#Core Keeper University
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its part of the update, the fixed drills/belts
ah so I can set up so drills on boulders all over the map and will all be done around same time?
โข Automation structures (Conveyor Belt, Robot Arm, etc.) now work as expected at an infinite range.
Niiiiiice
Excuse me while I make a stack of drills then ๐
I assume mob farms still need you to be in a certain range?
im working under the same assumption, my fungal farm didnt do anything while i was in the wilderness
hey chads, is there a new optimal way to make wood farms now? after the update
I didn't change my wood farm but the output increased after this update...
I'm wondering if the lit floors are reducing some spawns. The slime ones, larva and I think fungal seem fine. Rest are slow. Will try without lights.
Just checked my farms this morning after afking overnight and the damage numbers stacked up on the larva ๐
lol I saw that before ๐
didn't know that could happen lol
I noticed when I updated and my mold farm was loaded with mobs
btw, my lush and stone moss farms aren't really killing the cavelings
might have to put them in a murderpit with infected
or put poison slime under em
Ya mine either, testing with all spikes. I had poison under the traps but I think those spawns took priority.
8/100 spawners shouldn't be horrible. I'll try it out today
plan on afking some more in a bit
Could be a combo of factors. Maybe lights lower some spawns, maybe too many different farms in one area, etc.
going to try 1 at a time
Slime seem good no matter what though
wait, were your spawns being reduced? my farms were backed up, they just weren't dying
I did find on my other world that out of my 3 poison slime farms, the furthest from my afk spot never generated ANY slimes though
This was my loot in the morning. All dead mobs though.
think there's a max efficiency for mob spawning, based on distance
but it's only per mob type
since my caveling farm a lil further still generated cavelings
I made a longer afk spot
wow
only 11 larva meat, 53 fiber, 11 grub kapok, and a tin axe from larva farm
*lit floor
54 blue slime and 2 blue slime figurines
16 mushrooms and 4 fungal soil from shroomen
so some were better than others. You saw my light layout
I'm thinking maybe light does affect the spawn, but you got more unique drops than I did
You think full coverage of spike reduces spawns?
rofl
not sure on that one tbh
I wouldn't have the slightest idea of how other stacked block types affect spawners
I will try something out
I'm pretty sure they don't though. Someone told me last night that you could put every spawner on one tile and it would spawn every mob
Hmm I can only put 1 spawn floor down
here's all the loot I forgot to include
that was true before the update. Idk if they tested afterwards, but they said their preexisting spawn floors didn't change
Ya definitely got more variety. I think me adding purple slime to reduce healing, interfered.
No lit floors this time
but you didn't have to manually clear your farms with a billion stacked up hunters and shamans sniping at you the whole time
lool
lol
I'm gonna try poison slime under the spikes with my same setup
compare in a few hours?
Sure
oh, and only testing poison slime on lush and stone moss, since those were the only ones backed up
my man's got his own farm down here lmao
๐
Indeed
also I'm gonna do the p. slime in a C shape, only under the innermost spikes, since most mobs hover around those ones
Ya
My purple slime farm + 3 other farms using a 2x5 area of purple slime, I collected 200 purple slime in about 10 hrs.
But I feel the 2x5s might affect other spawns in area
That's a lot more than I got with a 10x10, but the backed up caveling and large grubs might have something to do with that
gonna poison the grub farm too
btw half the time I can walk past a 2-long fence, and half the time I can't. Really weird
I think the large larva do based on the stacked damage numbers when I got back on
otherwise this is just silly
Their hp should be low enough for just spikes I think
just put purple slime on the moss btw
What we need are stronger spike traps variations
they should be, and normally they would be, but for long periods of afking I'm gonna try p slime
for sure
idk why we don't have scarlet spikes tbh
Or at least a tier up using iron
I've only put one silly idea in feedback so far. I'll throw it in
I put it all in haha You never know what they might agree on ๐
my one idea was a tape measure that would have something like fishing rod physics. Could wrap it around walls and stuff to measure distances, diagonal and bent
it's ambitious, but neat lol
Ya
I'm staring at 2 poisoned normal cavelings in my farm survive like 100 hits of spike traps ๐ค
I know it's so low dmg
the poison is just supposed to help stop their out of combat regen
oh, a hunter just died. dropped lush moss
just wanted to make sure it was working
oh thats right you hadnt seen a poisoned enemy drop their loots
I'd heard once or twice that they don't drop stuff, so I wanted to check before afking. Still wondering how the regular cavelings outlived the hunters
Ok going to afk for about 1 hr for lunch and see how the city spawns and wilderness spawn go with no light and about 50% spike coverage.
I'll post at 1 hour then, prolly gonna keep afking after.
So the maptool (https://www.craiginsdev.com/maptool.html) now centers on core, and I fixed some annoyances I had with the zoom. I don't remember who asked for it, but try it and let me know if it breaks.
You do have conveyors keeping them pushed on the spikes, right?
not sure if anyone has tried it, but I think you can almost insta kill the slime bosses with the new staff
make a very long rail stretch leading straight to the boss, line up your aim straight and fire constantly while riding the rail till you get to the boss
all the blasts land almost simultaneously lol
now I want a video of that if someone tries it ๐
ty this helps alot ๐
Yeah the cavelings are too fast though and can walk wherever they want practically
can try putting mold ground under the spikes and the close conveyors
Might do that. Waiting on Kloned in a few minutes for an hour update on some lighting tests for farms
I used poison slimes and am testing if it cuts back on efficiency
Need to go get a bunch of mold floors tho
like using poison slimes to kill the cavelings?
aside from blocking the potential spawn spots, there won't be any issues
I heard at some point that you could stack the spawners but I donโt know if anyone confirmed if it blocks spawns yet
I probably donโt have a choice to not use it though lol
last patch, slime overruled whatever it was on
just have conveyors push the mobs down to 1 row of spikes with purple slime under it
Using 2 rows of 4 atm in a 10x10 farm full of conveyors.
