#Core Keeper University
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just updated the design by removing it from the row of arms and it started working again, ran it like 4 times with no fails
replaced it with some logic circuits btw since i still needed a delay
i dont think it can be perfect since the delay circuits cant stay consistent, ran it some more and an additional pickup happened
long circuits wont work at least some of the time if it requires precise timing
ill wait for a fix
Are you aware that joining a logic circuit output directly to the input of another logic circuit does not introduce a 1 tick delay? Like it does with 1 piece of wire between them.
Covered in my hoik video. I think this is still the same in 0.4.
I think this is cool. Is as I imagined. ๐ But almost no one will care, unless you show it used for something...
its a shorter delay without a wire separating them?
ye ik ๐ฅฒ
it gave the delay i needed anyway so its whatever
also do the current teleporters work like the drills pre update? it wouldnt update till within player range but wont update if u logged off?
No worries. That's what everyone us doing all the time on social media. Hence my fail. And I don't have the time-energy to make a full length video explaining why people should be impressed. Especially when mechanics are likely to change again in a matter of weeks... ๐
There's, i think, a 1 tick delay every 2 logic gates, if they are consecutive. And may be time asymmetric with no delay when turning off. (Certainly the case if the gates are unpowered.)
theyll patch it within the next regular update or hotfix for sure
Don't know what you mean... Update what on TP? And are you on a desicated server? (Obviously nothing happens when you're logged out otherwise.)
the teleporters require a 20 min charge to use to teleport to other teleporters
teleporting to one thats not charged is still possible
I doubt it. I asked the devs about it directly, after finding it on day 0. They're not bothered about door teleporters. Hence me publishing. ๐คท Seems they were right.
I'd assume new teleporters charge up as long as world is loaded and running. Anywhere. But I've not built any yet. Priorities...
there's been an issue where they don't charge unless you're nearby
theyre super useful, especially for drilling ores
but you can teleport to uncharged ones so it's not THAT bad of an issue
i can give the planks for free if ur low on that
pretty sure i started drilling both nodes at the same time yet they differ in ore count by over a hundred
theres some occasional dirt ground near the edges of the the sea but i dont think copper can spawn here since its usually past the range for plants and nodes to generate but im guessing it could be a possible if map generation gets a bit weird
Did you re-check how much you picked up, in each case?
I've seen a bug where they'll drop a huge number of unstacked ore items on top of each other. Like 600 I've had, with no number marker.
i didnt pick up either yet but i can check if the count was invisible
It gave a brief game hang as I approached the drill. Close up.
So, this is why I'm cautious about blaming your crashes on electronics. When there could be other issues, like this, far off on the map. With the new "works anywhere" mechanics.
i dropped the ore i had before picking either up
Cool. Good to know.
So, again. Automation working perfectly. But item appearance bugging.
The nodes honestly kinda feel too good rn
They trivialize resource requirements
I'm glad they're only available after scarlet, cause otherwise you'd have basically no reason to explore for ore around the map lol
i cant say i mind being resource rich for some of the random projects we undertake
I don't really mind it, they just feel overtuned
Heh, I've wondered what bothered me about his videos, and you probably nailed it. The only videos I've watched I've known the original source of.
its rediculous
anyone else getting connection closed issues
Right. Serroh has credited and shouted out some of the original creators of things he's shown off. And has gone back and added description links to "inspiration" sources on some more, since...
But his hatchet job on Teng's mob vs mob arena really annoyed me. Because I saw Serroh's vid first and thought it pretty cool (as I'd been thinking of something similar).
Then found Teng's, which was the same in so many details but better quality in every way (minus voice-over). And published first, but had only 1/10th the views because he's got no subs.
I actually called Serroh out on that, but of course there's no point, because YouTubers can delete any comment (without you knowing).
