorough modding tutorial maybe then
Pfffftt...! Lol! ๐๐ There's a reason I had to ask, there. I've never modded any game (that I've YouTubed)! I find the default experience, for the majority, is the only one I'm motivated to explore.
Pretty much
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
(yes, i did repport it)
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.
Probably a slow parser or it's doing some inefficient loop after the fact.
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)
Uhh, it's not clay at all from what I could tell
It's the end of the straight line up
its basically on the edge though
I can double check in a second
For a stupid reason I need to get a peasant chest piece so I am on the search atm
Ah, yea it's classified as the clay caves despite still being dirt
So I guess that's just an * at best
Clay caves is clay caves. ๐คท
By technically I suppose ye
It was dirt, in the dirt biome. Didn't think to really check the corner
Just crosses that line barely tbh
It's like 2 tiles above the threshold
Thanks for thinking of me though. โค๏ธ ๐ 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...
What mechanics, items and things are you all each gonna want to test first? ๐
Sprinklers ๐
There could be important changes that affect current features and interactions (perhaps with wires)
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.
first thing im checking is can non-ore items still be placed in a furnace
Iโm just gonna hope they fixed some of the crap Iโve reported lol
yeah, first thing im doing is reading the patch notes
the bug fix list should hopefully be long
Pffft... reading. ๐ Heh. Good call.
but i dont know if i want the logic circuit/electricity stick pulse bug fixed
its so useful
It might just be a fundamental necessity with how things work, but I hope most of it is fixed in new update
The pulse bug is necessary for my builds, to counteract 1-tick self-feedback oscilation of gates. So if one goes, so must other. But that oscilation is useful... ๐ซค
you can still make a pulse the "proper" way, but its like 2-3 times larger
I guess. As long as there's a tick delay in writing an output to wire. Or rather, reading...? Or... ๐ค I need to characterise that in my head explicity.
huh
Sticks conduct electricity, right? So just regular self feed-back.
Btw, something gives me a feeling that you'll be glad you didn't get around to publishing your electronics guide yet, @ripe lily. ๐
It's unhelpful, in my opinion. I'd wait to take a look at 0.4 electricity before thinking too hard about circuits.
0.4?
Sunken Sea
I could give the auto smelter another shot if they fix the item stands
Unless if someone wants to beat me to it
Likely the first thing I test
The stand with mechanical arm or the whole idea of the auto smelter that I talked about?
With the stand and arm in it
My much simpler and faster auto smelter design that is sitting ready in my base
I doubt they'll change it if ur talking about arms putting different items in the furnace and smelters
Mechanical arms dropping gold and scarlet ore on the floor instead of in the furnace*
Come release time, see the link to the (advanced) research notes I've posted in #๐-spoilers-chat. ๐
hmm
yep, my smelter works
i thought so when i saw that patch, at least its that instead of the stands making it bulky
Ok, i'll post it, seeing as everyone's vusy having fun with the new content! ๐๐๐ #๐-spoilers-chat message
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.
.
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).
one thing you didnt mention is that if you use a grabber arm on an npc it grabs their items
Lol! I'd not tried that! Accidental or purposeful discovery?
So there's no point killing them, now. But we can rob them blind, for free! If it's not deliberate, and the devs notice, it'll be fixed by tomorrow. Given the number if changes they made overnight from seeing the ambasadors play (and minimal explicit feedback).
You got a new NPC house design ideal for that?
lol, mechanical pickpocket
Is it still the same?
i can look at it but it still doesnt update for both of us.
At least it doesn't crash now.
still wish we got a way to destroy items
takes WAY too long, im talking about millions of scrap and hundreds of non-stackables
I see ๐
i want to automate it
No new automation devices found in sea biome (yet), then?
I just have to say, the new music is so lovely. โค๏ธ
#๐-feedback-suggestions ๐ (No devs listening to praise in here.)
just sayin
Uhm so new 8-Drill meta abd even faster woodfarm?
Also anything changed with convoyer bekts?
conveyors are supposedly infinite distance now
Mob-spawns?
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.
is the ingrowth issue fixed?
Maybe....?
and did you say the roots grow longer?
They did yesterday (will show screenshot I sent them, in a bit), but patch notes seem to indicate this has been reverted.
well, roots grow on sand for sure at least
They went longer than this. 19 tiles orthogonal.
Just to know thatโฆ u can pull items out of npcโsโฆ?
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. ๐
I have a bunch of decorative root+grass railings which are literally irriplacable now.
With a claw ๐ณ
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. ๐
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.
The Big Larvas from the Hive Mother eggs can now destroy hive walls when chasing the player.