That mold ground is prolly gonna be necessary for the cavelings like you said though
regular cavelings, or wilderness/urban ones?
last patch i had no issues with regular cavelings
Technically both. Watched 2 farmers and 2 regulars outlive a hunter
OH
a brute escaped
And killed me
Lmfao
yeah my buddy left a bridge up and i had scholars killing me at the core
woke up next to the new blue boss and was pissed lol
After 1 hr afk and mostly manual killing..
Iโll post drops one sec
Cleaning up my death mess
He destroyed 3 chests of loot lol
yeah the city mobs are annoying
Ok full spike for wilderness mobs and they die fast
you can always afk using the fire aura set to add additional damage ๐
I still don't have the scholars up yet. Was thinking about doing a mold/moss murderpit
loot from 1 hour with the purple slime under the spike traps
lush mobs were backed up again and had to kill them manually
cave mobs somehow escaped? idk what would have aggroed the brute to attack though
Def need better spikes
traps aggro the brute
that must be new this patch
I wonder if the same would happen with hive spikes...
well when I afked last night, they never broke the traps
really?
yeah the only time they did was when a slime walked by
I wonder if a mob somehow made its way past the farm
right, if you use purple slime to prevent healing, they will attack any slimes that spawn
Ok going to retry them then.
but pre patch i had no issues with regular cavelings dying to spike traps, so probably only needed for wilderness/urban
I might have to remove the stone moss farm and throw it in with the murder pit. Just have to find a way to keep brutes from tilling mold ground, like have my mold bit separated and convey the infected over
the reg cavelings were dying with the purple slime + spikes but the brutes are an issue
i had a 80x100 patch of stone city that had conveyors down to a 1 row of spikes
no purple slime
If you have brutes with an enemy mob he will likely break/till the ground
all my farms look like this atm with spawners underneath
So weird, when I exit a portal, I can walk through a door lol
that's why I'm gonna have the mold ground further away and use the conveyors to move the infected cavelings over, since they have slow movement
ah ok
then rely on natural pathing to take them away from the conveyors
no guarantee that the brutes won't destroy it though I guess
ya will have to see
See I thought the traps agro'd the brute, if that's not the case, the 10x10 should work
I wonder if a brute will destroy the conveyor it's standing on? then I could just have the spawners on like 1 column of conveyors
yeah just they don't die fast enough because of the regen I think
took the p slime out of the stone caveling farm. guess I'll see how it goes before I add tilled mold ground to slow em down
btw did you make a crab farm?
I did
works outside of sea biome?
Oh my farm is over the sea. I didn't try placing it in another biome.
Been wondering if they're biome locked
since they don't have a spawner necessarily
could be like stone pre-update. Only spawns on stone IN the biome
it'd be nice if we could spawn em in dirt. Then I could probably use the crabs to kill the brutes for me
Should just make it one column of spikes and all conveyors pointing to the spikes
Would double the efficiency due to pathing.
Problem is they run around and the spike do so little dmg
I have a full area 11x11 and still gardener takes like 30+ hits
With your setup, theres a 25% chance that the new path position takes them into the spikes
Where a straight strip up against the wall is 50%
i want to make a murder arena, i'll probably do that tonight
I wonder if old worlds affect anything
have a bunch of 10x10 rooms funnel into a central killing room
woooow
Ok so stone moss covered with spike traps took out a spawn group of 2 cavelings, 1 brute in like 4 seconds.
I guess that'll be my 4th test lol
Has anyone tested the new ranged weapons to see if they give an increased xp amount for ranged similarly to how blowpipe did before the update?
If not, I'll have to try to remember to test it when I get off work later today.
lol it is sooo bad i never even use it
but the rate of fire seems to be pretty high, so might be worth it for afk leveling ranged
Wonder how fast that or a bubble gun would be with max attack speed
For xp training
?
Oh figured no one had lol
50 hits for 0-1 with slingshot vs 17 for 0-1 with xp overflow with blowpipe
It was considerably different before Sunken came out
Don't know if they fixed it or not
1 hour with 1 row of spikes and conveyors all 1-way, no poison slime under stone moss
there were definitely less reg cavelings this time
and the lush cavelings seemed to be more or less unchanged
does someone have a good bit of wiring machines i wanna look what stuff i dont have
i have storage system,wood farm,auto smelter and just boulder stuff
ZeroGravitas was trying to make a 24 hour clock with the circuitry but idk if he automated furniture like that
def seems to have a better understanding of those things though
@iron scarab 1-way conveyors with 1 row of spikes at the end seems more effective at killing, although I seemed to have gotten less loot. dunno why that would be though besides not having p slime to kill stone cavelings
Still need to try tilled mold ground to slow em down
Ya I'm testing out the difference between any ground and their natural spawn blocks to see if there is a difference.
On hard too
in dirt biome this time
๐ค "in sea" "pre-update" ?
oh gotcha. I don't think there's a difference tbh. It's only the unexplored areas that matter because of how chunk generation works
everything you haven't seen yet is currently obsidian walls until you explore it
that's how they get infinite biomes
Oh that might explain the weird obby areas
I think those weird obby eggs/bananas/etc are specifically tagged as a different biome
since the sunken sea was likely a giant obsidian area before the update
I didn't see mine directly but I'm pretty sure I saw it in my old world which I haven't gotten on this update
Oh you're in a new world now?
my second world is my main, and was made pre-update. my farms in hardmode on a new world
Right is any ground block, left is specific to that mob. Lush, Stone, City top to bottom.
lemme know what ya get
the closest walls are 28 blocks from middle of core
Ya not sure. The sea seems ok for slimes but rest seemed lower.
tbh my slime farms were less effective out by the sea I think
I didn't afk over there for as long but
mob cap might be a thing
might not as well
Ya hard to say unless you dig out the entirety of the dirt area.
Which I might still do one day ๐
But it will be made into a perfect circle.
I might do that on my new farm world
I'd like to incorporate a build with the wood still growing on the core
that would be cool
one side is already missing tho ๐ญ
I think you can regrow them back
good to know, I will be doing this
gotcha. ty
Iโd heard the same
megacity on 1750 -> yoda, energy string and overwirte transcript
we confirmed that it's not the same parts every time
also citys are weird
but the distance doesn't correspond to the parts
Happened to me on a new world, a chunk of water didn't wanna flow
After 1 hr. Left side is mob specific block vs. right side just anything,
Top is lush moss (wilderness), middle is stone moss, bottom is urban moss (Cities)
Would like to see what's what overnight but it's almost like stone doesn't matter but lush and city are better with their floor block.
orange slimes also seemed to agro the brutes even though it was solid walls all around with a stone door.