But this is what the YouTube algorithm promotes to the top. As much quick and dirty content that's just barely good enough. Click bait thumbnails covered in arrows, shameless self-promotion and self aggrandisement (hence many narcissists). And biggest channel gets bigger faster. ๐ /rant
Teng's vid, for reference. ๐ https://youtu.be/H2p7oqqM8WY
They need more subs, heh.
Hm? This should no longer be possible in 0.4 since they seemed to expand the region in which you get zapped away from making kill boxes patched.
Indeed it broke the old method. Hence me posting the new one: #๐ท-ck-media message
... But apparently I was so focused on demonstrating how the new one works, that I failed to anticipate virtually no one was familiar with the old method or would understand the usefulness of either, at a glance.
I guess nobody used killboxes that much?
The main purpose was really to just teleport back and forth bed to core and restoration of hunger/health.
... then boss cheese which probably got it patched.
Right? I mean, I bearly set foot in on the beach and stumbled straight into 2 nodes, which will give me 3400k ore, straight up.
But I guess that could be considered as a dividend for those who bother with automation. Perhaps most won't, or wouldn't otherwise...
And the old system already gave more than enough for easy game progression. So giving more is functionally not that significant. Perhaps. May just look a bit ridiculous...
Yeah. In theory, you could summon a boss, then tp-to a bed within range. If you (and your bed) can survive in the door jam for the 3 seconds it takes to go "pop"....
And have traps/mobs kill the boss while you do nothing.
for iron and scarlet id say its okish while the others r overkill since these get used for electrical components more often
I'm just assuming people cheesing with bosses made the devs "patch" it in the first place.
but with teleporters u can explore the wilderness with ease and get more nodes
I don't really care much for it really, but the technical aspects are always nice.
I believe the collision physics changes were more to prevent jumping forwards through walls to new places. Like in the sea dungeons.
Although, this was never a previous problem, because you could only jump through 1 tile thickness of wall. (and everywhere interesting at double walls or more).
Ironically you can still easily get through places with high speed, or glitchy minecarts.
You mean, by abusing server lag?
Yes
Glitchy minecarts? Haven't heard or seen it before
Haven't rly used minecarts in general
Hey, will the crab spawned if i build a small island of Beach sand ground on the ocean?
I made a 10x10 earlier but there is none.I wonder any other condition for them to spawn
And mobs spawning from all the mosses dont attack each other ~_~
too bad
They only abuse moldy ones
I was wondering if they like to spawn around the land kelp plants, or something...? Should be able to reproduce the conditions, but may need more than a 100 tile farm to get a worthwhile number.
I'm just assuming they are limited to the sunken sea biome
they did spawn but very low rate
Outside the biome?
no in the ocean
and i found that after taking certain amount of damage and if they still not dead. they just simply frozen
in hard mode world
So, I think I was talking here (including to @primal rapids) about trying to kill bosses with drills. And I was struggling and failing...
Problem was I'd been quitting out, to back up the save first, in case I messed up. I only later figured out that reloading the world reset all the drill's accumulated damage! ๐คฆโโ
Just in time to film all these boss kills the day before 0.4.0 released and consigned another of my trick videos to history (before I'd even finished making it, lol!).
https://youtu.be/KgIC4A0br4c
A fun and powerful trick from #CoreKeeper 0.3.13, briefly explained. (Manual subtitles included.)
00:00 Boss kill teaser montage
00:27 Method explained
01:37 Merchant NPC kills & farming
01:53 Clip courtesy of 3939melody: https://youtu.be/2aR4k8DKH-A?t=98
01:57 Kills in full, highlights explained
โน๏ธ My Core Keeper guides on Steam: team: https:...