No chasing anymore
Increased the range of electricity from generators.
my Long Rootโข๏ธ doesn't seem to grow at all ๐คจ like even right next to the root plant
oh, now it did when I started complaining
took a while
Combined with spikes/torches not blocking acid, I don't know that I could have beaten her during normal progression. Is there any hive mother cheese left now? Except dig full moat and use ranged to chip down?
I take it carpets and rails don't block anymore either?
Not tested, let us know.
carpet seems to block manual acid at least
Mold walls tho
I mean I threw acid and carpet on a tile and it blocks still
but maybe hive mother removes carpets
Interesting that it does. Thought maybe their range fix might have broke your long route. Cool.
I'm pretty sure some sort of carpet/rail cheese still works
normal progression ๐ Also, they can break mold if they chose to.
but it only grew the root next to the plant, the root loop doesn't seem to work anymore
hmm ill try to replant one and see
I wonder if it's strict 6 block radius now, and it doesn't even check outside of that
restarting the server helped us.
Are you tempted to continue your pacifist run, straight into the new bosses? Or even restart anew..? ๐
i got like 5 stacks of coral wood in an hour from mz's farm design (only 4 columns)
How does that wood grow? (Like, which grounds or biomes.)
(I can feel the questions coming on my guide....)
Did u see our new pet? he can swing at me but is stuck there. hehe
Sings, "walkin on water..."
I'll restart if no-spike ghorm becomes possible
would be interesting challenge to try to re-do hive mother in the new version
well, that's interesting ๐ค
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...?
idk but we reset it .. maybe the next hotfix ๐
Hotfix Patch - 0.4.1
- Fixed Merchant inventory being able to be picked up by Robot Arms.
ya, saw that lol gotta add the wood (root seed) issue.
lol they fixed that, but not the game breaking bugs
So they'll grow adjacent to other root stump's wood? For first tile? Another case of devs fitting game behaviour to player's initial expectations... Hmm. ๐
Lol!
I said they'd be fast. Didn't expect that fast!
(Wasn't me btw. Didn't get around to saying anything yet.)
probably not next to wood, but next to plants for sure
Some things just easier to fix... ๐คท Geez, update's like, 7 hours old! ๐
uhhh, root plants can now grow roots through other plants
you know what that means ๐
the most efficient farms are now a huge pile of root plants
(if they don't break)
(and unless the mechanics have changed in other ways)
Well that's boring but ridiculous, lol. Unless the per-tile growth rate is capped, or something, that will be ridiculously compact and simple to setup. ๐ถ
Looks silly growing through stumps that haven't finished growing yet, though. So maybe not fully desired behaviour...
growth distance seems same as before, as you said
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.)
Yeah. My root range demonstrator is behaving itself again. Staying within bounds.
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 ๐ณ ๐ ) 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.
My two pet farmers vanished, too. Anyone else loosing mobs?
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... ๐ค
"~590 wood per hour" Yeah, it felt like about that much, no?
this still hasn't grown further, has been fully grown for almost an hour
shouldn't it grow at least one root
oh haha I actually like slippery movement
Still nothing there, eh?
Wonder if it relates to the quick fix to range. Maybe applying where it shouldn't, between roots...?
Good to know you can't use coral wood for making wooden chests ๐
I'm still ignorant as to where and when coral grows... ๐ข
its working ๐
Mushroom farm? How often does each patch grow?
And why's the wiring that complex?
its just a soild base-setup for yall
Oh. Active drills block the tile....?
nope, they would otherwise farm the ground haha
and u dont want that to habben rigth?
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
RIP long root
but on the other hand, it seems like roots can grow impossibly far through not-fully-grown plants
Oh. Drills are pretty random with what they'll hit... Do they even hit slime and chrysalis ground cover?
Weird that that wiring still lets them harvest plants. Didn't realise there was two levels of sensitivity.
idk i just tested a bit with it and it worked
Does the ground have to be hoed for mushrooms to grow, as well?
and look.. u can harvest the ground with the hand, as the chtysalis
but u cant mine slime with hand
i think that is, waht matter
i think both works
but u cant water them
i grabben it form a new world and planted it in my main
i think it is random how fast they grow
Right. It should work in old world, once you have it.
1 did almost instant grow
But then nothing for ages?
ye
How many now, total? (Do they need dark, maybe?)
im exploring lmao
"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."
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
dang I need to make a new world lol
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
That's always been a common issue with large mold farms. Do you have poison (slime) under the traps, to stop them regenerating as fast? (Still slow to kill.)
No just mold floor with traps. Before this update it always killed them. Now they don't die at all.
Only the tentacles die
If you say so boss. Just traps never really worked for me, though. ๐
Really? I've never once had an issue.
Took a few seconds for them to die but they died at least
A dev has said that wording is incorrect and you should be able to spawn mushrooms and mushroom enemies in old worlds, if you have a whole bunch of the new spawn surface tiles. e.g. think slime farms.