Correlation doesn't imply causation. It looks like overall it doesn't matter
Ya pretty much
like cavelings can spawn on stone, but if moss is on top then THAT is the spawner
I would imagine anyhow
topmost spawner being the active one makes the most sense I think
A longer period might say one way or another
for sure, let me know
an hour is a pretty short period given the variance we've seen
lmao I was wondering where all these valuables were coming from. I've been afk mining lush walls
thought it was from my stone farm but im dumb
ya but an hour in my other world with 8 different farms got less variety of items.
Well that'd just be up to rng wouldn't it?
I got very few uniques
aside from the stone cavelings
mega-city is not bound to the sunken sea tho
did it spawn on the edge of the biome?
eh no
I saw a city spawn overlapping with the wilderness
but in an island
well I don't mean good items I just meant I got more items here then in the sea
in an island but not in the sea?
gotcha, but more or less same quantity of regular drops?
the idea of higher tier biomes scaling drop chances sounds really cool tbh
No I feel I got more here then when at the sea one
which would make sense since this is hard mode
interesting. Wonder if that has to do with the amount of spawn areas for mobs.
my sea one was normal mode
so it spawned in the sunken sea and happened to be in an island. Still constrained to the biome
I thought you were saying it spawned in like
dirt biome or something lmao
so far I haven't seen any difference in hard mode vs normal mode drops in normal mobs. Think it's only bosses
had to dig a bit
Ya likely
For sure, this is why I always say "find the south entrance" not, "look at the city from the south side"
also my world had 3 sunken ships, no yodas
the thing is this is my like 10. city, i know the diffrence between normal and big ones (size) but ye for new players it could be usefull to say, that the entrance also can be hidden in a island
It keeps them alive longer but doesn't seem to make them invincible.
I generally hope they would expect that kinda thing, but different levels of gamers' intuition ๐คท
just spikes or poison slime too?
I wonder if they have more hp on hard, and if so, a farm one normal might be better.
they heal like 200 hp per second i think
no poison just spikes
oh wait
also should i still log what items/entrance are in wich citys? or u think thats not needed?
I made my farms much more difficult than I needed too lmfao
lol
nah, I forget who was looking but he knows it's different now
๐
so no problems with spike floors for stone cavelings?
wait is that hardmode then?
ya
I feel like the drops are increased vs. normal
1 row of spikes aint enough
Need a fair bit of spikes since cavelings run around a lot and could end up regening before running back in
it almost seems like it, but the menu says only bosses. Wish there was a sure way of knowing
So a small 3x3 won't work well with conveyors
yeah craig was suggesting using tilled mold to slow them down
Oh I didn't know it said bosses specifically.
might just replace the whole floor with spikes though
yeah the phrasing says "increases enemy difficult and boss rewards" or something
Ah ok
just got shot to death by hunters while typing lol
lol
Would prefer using the base ground for spawns instead of tilling them
Unless if rates end up being the same with the new tiles
Forgot what they're called already
we were just discussing that
the mold ground would slow them though
dunno if moss on stone increases spawn rate
so far, Kloned's test imply not
but it's only been an hour
Ya will run it over night then see
Do the brutes die to spikes without much issue?
my setup vs theirs
mine isn't working for killing them I don't think
gonna move all this over to my normal world at some point if we confirm drop rates are the same
I find they move more since update.
The doors to each cell were 28 blocks from core, walls are 13x13 with 5 blocks gap between cells. Floors are 11x11. (If you want to setup the same :P)
Yup they died in my test on hardmode.
btw were your lush moss cavelings dying to just spikes?
Not quickly but they did lol
gotcha, not getting super backed up?
I'm not looking forward to moving my entire setup
I hear ya ๐
I also created a trench around the cells since slime could agro brutes through the walls it seems. Or some other mob broke the chest.
Ok will be back in a bit to check on things.
yeah I had to block everything off because of the slimes
lookin forward to the results
im gonna move my farms
anyone got a max spawn range?
I forgot to ask, is it with poison ground and does it take effect with spikes above it?
Pretty sure conveyors don't work with it
But spikes idk
kloned wasn't using poison slime
I was but the brutes aggro the slimes
which destroys everything
@long dagger
No purple slime anywhere, as Skooma said it will cause the brutes to break everything. I will test it with mold mobs though. There has to be a way.
even 1 tile is a spawn point
really thats all it takes
the slime ground, the chrysalis, its all a chance spawn point even its only 1 tile
that's why I called them spawners and not ground tiles lol
it's a property of the tile piece itself, not the added quantity
pretty sure you can fish in a 1-tile thing of water too
Mold tentacles only stun and don't inflict poison?
yup
you can
why do bridges have to look different next to water or ground ๐คฆ
So no range poison to inflict for afking stone mobs
you shouldn't need poison to kill stone mobs in normal worlds
and hard worlds don't give more loot I think
for normal mobs, not bosses
Prob a 2nd sprite above the water that's just layered poorly
That's y I destroyed my entire base to get rid of water when I had an accidental leak
Since I built most of it with bridges
yeah, Ima just put coral floor on it
cover it right up lol
just finished the shells for my mob farms, now it's time to transfer them all over back from my hardmode world
what are you rebuilding them to. cant decide how i want to and looking for inspiration
@trail badger was planning on doing this again
craig said having the conveyors point towards a single row of spikes worked better for pathing, but it looks better if it's 2 columns of 4 spikes right by the entrance
magnet ring*
tested these setups for all slimes, larva, shroomen, and lush and stone moss
worked 100% of the time every time
brutes will aggro other non-caveling mobs through walls though so section it off
and yeah I still need to grab my magnet ring
2 walls wide will be enough
can even wear two of them ๐
The range on it is nice
i mean.. 3 wide will probably stop any agro
whats the buff on polished?