Now do it again with craig's staff idea ๐
Anyway, gotta watch that video when I get home, sounds interesting
Hmm? Oh, new staff has unlimited range? #977128133142659102 message
So you're thinking about mimicking the Terraria trick with Rainbow Rod and matching run speed to the projectile speed, to have them all hit a boss simultaneously...? I showcased one guy's videos here (@6:18 ish and before), years ago: https://youtu.be/F3-hmMtOzbA?t=376
- Sub-section time index:
00:00 Intro
00:22 Establishment
02:11 Resources
04:40 Showcase
07:43 Competition
10:24 Inspiration
12:47 Research and Development
19:54 Innovation
24:50 Collaboration
Video made specifically for this community feature on the official Terraria forums: http://forums.terraria.org/index.php?threads/t-mec-terrarian-mec...
is there a known issue with multiplayer and the map table? I got the markers from another player, but the map itself didn't update
On normal, adding the purple slime under the spike might actually help after all. This is in dirt biome and seems to help but in the sea it seemed to spawn the slime more often then the other mob.
There are many drops too with not a lot of build up
Even the city mob and fungal area seem to work
answering myself: apparently yes, known issue, but inconsistent
Yeah. That's what i linked...! ๐ตโ๐ซ
Or do purple slimes just drop more loot items...?
missed it, thought it was the youtube embed
Looks like Omoroth got melody'd (there's your cheese spot everyone): https://youtu.be/ISmtTKvJ56c?t=28
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Yes and no. There are purple slime drops but more of other in my case.
nice ๐
Depends on what their regen rate is. Maybe a lesser ranged weapon would do? Like blowdart, fire staff and/or lesser bows...?
True
I guess it's time to test it.
By my rough guess, she's stranding on block 19 from the boss
Boss has been doing basically the same thing, but inside the arena
Might ask them if they have a consistent spot
So long as you aren't too close to the boss it just sits there and doesn't relocate
So I should beat him now then ๐
Who's boss? ๐
Do I need to hold the lure or as long as its in inventory it gets used?
This guy was busy...
I've been noticing this on my mob farm. Certain mobs will just stand still and not react.
Yup exactly 19 blocks away. And I took it down with a scholar's staff (upgraded) and used about half of it.
Wasn't sure if it was working so went closer and at 18 blocks, the tentacles things spawn.
lol my battle arena after afking over night fishing nearby
yeah you can see the stone wall to the right was smashed by brutes, and something tore up all the furniture and chests in my throne room
Maybe if city walls are used, they can't break those
yeah looks like the mold walls held up. I just wanted to have each room be "authentic" lol
is there a shortcut key to drop an item in the toolbar?
Drop item into world is default to "left trigger"
I changed it to Z but it didn't drop
yeah looks like there are options for it, but they don't do anything
So in the update, i think the game only announces fishing caught items if they go in your inventory.
And with the added fishing gear drops, inventory fills fast.
wdym
so overflow doesnt get text?
what about the thanos snap valuables thing, do u get the thing where script pulls to fast and u see the item but its not in your inventory?
At the bottom left it announces the catch
But i think only if you have inventory space to place the item. Otherwise it just floats by you un announced
I had 560 unknown catches over night
It drops next to you
So i have a pile of helms and jellyfish where i was fishing lol
Yeah fk golden jellyfish
Usually the false casts were about 5%
Also timing with the rings is crazy
Sub 5 second hook times
Its so fast
Was debating on using 2 new fishing rings or 1 and a sea foam ring. I guess 7% faster is better then +51 fishing.
What new ring?
Fishing will be the next skill to max. Actually looking forward to it from mining lol
I was talking to craig a while ago about whether or not the fishing stat increases the chance for rare fish. You can switch to the fishing set mid-catch to get extra fish if you like the stats of other fishing equipment better
Btw for mining I don't think u get any xp for destroying weak blocks like dirt at some point. Idk the requirements for that to happen, prob just by having much higher mining dmg than needed
Still not sure if fishing stat gives rare fish more often, but it seemed to in my short tests. Then again my rng with the control group was terrible lol
For afking fishing do u guys use a script?
Or macro or whatever, idk much about them since I haven't used them but I'd like to for fishing since it's slow
I donโt personally, but Infinity made one iirc
That's how I maxed my mining.
Was at mining 92 when I leveled the rest using dirt.
๐
Did u use the new pickaxe?