The reason for traps everywhere is the belts won't move tentacles.
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.
Interesting. I had all 4 farms the same way just 3 of the 4 using belts to move them onto spikes.
They seemed to work quite well.
Ye but you canโt get those without a new world, I think?
The spawn tiles for mushroom dudes, I mean
I got them as a rare drop from orange slimes.
Sorry I meant the 4 being orange slime, purple slime, mold mobs and hive mobs. All those farms worked without issue before update
I don't know. I think it was always just borderline, whether or not the moldlings would die. Slow and inefficient kills, so might be affected by various factors. Like, if they get stuck in place, they don't get hit by as many spike traps as when moving, so can back-up more.
Oh, ok.
Even more choatic behaviour, then.
Will have to try building it again in new world and see how she goes.
This is why I got sick of Minecraft. Each update you had to rebuild everything lol (well not always)
Got any screenshots to compare the amount of damage spike traps did before and do now? There may have been a stealth buff to mob regen, HP, or incidental nerf to some damage bonus that shouldn't have applied or something. Never know.
comeeeon little drill u can harvest the shroom
I thought that they might have a boosted HP but these did not die at all.
So they growing OK on the right side?
This is what I expected; if you make the drills not hit one object, they shouldn't hit another... ๐คท
New mining training strat: Minecart in a circle with walls you punch? lol
thats why i wonder why it dosent work anymore
Does that work? Tools can't be used on carts, right?
can now
tools, weapons can. Maybe I didn't try right.
Oh, maybe it's just hoes. Sorry, i over-generalised.
Oh, I got a new fwrend!
Was about to say that's a nice looking mushroom design lol
lmao u can do a mobfarm with them and farm the shrooms with those
Then I realized
@trim kestrel ok i found out
this works
it will sure also work, if i would put the generator next to the drills, was just testing around with it
but yall can try out yourself
I grew more than that, and a cute little truffle shuffle dude, with my smaller farm off screen for a minute... ๐ค
So what's with the wood growth besides it not growing on grass ground anymore
I don't understand the change they noted in the patch ๐
My wood farm isn't producing properly in some spots, the veins in some areas don't grow to full length
Would be interesting, if the drill-setup from me can kill them- otherwise the tiles, wehere they spawn would get stuck
how can this guy spawn in my base? at the core
Interesting... Did you have any other (caveling) mobs nearby, before that?
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...
yeh, i think they were my farmer. and somehow convertd to sni[er
You got a screenshot please, to see configuration? @primal rapids did testing, I'm not sure what's foing on and what should be.
Weird. ๐ตโ๐ซ
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.
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: #๐-spoilers-chat message
and now they just jump randomly, or spawn from normal stone ground in dirt bio?
MY zoo is going crazy TT_TT
there were only 2 caveling and now 5 ๐ do they breed secretly
I've found one or two cavelings to spawn more friends on several occassions, previously.
But cavelings vanishing or teleporting out is new game behaviour, that I'm trying to find out if it's intended. I'd guess it was accidental.
they were there for like 3 months without any problem. until now
OK, @ripe lily posted me a @inland compass map tool shot of their exploration. #๐-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.)
hi
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)
Would that be better than spiralling out?
just easier to manage
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.
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
but yeah, this definitely seems like a nerf to tree farms, not that it really matters
im really getting more than before from my tree farm
each plant in the system is more consistently growing a new branch for the drills to mine.
maybe the growth rate compensates then
for the "battery" design, the nerf looks like this
on the other hand, I might get to design a new farm ๐
yeah they seem to have optimised it for the battery layout over the single drill layout, but there is probably better ways to do it.
i want most output per floor space used, in all my farms.
Random note. You guys noticed that the dedicated server logs are way more verbose now? 
Yea, I still wanna test and see if it logs all the things I hope it does
It logs when I manually update my conditions, which is nice for figuring out people doing silly things
[#################] 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```
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
@gusty epoch yeah I wrote a quick parser for it. (It also auto-restarts if the server crashes)
Wanna help me test if it logs all the things? ๐
I can't say no to crazy side projects. What do you need? LOL
Only your sanity
actually quite the opposite, it seems that a huge pile of plants seems to make sure not even the one close to the drill will grow any root
So an isolated, partially mature stump grows root wood...?๐ Pretty sure they won't be doing that intentionally, given it looks dumb.
haven't tried an isolated one yet, but possibly yes
There's this problem, too. Seems like some roots just won't grow at all. Or won't grow 5 tiles long....
yup...
anyway, if we don't consider the new issues (growth stuck randomly?) here are a couple candidates
the top one has 2 more root plants per drill, bottom is more compact
You could stagger the bottom one to save one tile of height, no? Neither very elegant elegant compared to the old design... ๐ข
maaaaybe, if they now grow next to root plants
well, to keep some symmetry, I would probably stagger it like this, so it wouldn't matter either way
that would save some conveyors and maybe make them easier to access and so on
but since I don't fully understand the new mechanics, this probably needs tests with old/new designs as comparison
it does look like, even isolated, all stages except the seed can grow roots
I'll make a bug report for these. Unless you wanna...?
sure, you can
Woot...