Extra range and something else
I'm debating putting my chests in between the cross sections of the walls for my farms
108% i think
oh cool thanks
oh yeah explosion dmg lol
yeah maybe 3 thick walls instead of doing a pit
i just.. dont want them getting out
so maybe a pit at the collection side?
๐คท I just use the 1 walls. The only reason they've escaped so far is from the brutes smashing the fences
which only happens when a non-caveling mob walks by
which is easily controllable
ok so you just use the fence since you can walk by where it cant connect to the wall?
that's the idea, though oddly enough, 50% of the time I can walk past a 2-wide fence and 50% of the time I can't
it's like it loses its semi-transparency collision
the original design I saw was 3 but it's not symmetrical
The trick is to just make you grow bed dimensions 5x3 = 15 tiles square, to be exact multiples of sprinkler and scarlet hoe ranges. So no overlapping coverage/clicks.
That's a standard mathematical truck with prime numbers, etc.
Oh right. So woods grow at unlimited range now, too?! How are the devs achieving all the stuff happening everywhere, all the time?!
(Asides from current trade-off with root bugs.)
Curious to know if we've pinned down a range for mob spawn/kill.
Given their whacky teleporting behaviour, I assume something's changed. So may be worth ruling out that mob farms produce nothing when e.g. 500 tiles away.
Range I would like to narrow down too. Just getting the spawns right first.
Double brute when I went in to clear em out
All closed doors and gates are always bugged since 0.4. ๐ [After going off screen.]
Ah ok, only when I come out of portal lol
@dusk stirrup
๐
yeah I wanna try to clear out all mobs spawns within my afk range
Yup
Somehow i was gonna ask something like thatโฆ some1 feels like moldlings are now agro against โfence-gatesโ?
I had to replace it everyโฆ idkโฆ 10mins maybe?
This was my top idea for a mob farm - also make it a coluseum to pit different numbers of different mob types against each other.
But automatic doors can easily be destroyed. Plus, never used to actually closed beyond 80 tiles, now off screen at all. Plus mobs teleporting everywhere... ๐ฎโ๐จ
just make the door like 2-3 conveyor tiles in
think roman gladiator style
i'm even going to take a few throne chairs for it ๐
Any dmg difference between hive spikes and spike traps?
hive is like half the damage as tin
hive really only kills hive mobs and lower
Wish there was damage indicators when you hover your mouse over them
hive spikes attack mobs??
I thought it was only players for a while lol
They attack everything.
good 2 know
we used them to trigger ghorm's enrage
since we didn't have tin
Any longer results on this comparison, yet?
I'd also be very interested to get any kind of indication of how potent the caveling mosses are vs their bative biome spawn rates. And if these are additive or not.
Not much of a difference so far but running it over night might help.
I feel like it's a waste to have these on hard mode since the spikes are not damaging them enough as it is.
From my observations, there seems to be an association with fences changing their collider to be like a full wall block, when going off screen if placed on platforms.
Could that account for your instances? I.e. any cases where you've seen this with only a natural grond tile underneath?
yes absolutely
that's crazy
I mean it makes programming sense but
still
I'll have more confirmation soon
setting up my new farms and plan to afk
gonna leave 1 fence spot with ground instead of bridges, and another with only 1 ground piece and 1 bridge piece
to see if it applies to connecting ones
Don't know. Moldlings I've only previously seen hit doors coincidentally. E.g. swinging for me.
And it's [going] off screen that makes closed door's collider disappear (until opening and closing again).
Ok, and yeah. Gonna need mob-on-mob farms, even in normal mode, for efficiently killing tougher spawns.
Trying something now. A battle royale setup
Mob on mob is a must have requirement for hard mode farms
If bringing sea water out of the biome allows the tentacles to spawn that would be the best means of making them
Otherwise they'll have to go into and be built in the Sunken Sea
Peace, hard mode doesn't increase normal mob drops does it?
I wasn't seeing much of a difference
I dipped my toes in the sea biome last night & noticed that a tentacle respawned twice in a 1 tile water hole in the middle of sand.
Us that common? Can tentacle spawns be focused like that? (Very useful.)
It may be.. I haven't specifically noticed that
I don't have many small water masses
But I have had them basically instant respawn in the same tile once I kill one and move far enough away
... Aaaand i'm finally caught up. Been busy in here! (Guess I get out of bed now. ๐ซค)
want to see what the city mob does. I mean they are all cavelings so I could see them not being agro
someone said tentacles don't spawn outside of the sea biome
said they have sea water around their base and none have spawned
someone else offered to afk to confirm that
Is it actually sea water though? Some waters don't travel
I know the water from stone and wilderness are just normal water when brought to core
Yeah, please forward pix. ๐
yeah the fishing in those is attributed to the biome. You can bring acid and mold water to core though and it counts
for sure. Someone did a test though and the glowing sea water will actually replace mold water
and mold water replaces normal water
Oh interesting
so it's definitely a different kind
Yea seawater beats mold ๐ฆ
I wouldn't mind sea water without the tentacles
All waters travel
seems they're biome-locked so go for it
i think they spawn faster with a tile adjacent to them and with 4 it may boost it
Ya some are only for that biome
The only issue with that is the water for Ruins and Wilderness are the same classification of water type. It's the biome itself that changes the loot pool for those water sources.
Just read that btw. My sunken sea base has a lot of small water spots, and they've definitely spawned in there.
spawn mechanics question: typically I see cavelings or moldlings spawn in groups at once. Is this because there is a separate spawn timer for each mob, or does it involve spawn grounds that are connected? If it's the latter, then have mob farms with separated mob spawn grounds would be faster potentially
or do all mobs share the same global spawn timer?
can't remember if I saw lush and stone moss spawn cavelings at the same time or shortly after the other
I've had group spawns across 3 different turf types
What's the closest they've spawned? 7 tiles away, as @lilac gale has said (is the explicit limit).
Seems like the game triggers a spawn, then picks like 5 spots to spawn mobs
Hmm. Could be. Spawns very lumpy.
I fished overnight from a single hole, no tentacle
Where?
Sea biome
Oh, sorry, but will be within 7 tiles, so as expected, cool.
Right
I have seen as close as 7 in recordings I had taken to check how close spawns were
Gotcha. Seemed just as likely, but the difference has major implications.
I believe the distances that someone found was 7-100 tiles or something like that
I don't remember who mentioned it in here though
Anyone else notice weirdly grid-like loot drop patterns like this?
I've not seen it before in this test farm (just over 100 tiles from my core base).
I'm wondering if it's a wider range of grouping items together into stacks. Or reflects where the mobs died. One of them seems to have an underlying grid pattern, like there's more approximate distances, when a certain distance off screen....?
looks like the mobs unloaded and died without moving? That's just my guess though
my farms that I afk within like 50 blocks never do that
I don't think
or maybe they do?
More data points needed. ๐
yeah I'm thinking when the items drop while unloaded maybe it does that
I was like 25 blocks from that farm
and it looks pretty square
Some of mine are also skewed off into the water. So something's off on location.
100 tile limit for spawning? I've definitely had natural caveling spawns out past 150, possibly 200 tiles.
From a programming standpoint, it makes sense that it would approximate the mob's location when spawning the drops since the mob is unloaded. But I honestly have no idea. I'll keep looking but my farms are vertically 1 space so it might be hard to tell
slimes definitely don't spawn in my older farms when I'm at my sunken sea base, so I can give an upper bound of 600 blocks ๐คท
I am curious to know as well though
A point with my farm, above, is that it's mostly mob-on mob kills. With a clutch of mold tentacles in the middle.
interesting, I almost wonder if it's due to the simplification of projectile pathing in unloaded areas.
It would be weird if the game perfectly rendered projectiles off-screen. probably a lot slower too
It may have been 180 not 100
I just don't remember the maximum
afked some more and in pretty much every farm, the drops are perfectly positioned in the center of the spikes
think it's just a feature of unloaded mob kills
They definitely didn't use to be, right? (Would have to comb back through old screenshots...)
.
Anyone see a mob swarm bug this bad? ๐ฎ ๐ https://steamcommunity.com/sharedfiles/filedetails/?id=2823759195&tscn=1655771628
idk about pre-update, but that could've possibly been a change to lower mob and drop lagging
I am re-testing the ranged xp stuff from pre-update
I will post results for stuff here when I am finished
@stoic crystal
I could see it being the case sure
even 8 drills still takes like a whole day from my experience
imagine 8x longer lol
or whatever the math is
atleast u dont have to keep finding new nodes so often for less ore like pre update
i dont mind the wait too much since im getting loaded
with the new markers and teleporters its so much better
and new movement speed items
Ranged Hits Required for lvl 0-1
Slingshot - 50
Wooden Bow - 50
Iron Bow - 50
Fire Staff - 50
Blowpipe - 17 (has xp overflow as shown in the attached image)
Octarine Bow - 50
Bubble Gun - 50
Scholar's Staff - 50
Phantom Spark - 50
So
It appears that the blowpipe still has the bug that gives is significantly more xp gain per hit
And the rest don't
this is really good info if I decide to grind ranging
... now to delete all of these ๐
Gave it a status it's worthy of
heh
The glow
Just tested whether or not the full fishing set 5-piece double fish on reel in gives it's own +1 to xp gain or not. The results are that it does not. I had it proc once while leveling fishing from 0-3, which requires 16 catches to level to exactly. As you can see, I have 17 items in my hotbar which can be obtained through fishing in the dirt biome and perfectly enough xp to reach lvl 3.
This is kinda unfortunate ngl, I was hoping it would.
Huh interesting
Does gardening or cooking act the same where the extra item doesn't give extra xp?
They don't, it was just faint hope that it would for fishing.
Ah I see well thx for that finding ๐
I mentioned the delay circuit is inconsistent, I don't think it could be anything else. A smaller test with it can be done with fewer wires after a delay circuit that's connected to a switch to power on and off. The clip below is my auto saw that I was working on (rather useless ik but I wanted to work on it), first 2 runs it worked as intended (forgot to put items back in for the 3rd) then the last run picked up an extra item
Now to put those raw figures into a spreadsheet to work out the xp per second, when accounting for firing rate. ๐
And DPS, to account for chewing through targets too fast. I maintain that grubzooka will probably be the best, still. If it's per enemy hit.
What's the end goal with this setup?
How fast does robot arm unload? If it's near exactly 1 item per second, one can use that matching the conveyor speed of 1 tile per second, to spread items along a stretch, in front of x number of robot arms. Then turn them on all together one time, after x seconds.
The arm is a bit slower than that
Anyway. I just meant to drop in here to point out to @primal rapids that armour now blocks drill damage. it's treated like any other damage source, I presume.
So easier to use drills to hold an AFK player on a conveyor belt.
Pretty sure I shared a previous build trying that but after every 3 successful arm grabs there's the 4th that'd miss
Could that still work, with a gap every now and then between the picking up arms?
I had it on a short stretch but ig, it might not be consistent with having 3 then a gap for each strip
It may need to be adjusted
Or maybe, sync the unloading arm to 1 item every 2 tiles, by using some design of pulse generator to turn it on for a short period every 2 seconds.
Having the arm on for a short duration would be a fix to the inconsistent delay circuit but I've yet to learn and test around with designs to power something on and off like that from one use of a switch
I could give it a shot later
So it is possible that invulnerability works against drills now too? Btw does it take durability from your armor? And has anyone played with invulnerability after the update, can it still be exploited if you're more careful?
I.e. is it still infinite if you do absolutely nothing
If it's fixed then try having the bed right by the boss and don't move with any conveyors when u respawn
If theything they may have just added a timer to simplify it
idk the cause of it not working but I wanted to share it
even tho this design is bugged when loading the world if left on, ill be using it for my designs still in case they fix it
Do you mine sharing the auto-restart? Are you running it on linux?
tomorrow starts the conveyor belts
sadly i haven't seen any crab spawns in the top left
blue slimes fighting the infected cavelings is pretty fun to watch
its interesting to see moldy bois kinda put in there place isnt it
i never knew slippery did that much, the fishing trait helps a lot
I decided to mess with the quick ticking on mechanical arms and barely made it through without giving up, here's a sneak at the result, I'll prob work on it some more tomorrow
Is it intended for them to work faster when pulsed?