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
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...?
yeah
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.
I tried a similar layout of the left, placing a ground tile that it can grow on, it'll have 1 grow and stop. But configuring the ground a bit could give some more wood but it's extremely slow
I'll get on later and show my wood farm and explain what was happening
that's what I was afraid of ๐ฌ
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...! ๐ฎ
Love it
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
producing now after being on for a few min
very minimal output, was testing with some ground tiles
wasnt growing at the middle drill when this ground tile and wood wasnt there
Yeah, I think that could be one thing that causes some root stumps to get stuck. Don't know if reloading the world can get them unstuck. Replanting certainly works, though.
Does coral wood need to be watered, then? (Edit: I mean, after initial seed maturation.)
.
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).
needs to be watered twice sadly
Twice per seed, ever? Then free growth like roots?
okay the two in the middle don't work
this stopped growing, then grew aggressively for a bit after I watered all the plants, but then it got stuck again pretty soon
ye, 2nd watering is right before the last growth stage then after that its like a normal tree root
i still dont get why thatd work and some other designs dont, i dont get the change. (not doubting if urs works or not but just confused)
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
and also now that we only get one growth per "growth tick"
meaning even if a large tree farm works it wont be as fast?
it probably is still quite fast, because they decreased the time between growth ticks
I just feel like optimizing ๐
basically
and also you no longer get more than 1 root per growth tick, before the change you could get 2-4
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.
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
this could be wrong, probably should be tested
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.
I think 9 with no backbone
Ok
Or, 11, if turning the drill the other way and they'll add wood next to another stump now ..?
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
๐
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 ๐
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.
takes hours for sure
Who's insulting you I'll kill a man.
I would assume the time is just doubled what the 8 drill set up used to be.
A bit more than doubled
running some small tests and for some reason only the left column needed to be watered a 2nd time
farm testing makeing problem
Any idea if killing them resets their inventory?
You tell me, boss. Die and buy, heh.
Oh, had you not noticed, preciously? If you water the ground first, root seeds won't grow fully before the ground dries out.
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?
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. ๐
Shroomy boi atak you dril?
so this works still? the tiles being the already grown wood and the current seed would be the root still growing wood at the bulb
sec
exactly like this with the side roots?
No. As you said, Mz says that don't work no more.
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
weird
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
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.
i tried connecting it like this but it didnt work, replanted the top root too
would this be the current max root size?
per unit for 1 drill
If Mz thinks so, that's probably the case. I have my doubts, but they're probably based on wrong thinking... Heh.
Right. So separate root wood won't grow into each other, still, but they will grow adjacent to stumps...
So the moving up the drills thing was not use, as it will just stop the bottom two stumps from growing... But it might be useful to know the change. Will go in my guide anyway. Assuming it doesn't change further when the devs fix the other issues with roots.
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
Only if those bottom two root stumps you've planted can actually grow, there (I don't think so). To test, you'd have to leave the wood in place and remove all the other stumps, to make sure they're not contributing. Or just set up a similar thing elsewhere.
gonna try this design for the lil test too
That'll work. But not if you move the top root up one, then remove the stump after it's made one wood in it's current position. (Is my prediction.)
like this? if the wood from the top root grows first?
i planted the top one first and made sure to wait a bit before planting the others
Now, to wait furiously....
Sure. that will remove the ambiguity.
Of course, we now have to contend with the possibility that one's test root just decides not to grow, for no good reason.
ill power it once both r fully grown
Can start now. ๐คท
ill wait in case it somehow has some unknown effect on it
should be fully grown any sec now
โ
๐ค OK... Interesting.
I wonder if that's because the wood piece is loose and unconnected... Heh. Sorry.
i think wood can still grow if its only connecting to roots but not other wood
it produced 3 more wood
So, that setup should fire on all cylinders then...? I mean, you could test one next to another without the bottom two stumps, for like an hour, to check the longer design does produce more.... But whatever. ๐
(green =root, white = wood) this should work
i could give it a shot in a bit
this shouldnt work
since itd be wood connecting to wood
Hmm... maybe the game knows how far a piece of wood is from the stump that grew it, if that really won't work... ๐ค Game's being so weird right now...
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
Right. Won't grow through a stump.
this should be a decent test for rates if side roots help rates
Yeah.