I didn't test it multiple times yet to check if it's inconsistent
I think so....? Certainly you can still tp to bed (without dying, of your know how).
Again, not sure what you were trying for there? But logic gates have weird edge case behaviours, so possibly as intended and need to work around...
That's interesting! It's not just an animation bug, then? Actuap denser lay-out of items than just being solid on, eh?
You may have been the first to overclock a robot arm! ๐
I found slippery pretty obnoxious, in my half hour on the sand. Low fishing char of course...
Anyway, the community needs more gifs of drunken cavelings! ๐
I stood next to the wall of a spawn room while I was fishing and after maybe an hour, the room had like 20 mobs.
Although, they could presumably have all spawned on the farther side of the room?
did the robot arm harvest the mushroom?
so for the normal mushroom, we only can use drill fo now
As i said they will spawn and pop out, when the soil is under the spikes
too bad because mushroom grow on conveyor belt
The arms ar for collect the drops
ok i understand what you mean
Ye ik
I mean btw pop out as an item
So they will get harvested instantly
For sure. The furthest block was about 7-10 away.
Also noticed something. With the fungul soil, mushrooms only seem to grow in dirt biome but not when at sea, yet mobs spawn still. Haven't tried other biomes.
Oh, that could be quite useful, then. If plant mushrooms will clog up spawn spaces. Or if you just want the mushrooms to walk themselves onto a conveyor, to save messing about.
My trial run in the dirt is loaded of mushrooms and I didn't see a lack of spanws so maybe it's not blocked. I'll have to see once it's completely full of mushrooms.
is there new sorting system that reliable?
that not breaking chest when we are far away?
i see no breaking for me even far away
My ||mushroom farm||, any idea why it has much more drops on the south? (been leaving it for hours without enter to pick anything)
hmm maybe... your position on the map when afk?
I was near the core, the northeast of this farm when afk
maybe they start to spown in a radius after some block of distance from you
That sounds possible, I'll make another farm in a different place and see what will happen
I was going to dismiss that out of hand... But it does look an aweful lot like the diagonal cut-off would fit with a radius from the core I see on the mini-map...
How far were you exactly? (Maybe use Caigin's map-tool, if that helps.)
We got a very clear case of grid-aligned item drops there, too, heh. ๐
not far at all, since both the fame and myself is in the base
the farm is the red rectangle on the bottom left
So, something like 60-70 tiles, if you stood afk exactly on the core spawn...? Or.
possibly
I'll wait for the northwest farm for a few hours to see if it's still on the south or it's different
May I ask what the colors correspond to each farm?
from top to bottom
Oat (dark green)
Pewpaya (lightpink)
Pinegrapple (lightpink)
Puffungi (lightblue)
Carrock (grey)
Tulip
Bombpepper
Heartberry
Oh I thought it was mobs. Using sprinklers? Trying to find a good design to maximize the hoe & sprinkler range.
Told ya, 15x15. ๐
Sorry I forgot who did say that.
But aren't you tilling twice to get everything? Assuming you use the hoe to harvest
Right so would be better with 3 since hoe does 3
Oh OK, didn't think of that...
Can you accidentally till up the sprinker?
I know path blocks can be which sucks
no you can't
Oh great
I'm all about maximizing sprinkler range with even tilling range.
But iron is an option now I see
I will have to test out the 15x15 with sprinkler placement and scarlet how efficiency
Ya that too, I suppose.
So, as promised, here's how you make a door to bed teleporter in Core Keeper 0.4!
You have to circumvent the new collision detection algorithm that tries to reset you back to an empty tile, up to 8 steps back. By walking through 8 tiles with fences, directly before the door. ๐
Make sense? ๐
2 hours passed for the northwest farm, not much coming yet but it has similar outcome
how many hours of grinding was this?
like afking
Here, you wanted to know how to do the above...: #977128133142659102 message
cannot remember well but maybe around 5-6
ok thanks
good drops for that amount
Anyone tried fishing in pre update world's? Does the new loot drop or need a new world?
it should work pre update worlds to
Ok might just be suuuuuper unlucky to not get the new gear
Low % but I got like 5 helmets from sea lol
Haha just got one ๐คฃ
the kelp vest took me the longest
And (in case anybody quietly cares?) here's an automatic door version, cycle speed optimised, to e.g. AFK grind running skill without dying.
Just move bed far left and hold down rightwards movement.
is there any way currently to get the player onto a conveyor after "death"
have a key held down. ez.
I should've added with invulnerability intact
Nah m8.
Oh woew 2x shroomman figurine
I have an idea, but it's probably not very reliable, use a root to push the player onto a conveyor
So the soil+spikes is prob acrt the best layout so far
thanks
Lul. But how would that push you out of bed...? Or be repeatable? Or grow into a tile you're standing in...? Is that even possible?
Are yโall looking for a permanent loop or a one time loop?
right, I forgot, I tested at some point and it wouldn't grow into a tile you're in
sometimes it does, but only when you're moving
that was before sunken sea though
One time loop -> X-second loop before bed brakes (from drills) and a root can grow
probably yeah
one thing I've also wondered is if the core spawn point is blocked by a player or mob, does it place you further away
i think you can move loading into a new world so you can spawn further away
oh, right, you can probably also "die" in one world and then just load another
I don't think that counts as an action
Ty, Iโll check it out shortly
They'd block placing anything in the tile they're standing in... But maybe using a drill to suffle them to the edge of the next tile, then conveyor... depends on edge effect of if it'll count you as on conveyor tile. (Might even be direction dependant, or something werid...)
they should just change it so beds can't be destroyed while you're invulnerable in it
Why?
can mechanical arms pickpocket players the same way they did NPCs?
that's what the fun part was, you'd keep the invulnerable buff and could place a conveyor under yourself
then move along a track while invulnerable
but that requires something killing the bed, like a mob or drill
Interesting. Does it rollback the player's movement, or just push them straight back? For instance: would it work with 8 fences bent in an L-shape? Trying to think of applications besides infinite recall/base tp
nvm just tested it. Seems to rollback player movement, but changing the angle pushes the player back to the corner of the fence.
wonder if this could be used for puzzle rooms to make a maze/1-way door that only stays open for like a quarter of a second
just spitballin here
Not sure on the logic circuits but you could use it to access a switch that locks you in but opens a door elsewhere
It's probably been thought of, so I doubt it can work but they do use the same inventory handling stuff.