Although, you have growth from each middle stump going down either side of it, potentially. So the randomisation effect will be higher.
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.
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
just gotta wait
would be nice to have some type of fertilizer to boost growth stage
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.
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
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
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
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... ๐
we'll have to run tests again after another fix to them ๐ช
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...๐คท
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
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
isnt there a hard cap on max dodge rate? idk where i heard it from
yeah 90%
โข Merchants will follow the player when the player holds the item they like such as Slime Oil and Mysterious Idol.
huh cool
Geez, Infinity! Too busy actually playing the new content to read the patch notes properly! I got that in my guide already! ๐
It's gonna be very, very handy dor manoeuvring them about to hit thunder beams in the right place, come to think of it.
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
i had the same idea but didnt wanna waste mats on it
If the question is, does this have the max amount of plants contributing to a single drill, then I'd say yes, I think it's at least close to the max, unless you want to start going into a circle shape
the circle shape one from last patch ended up breaking roots somehow with wood growing into it
In the current patch?
Yeah most designs had breakage issues, that's why the columnar one was so superior
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
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 ๐
Wood to plank to coin automation
would be nice
since they restock slowly and dont sell much of some items
muskets for all
Also, I'm happy to be proven wrong on any of the root mechanics/farm designs ๐
Nope, 8 drill setup was something like 2 to 3 hours, this was somewhere between 12 and 14 (was away for 2 hours, it had about 200 ore left to get when I left for dinner)
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
@ 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
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
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
yeah
I was going to ask to make sure this wasn't already possible. Given that the merchants had started interacting with the arms. But it seemed unlikely.
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...
Will mushrooms spawn onto spike traps? I'd assume the mushroom enemies would, and get killed. But shrooms themselves...?
Idk , will make some tests with it
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.
Are u looking for a splitter or so?
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).
Wont work so well - if nothing has changed, 1 claw will get more then the other
If there's too much over-run in the arms being powered (?) for a 1 second on-to-off oscliator, then just up the delay to 2 seconds or more. Or I could probably come up with something more complex.
E.g. inserting a 1-tick pulse filter in front of each arm, from the 1s oscilator.
Has anyone tested whether claws can place stacks of 999 into a chest
Ie the autosorter
You mean, on top of an existing stack of 1 or more in the chest? No. ๐คท
Yeah
Sigh, that's the most annoying bug/feature
Other than still not being able to automatically delete items
You can very quickly test that with one of your setups though. So does it work? ๐
My computer is off so I can't test it
Ah i missunderstood u, I thought u wanna power up both claws directly
omg it even splits the last stack so the chest always gets 100% filled, the rest is overflowed
Wow, that's big! Nice. So many food little changes going uncommented, unnoticed. Or big ones, like the conveyor/automation range, which no one on reddit had realised! ๐ถ
That's even more huge! If pedestals accepted an item, we'd have a splitter, too...
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
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
and now we got the same with 6-Slot and 8-Slot tho
...? Oh, there's bigger tables, right.
yup
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]
Oh yeah... Long distance conveyors are very f-ed up... ๐
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. ๐ถ
G-g-g-g-g-ghost conveyoooors! ๐ป
Robot arms just drop all items through tables, too, like pedestals... ๐
Nope, ghost items!
Map tool still works for me right now.
Have you got a really big map file?
prob
Peace's map stopped working in the viewer by ~50k distance.
could i send u my map for trying it?
me? I guess. But wanna ask @inland compass ultimately.
idk if it is something with my browser, thats why
try a different browser...? but you can if you want, right now.
ok i found some parts of my map, put it is kinda buggy where the cam is?
I like how you can just pile two maps on top of eachother lol
Did already some1 check if the cores are with distance?
(the big city is a core-city)
I was trying to make a large design so it'd work for a large wood farm
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
Wah? I've never seen that before...
I'd love to know what distances people are finding their main sea dungeon and the two bosses. Would require some brain power to triangulate on maps though, potentially.
tell me what i should do with my map and ill do it ๐คทโโ๏ธ
Too many saws would result in the extra saws being filled with planks when wood supply is low
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
Omoroth definitely is farther out than Azeos is by comparison. At least on my world
I'd say more on par with Ivy possibly.
I'd use photoshop to measure the x, y number of pixels from core to each thing. Then do simple trigonometry. but there'll be alternative ways that are easier, i imagine...
Maybe further...? One blue slime boss location someone showed looked very far out.
Omoroth is the titan name no?
yes
I know but can't remember or spell... ๐
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
Just use map tool and measure pixels in p-shop...?
Probably someone's decompiled and harvested the numbers already, somewhere, though...
I don't have pshop that's the issue lol
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
Was that for 1 dungeon or all 3?
1
I only found 1 so far
so i would go with my guess, that 1 spawn on a 1500 circle
Itโs just using the map tool, just load two maps one after another
Thing is, does it generate from the bottom entrance or starting from the core?
Results would differ if sunken sea is either south or north of the core
If it generates from the entrance
hmm
i cant tell tbh
i just like the idea of 1500 - arent the devs also number lovers...? 50 - 300 - 350 - 900...
Nice! I should have suggested the map chunk grid lines. Counting them up is accurate enough. ๐
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.
(i feel at the wrong place with this response haha - not like in a University)
i mean a bit map-luck is okay... after hours of searching mid maze...
It will be like the main mold dungeon, which locates the cicada scene exactly on the arc, then generates a big dungeon out around it.
Unless...
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?
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
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...
I wasn't expecting that someone already posted a good example of it, lol
found it literally 5mins ago
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
turtle island and shore?
The island with a statue of a turtle
Connected to the large land piece circling the core from a distance
Basically the red line
ahh
chunks are 64x64. so you can use good ole a^2 + b^2 = c^2 to find the radius for the arc of new things, based on counting grids
I was kinda lucky with the spawn of itโฆ stragith south
this would be a nice change, after X radius add the scene to be eligible to be spawned with Y% chance. Could even toss in having Y increase as chunks are loaded beyond X radius
and that would eliminate the need for an exact radius spawn specification
Sure. With more distance data, we could know (or get a good idea if) what they've actually gone for. ๐๐
hmmm
thats interesting
What yall think about that...?
I cant tell what happend with the shrooms on the spikesโฆ did they grow and instant pop outโฆ? Was this 2 little guysโฆ?
But the shrooms are perfect in the mid of the tileโฆ?
wood grows weird now. don't even need a fully grown root
think it only grows 1 wood in its 3rd stage but thats only if theres an open spot on any 4 of its sides
Mine grew 1 wood per stage
yeah, we talked about new root bugs a bunch, above, after Mz noticed. And I've reported it. So ๐ค for fixes.
When did it stop being possible to spawn kill glurch cleanly with just spike traps...?
Possibly this patch, I had done it before the Sunken patch the night before
Remember when u shared urs and I was talking about how spikes alone worked?
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
Wassup wasuup peopleeee
i cant tell btw if the "old" setup is slower or faster or even lmao
Faster
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
another weird spawn.. the tulip-wall-room spawned very outside city
Mind showing the size of it on the map? ๐
nice
im thinking of expanding mine but but idk if it'd be worth the effort since im just selling the planks
nice, new gear from fishing
It's pretty cracked too tbh
Thanks. my memory and time perception are so bad I doubted myself.
Do you think they've buffed Glurch's hp? (Not on wiki yet, but no surprise.) They've not nerfed spikes? Hit rate, or anything...? (Felt weird.)
Just that with introducing two world difficulty levels, I wonder about the potential for accidental changes, as well as deliberate...
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".
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?
hive mother is still super easy
My one-tick Ghorm farm shouldn't work now. For a different reason (I'm making a video on). I've not tested the just spikes setup with Ghorm.
Ah gotcha
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.
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
With fireball staff? Right. That's the only stat, to excavate a full moat. Pretty time consuming and not obvious to new players.
Yea, idk how they'll change that unless they make it so the entire hive biome is build blocked
staff or sling shot or blowpipe
and not a full moat
just enough to separate you out
well, not blowpipe first time... ๐
The larva still won't path all the way around to dig through a load of (hive) wall then? hmm.
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
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.
they just need to give the ads the boss ground/destroy ability
why [you call them] "ads"?
so they can dig through the walls and place ground over pits to get to you
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
if that was a real question, add is video game lingo for any additional enemies that are there to make your main objective more difficult https://en.wiktionary.org/wiki/add#Noun
by the way, if you stay out of aggro range, does it work like ivy where some spikes are not destroyed, and are those enough to finish glurch?
although with the new version I don't know if ivy leaves spikes intact either ๐คทโโ๏ธ
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 โidealโ 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/npcโs/buildings/tiles? Why/when are they agro?
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
shroom guys are so cute!
idk if that could work.. cuz they seem agressiv against my delay circuits and only aggresiv against drills, if im in (idk what) tile range
but that would be less pain then doing the circuit-thing
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
it worked fine for me tho
guess that rules out any weighting by radius for scene generation
Weighting what variable? Spawn chance? x-y offset from grid centre? Seems like medium mazes are the most commonly/ centralises scene, from what I've seen.
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
Oic. Depth into wilderness/biome. Yeah, I'd guess mazes only care to spawn where you look, as we've said. ๐
Do tentacles spawn in sea water thats in dirt/neutral biome, etc?
i haven't fished sea water yet, is it special water, akin to acid/moldy?