I wonder if I can use an arm to add items to the merchant tho lol
Wonder if ghorm still kills them
sad I can't put into their inventory ๐ฆ
I think so, at least ghorm instakills mobs still, and they only said the NPCs no longer drop their inventory
They do die, but drop nothing
anyone know if fishing stat increases rarity chance? Felt like I was getting more pink coralotls with 2 seafoam rings than with 1 and a goldfish ring. Wondering if switching to the set mid-catch would be better for the double fish chance.
sitting on 18 silver darts and 1 coralotl lol
i can measure over the next 2 nights
Think it'd be good to know, especially for going for the epic fish
I'm gonna try the switch-out now, but my coralotl rng is already terrible atm
yeah i just macro it overnight, i'll re-enable the catch recognition
sweet, ty
idk if it was confirmed yet, but switching to the set while reeling in the fish can proc the set effect ๐
May be where u came in to load in the farm first, I think it may be the same with wood farms where it prioritizes wood growth from the first few roots loaded in a small area
It may be cause it's so quick and the circuit requires a few game tics to power from the 2 quick pulses
With the design u shared with me before for the quick pulse that works well for the item sorter, it picks up multiple items fairly quickly and surprisingly it works for the item sorter at that speed if all arms r powered as fast. Just hope it's intended at this point. Pretty sure others may have noticed it like myself earlier but I didn't mention it since I thought it was already known cause the wire pulse design is simple and well known
@ ZeroGravitas#8742
#๐ท-ck-media message
I think it works like boats too or something, try placing the boat in a spot where u can't place a ground tile (one easy location is the yoda statues) and it'll tp u back some blocks. Only tried that once but I had other moments where I tped back a bit in open areas when hoping on the boat
And teleporter is a lil buggy, I tped back to that at one point when quickly hopping on a boat
doesnt help that my game randomly crashes, idk the cause so its more annoying
does someone know the hp for 2 person omoroth in hard world?
@gusty epoch It appears the likelihood of the ore going out the top right drill is basically 99.99% lmao
I have sat near these for awhile now
I've had a few come out other sides but it's mostly top right yea
I just went back to fully surrounded in conveyor cuz why not
Bout to test out if adding morpha trophy worked
Made it same drop chance as Ivys
(Except for testing I made it guaranteed for testing to see if it actually added it)
near as in next to, or just offscreen?
Seems to have worked
Wait since when
can i trade 1 whit you
or get the code
tomorrow at least
Bruh
XD
What is this spawning items in hours?
?
Manually added it???
You just code it into the game
How is that different from just spawning it in with cheat engine
Isn't it the same command
Cap doesn't give a shid about the item, it's just to see if it would actually drop
Ah
U need to fix something in the code?
mhm
it just doesn't have the drop in the pool from what I understand, or it's listed as drop=false maybe
If it's that simple of a fix you'd expect a hotfix soon
Either way, he doesn't care about it and will probably just delete it lol
But maybe they gunna roll out all the bugs at once
Including these golden dart salads with no fish name
Maybe, bug fix patches are pretty common for games like this
I want my morpha fig
I do too
same
I'll be patient for now and just get more mushroom figurines
I mean
I don't think it's outright cheating if I adjust the drop rate to be like Ivy trophy, do you?
I'll probably get it done and then they'll hot fix it anyways lmao
The next hotfix shouldn't be too far away I would think. There's been a number of bugs since the update not accounted for in the first one
I killed 6 times, dropped 4 times. I feel like that's a lot.
ahh I see why
Btw is there a certain strategy/program you use for modding or is it all from-scratch file manipulation/programming? I've never done my own mods before
we cant get 1fig can we?
You can when I release the mod and it adds it to the loot table ๐
ok
sure
but doesnt it break if the game updates?
i am learning coding
julian also suports it
I mean that's a good point
I should add a check to see if it's already in the table
Otherwise it'd basically double your chance when they fix it lol
so do you know the reason why it is not droping right now?
i just reported 3 bugs within the last 24 hours, hopefully they get to those before the hotfix
isn't the point of hotfixes to fix quickly-resolved bugs? Or have I misunderstood the definition of hotfixes?
or do you mean more recent bugs as opposed to older ones
well... they were aware of the drops missing in the drop table yet they're not sending out a hotfix for a while
more recent bugs
gotcha gotcha. Well they did the first one the day the update dropped. Maybe they're backlogged on em and are also waiting for a decent collection before pushing the next one
I've reported a lot of bugs and only a couple managed to get fixed this last patch and hotfix set
the game doesnt wanna let me work on my wire builds, circuit delays arent consistent, upon world loading some signals get through, and my game constantly crashes within 1-2 min whenever im near it
In your case I guess it depends on how severe the bug is, but personally I'd like to think that enemies that are ranged targetting and hitting the player through walls that have ore embedded in them is kinda something that should be fixed lmao
hopefully they fix the major ones quickly
ik this is random but i managed to shoot a projectile through a 1 thick wall somehow and couldnt reproduce it
its because of the hitbox collision not melding together for walls that are placed together
it's pretty reproduceable
lag causes this
o
I get the feeling the wiring system in general is gonna get a massive overhaul when they introduce new wiring content. The wiring has been really lacking for the most part with only basic functions and a handful of automation options. Idk if it was for decoration or what, but the trailer showed wires powering sprinklers and yet they don't require power now.
im glad they changed that since the range on it is short
It seems like they have decent ambitions, but just haven't gotten around to them yet
it would be nice to have much more tools, even if its just regular wires but for a corner only
would help compact some more
Took me all of 10 seconds to get it to be reproduced kek
It can be done at range too, just is much harder
o nice
is there a way that you can make the trees harvestable? like making it drop from certain enemy?
This is the closest I have seen anything spawn to me. This is only 4 tiles away (5 if you include the tile that I am on as one)
@trim kestrel The numbers I mentioned for spawn distance appear to be wrong. Funnily enough as I was typing this another one spawned on that same 2x2 square
yeah with the new ground covering i've had things spawn very close to me
maybe ground covering is exempt from distance calcs?