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! ๐ถ๐
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. ๐
Yeah, I've been needing to say this. Animation department knocked that one out of the park! ๐๐
I'll try standing further from Glurch later. See if he wrecks my ill advised little farm decorations for the 10th time...
Thanks, I genuinely don't recall hearing boss related trash mobs referred to as adds, before. Possibly brain rot...
Heh, I guess we all know your a smarty pants. ๐ 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.)
but automation ):
Automating player movement is a part of automation... ๐
But yeah, if you wanna auto-sort ALL THE THINGS without input. Fair enough.
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
They are so cute and so stupid. they literally stagger in one direction until they either hit a wall (and stop) or end up where you were standing when they started. Then they pause and spot you again, and stagger after you.
Out of range, Glurch hops once, destroying most the spikes. But those top row of 5 keep hitting. So might kill him (I thought it was over so I stepped in and agro'd him). But he does keep getting chunks of regen, so not sure.
So, main sea dungeons not all on one arc, but maybe beyond (or between) a certain distance...? #๐-spoilers-chat message
That's what I've been saying ๐
Btw how do these help out if the wood growth limit is 5 and the drill is at the 6th?
They didn't. They were there from growing the backbone and are redundant thereafter, unless you accidentally break the build.
I built a small farm and its mostly covered in grown shrooms, i keep consistently getting item drops even though the spawn spots besides the spikes are used, though i suppose it could be something spawning on the spike.. man i havent confirmed anything sorry
Shoomy bois walking over the to spikes and dying?
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
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.
Ta. Did you just measure that (in map tool) and do the math yourself? ๐
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
Oh excellent. Apparently I'd not refreshed my maptool page for a while to show that new option... ๐ Thank yo @inland compass! Our lord and saviour! ๐
lol Intep wanted a user radius
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...? ๐
Happen to have the range for blue slime boss too? What that be, like 1400 to keep up the pattern?
i can go get the number, i have to make the finder and go boating though
Thanks. No rush actually. I won't start searching tonight. But tomorrow maybe. ๐
wow, mine are like polar opposites of the biome, Omoroth edge up north, Morpha edge down south
give me a min
1400 is good
Did I guess right? Is that where yours is? (Maybe i'd seen someone else say already...)
thats on the dot exact
do i need to add a new boss at 1400?
looks like Omoroth is 1100 and Morpha is 1400
thats just from my map though
i dont have the 100% sorry
K i haven't hit the sea biome much yet
Started from scratch with the new patch. Almost at the point of getting there
tell me about it. not having those initial running skills always being hungry ๐
Do we have any outstanding fishing questions for the new area? I just set up to fish overnight
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?
Catch rates, catch times etc
Previous testing showed no variation between biomes for hook times
I've been using the afk for a bit now it's been mostly successful
Forgot to wear the boots i got from the dirt biome. Oh well.
I'm too lazy to go grab the set from my other world lol
To be fair to the fight, we aren't the best of gamers, that's why I go quickly to cheaty tactics ๐. But also the fight gets longer with more players (unless all focus on boss), so everyone has to play their role perfectly (and not die) for it to be easier.
I wonder if they made all boss regen more aggressive :( RIP ivy farm. What about electric doors? Resistant to enemies yet?
Automation and other mechanical builds aren't getting much love in any updates yet
I guess the multiplayer is well balanced, because I can just barely beat the bosses solo, but I can't carry another player through them.
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
Ivy farm still works without modifications. Not sure if the regen was stronger or not. It may have been. Also doors still break ๐
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
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) ๐
@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 โoh 1 guy spawned hereโฆ there cant be 6 in the other areaโ
Also the sense of the spike-layout is, that shroom-guys die ๐ so yea, there will be fungal soil and shroom-guy-figurines
I'm assuming you still can't disguise as a caveling using the caveling gear?
doesn't look like it
I think I'm going to start the no-spikes run... maybe I'll figure a way around ghorm when I get to it
I beat him with full iron armor
0 spikes at all
First try too
I mean: no-melee, no-ranged, no-bombs, no-spikes run
I guess shrooms and slimes don't fight?
#977128133142659102 message tests are running
if u copy this layout, let me know how its working
Oh
mobs in hard mode are seriously hard to kill with spike traps
huh, I cleared all ground slime from around my base, went mining for a bit, came back and my base is full of slimes ๐คจ
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 ๐ค
and there are new spike slimes that weren't there before, so it can't be just that
they've updated the vertical interaction distance <3 you can interact one more tile down now
also for comeing back to this... idk if claws are lag-friendly or not, but would prevent lag from floating items be a reason...?
I've got the perfect solution for ur pacifist run on all bosses
||thorns||
Enjoy
lol
Well I'm not sure if it works for their attacks actually
But if it does ur gonna have a blast
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
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
In single player Azeos has ~32k
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
Azeos has 31042 hp in single player Normal
I'm so close to my first full stack of new ore lol
I guess it's good to be accurate lol
Rune song comes in clutch sometimes kek
I'm a big fan of the whip weapon ๐
As for hard mode, I don't know I haven't seen anyone report an hp amount yet
oooo
Would be interested though to know how much the hp scales and if the scaler is across all enemies universally
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
I wasn't aware there was hard mode for world creation ๐
You're right that hardcore doesn't have any other modifiers aside perma death
Ah, yea that's new this update
Oo
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
62084 so double health
Gotcha
Which then scales with MP.. sheesh
Birb eventually would be stronger than an NPC lol
multiplayer hard birb could be?
Yes potentially
If it starts at base 62k
8 player scaling would I would believe pretty easily push it over 100k territory
cant tell if the shroom guys are spike spawning or conveyor spawning....
maybe do a chamber with only spikes and one with only convoyer belts
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
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.
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
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
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
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
Which order do you put the drills down in Peace?
Also these types of tiles can hide the moss under them
Completely random
However I want to lol
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
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
Mold boys still mostly win, although Scholars can sometimes kill one or two
i had an area where the wilderness ones had spawned up to a few dozen hunters, and they were wrecking the mold
wow, normal non-raid-party cavelings have got their pathfinding improved too ๐ณ
lol I didn't end up with much more testing supplies I guess
https://medal.tv/games/core-keeper/clips/p4F6ZwjxrnNpQ/d13379JwkLH1?invite=cr-MSwydFksNjk1OTYzOTYs kinda weird path finding tho and the crab is stuck somehow?
Watch crabs? and millions of other Core Keeper videos on Medal, the largest Game Clip Platform.
I mean, all closed doors now lose their collision box when you come back from being off screen. So I'd not even considered testing automatic doors with mobs. Lemme know. ๐
like, permanently? until you break them?
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).
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
Maybe. With 1 wall and a moat, my regular caveling posse sometimes half escaped, other times all stayed put...
It's hard to know what's intentional and what's new unintended idiosyncratic game behaviour. I've mentioned, to the devs, (farmer) mobs escaping/vanishing/turning into hunters (reportedly). And certainly despawning (from zoos) didn't seem to have been intended.
yeah, I'm getting some reaaally weird mob behavior in my new pacifist world ๐คจ
it feels like they're teleporting without any rules, spawning from nothing, disappearing
Cavelings are smarter than larva, heh. Also, you'd need luminous red eyes!
I think this is my new goto food
are the new bosses that hard that the devs added in all this crazy stuff?
Was that one-shotting azeos for 30k, then? To be sure of no health regen...?
mhm
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)
Good work. I'm curious to know this too. I thought I'd seen people with 2 large sea dungeons at the same distance. Implying dynamic spawning.
But if your centers are at precise multiples of 50, that's quite convincing for pre-spawn.
Until you open and close them. I guess it's more that the collider resets to open position.
Right. I'd guess there's buggy data handling of the mob array. That their numbers are getting shuffled together or something weird.
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?
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
I will double check these numbers compared to my own results momentarily
My results from my double check:
Vault - 1000
Close Mega City - 1250
Middle Mega City - 1550
Far Mega City - 1750
Omoroth - 1100
Morpha - 1400
It's not as necessary to know those, since they have the locators now, but it's still good to know I guess
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
it happens occasionally with the crabs too I've noticed.. as well with a single slime so far for me
fairly annoying, especially for the pacifist run where I have to rely on mobs ๐
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
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.
A few individuals now have just confirmed the distances I listed here, they seem to be accurate @river hamlet
One of those being Skooma lol
๐
๐
I might have to hang out here when I get tired of answering questions in #๐-spoilers-chat lool. This seems like the cool kid channel
It's the data compiling center for sure
Just my kinda lingo
a bit nerdy lmao
They were doing analysis of chunk generation before the update dropped, which was pretty neat to follow
...I just remembered that shamans don't aggro at ghorm ๐ maybe it still isn't time yet for no-spikes run
at least with the moss you can spawn them near the ring
get some urban moss going, they should smash him nicely
Who do you think I am? ๐
can you give me a link to check that out? I've been curious
can't get urban moss in a fresh run without first getting through ghorm
ahh
Uhh it was over the span of quite a few days
just the general region
I can try to find the earliest part of the conversation though
I'll scroll if need be
search this channel for like 64. that's the chunk size
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
will do ty
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
how the
wdym
this has update so much since i last saw it
how do i even use it
click ? Directions
Not hidden, moreso collapsed I should say
no more confusion! yay
see