Pretty sure I've had tentacles spawn within like 7 blocks too, so not just ground coverings
What? Bot black-holed my last message for no reason...
definitely watched them spawn on screen for sure
Looks like 4x4 offset, so ~5.6 tiles diagonal distance.
Maybe as Craigin's said, a new coding oversight.
Oh, I'd tried to say "clock-up" (without the "L")...
Rooster-up the whole thing
Possibly yea. The one that spawned while I was typing the message spawned to the moss tile to the left of the one I sent
Full power wire range is now 20 tiles! With fade in power over the next 5.
But sure. Powered sprinklers would have been a little messy with most players pitting wire everywhere.
so can you put two power generators 45 tiles apart and have the wires work all the way?
It's powerful now, just needs more input and output devices.
I'm worried that the player base will go "give us logic gate blocks!" because it's an obvious thing to call for. But unnecessary and boring, killing the game's unique characteristics. And devs will just give them, because the mob rules... ๐ซค
Yes. Though 40 apart for full power level the whole length.
I meant water range being short and having wires for many of the sprinklers would just remove more tiles for planting. Even using a generator for each one would look ugly
I agree with that. My point was mainly about the I/O blocks. I'm sure they'll make updates to some of the wiring too when they decide on what other types of automation they include. That's mostly what I mean by overhaul
A cool tool I was thinking about that would be useful is like the lit tile but just for electricity. Make it power the block on top of it
It's just there's not a lot to DO with the wiring atm
Plenty of circuitry setups to be experimented with though
Wow! They really like spawning on that spot, huh?!
Is it new spawns and not bs mob teleportation? Something smells broken there...
And could it be that the 7 tiles distance check is an open path length measure rather than a straight radius?,
Yea, I have no idea why
It was fresh spawns
If you frame by frame it, they just appear in the default standing state before becoming active
It may be an open path like you said, that would explain them spawning so close to me
I think spawns could be delayed by a few tics and it just happened to spawn after u moved up a tile after it confirmed its far enough
For the first clip^
It may have happened
Right. Sorry, was just using a reply to you as a jumping off point for a little rant. Not having a go. ๐
Just a guess
possibly
Not, like, 4 times in a row, was that? 2 before recording any?
All good man, nothing to apologize for lol
I had quite a few spawn there yea
I only thought to record the two
O u were asking him cause it's his recording
Mobs spawn close enough that u wouldn't have to make adjustments for mob farms imo
the maximum distance would be good to know for clearing out areas surrounding mob farms though. If mob spawning works by selecting a number of mobs and then finding locations for them, that is
You been reporting electronics bugs?
You said drops missing and shooting through walls. But complaining about delay circuits too...? Wondering if that's truely a bug or just idiosyncracies... You think electronics crashed your game?
Drops missing? I mentioned the shooting through walls but never reported it since I couldn't reproduce it and didn't care much about it
As for electronics I think it did crash my game, it's very consistent
It'd crash within no more than 3 min when near my build and using it
I do have some electronics nearby running like the wood farm and storage sorter but they've been on long before and never caused my game to crash
Surprisingly it's not crashing rn, I have no idea y but I did do some tests when it was crashing so often. I afked 50 tiles from it for 10 min, it didn't crash and around that time whenever I used it it'd crash my game within 2 min usually
Could be an accumulative effect (of more wiring stuff). I suspected a memory leak or bad data handling because logic gates can interfere with each other of long distances, disconnected.
I did report that I'm not certain on the exact cause and I sent my world save along with the dx thing or whatever that includes a bunch of info of the device
(Or could be unrelated to wiring.)
Oh right. Good job. I expect devs are crazy busy.
the design is expandable
even with 1 item in the chest, it could just be picked and used by the last arm
Oh, looks like that didn't actually tag me.
So, talking of my door-stuck to bed teleporter trick: looks like you'd not seen/used the old version of this, then?
And the vast majority hadn't, which is part of why my posts made so little impression. Unexpected not understood.
If I take another shot at it, I'll have to really spell out how the bed can be anywhere on the map. And you don't die, lose inventory or durability.
Huh? Are you splitting item stacks or something weird?
theyre all stacks of 999, its just when its processed slightly quickly then the number is invisible
i didnt use any of the bed tricks and i didnt check whats happening besides teleporting
since i dont c a use for it personally
also i didnt ping on purpose to not bother u
but if ur fine with pings then let me know
I turn off phone in bed. ๐คท And replies are same as @ so whatever.
k
also the design isnt perfect as well, it grabs a item about half the time at the end when its not supposed to but ig i could counter that if i make it empty the whole double chest on purpose
grabs an extra item and just holds it
Nope sorry
Is that what it is then? I have to sell the basic idea. Of not needing to run/rail for a minute or two across the map, to get back to a distant biome, after returning to drop things off at base...?
Point out how recall idols allow 2-way teleportation between distant base and core.
And even once you have proper teleporters, you can still use the bed tp for free. Saving charges!
i didnt think of that since it didnt seem clear to me that it could be used for that
sounds cool and interesting tho
Thanks. Right. Just everyone not getting it. No imagination. Even when I state its use in the title. Gotta see it I guess.
I'm expecting Serroh to pick this up, now I've gone public (and probably not credit me, in which case). Cos he was showing off the original trick. As game breaking. I guess more for the invulnerability.
the bed was close to it (meaning it looked like a standard short tp) and it didnt include much context of its use so it's potential uses didnt cross my mind
or i actually didnt read the text, rip
i did just wake up when i looked at it and sent the replies to the pings i had
i skimmed a bunch
Then that made it more impossible, since I came from the north, so it should have more drops on north part
o thats what grav meant when he mentioned the drops, i was confused
if u came from up north then idk why the loot is down there
24 stacks perfectly split for 1 per arm
may as well share the design since it mainly only needs changes to the top left delay for more or less items
enjoy
prob not consistent since the circuit delay likes to not give the same output at times
it failed once just now, the row of arms skipped an item so the 1st one missed its pick up and at the end of the conveyor belt there was an item left
usually it results in the unloader grabbing an extra item halfway