Cause I didn't notice any xp when mining some dirt
Think I had like 400 or so mining power
It was salmon who had the 1.5 million wood setup right?
I did it before the update came out and I used only my hand
Well that doesn't disprove my point of not getting xp if u overshot walls with high mining dmg
Did you test it on a new character
Should be 1 xp per hit
I reset my mining skill and took of all items as well
I didn't think about that, I'm not home tho so it'll have to wait
Unless if someone else wants to do it
๐
This is what I'm testing. One nights worth @ 338 fishing. I'll add seafoam rings and any other +fishing and log again tonight.
Sweet, thanks again for testing that
I wrote my own software. Uses the audio cue to trigger hooking, and reads the catch message to log what was caught, as well as recording cast to hook times.
Finally ordered an aux cable
So i can loop sound back to mic and not have to crank volumes
๐ฏ
Which program did u use?
Wrote it in c#
You can now make an infinite range xp farm using urban moss and having multiple scholars heal one sentry golem and using a weak ranged item, since scholars heal nearby urban mobs.
I already had audio and screen recognition from some stuff i did with FFXIV
and here's the blowpipe test @burnt sand
Can u do it for melee too if u stand around the corner and check if it agros or not
After breaking a block to hit
Does the hive mother larva farm still work?
setup
1-shot a dirt wall
1xp per hit
every time
swords have enough reach to do it this way,
but its better to just have a slime farm in this setup
(yt credit: SC AWAKENING)
heres my adaptaion
Every type of wall only gives 1 xp per hit, so long as you have the soft mining requirement to get it as a drop
this is why afk mining works best with the highest tier wall you can break
since it takes more hits overall
Ya my melee farm used purple slime with no stats or gear on as they regen enough from fist dmg to never die
The problem I found is the walls seem to disappear after being broken. At least it did for me. With dirt once it got done to end of stack, they all popped back into inventory. Tried with grass walls and they just vanished. But I did all by hand to not worry about tool durability.
If you hold down left and right click, they somehow disappear a lot faster than if you macro rapid clicks
I think it's like the opposite of a dupe bug
a deletion bug if you will
I didn't use a macro just changed buttons on keyboard and had something heavy on the key
My grass stack was going down super slow
yeah like I said, holding both down at once seems to do it more often
that's why I switched to my razer mouse's macro function
apparently if you have more stacks of walls in your inventory, it switches to those
oh i see
I almost wonder if it works sort of like holding shift for a torch, where it looks for ANY torches in your inventory
I always had 2 stack of dirt and never had an issue with keyboard
just other block types
i would just macro moving right and placing blocks, then moving left and punching blocks
eliminates the lost block issue
The way I have my mouse pressing a button the whole time is by pressing it first then powering it off, it'll think it's still pressing the mouse button when powered off
Idk if it'll work for everyone but it's funny that it does work for me
button lift is a separate input in the razer mouse program. Probably denying the lift part lol
Projectile Clipping
It has been my observation that visual changes do in fact change the hitbox with it, because of this you can shoot projectiles at just the right angle through the visible crack and still hit enemies without their AI being able to aggro on you. I've used this tactic to safely farm ranger xp.
https://imgur.com/a/zvAGMDq
Magnetic Rings
I'd also like to take this moment to let people know that the new magnetic rings(polished) have a range of 3 tiles if both the item and character are spaced evenly and centered on the tile just so you know the range. Which are very useful for contactless mob farm collection since items will phase through walls of any thickness regardless so long as they are within range.
I didn't know that bit about not aggroing them necessarily, so that's neat. The diagonal walls thing is pretty well known though.
good 2 know on the rings
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Yup
oh my.. that makes life.. much more manageable
Indeed
no more potions needed
so. they did fix it not to go sideways anymore
easier to build gold lightbeams now coz they dont drop just anywhere near you.
let hope they never made drops disappear ๐
On that subject, what would be the cheapest item that can make that kind of beam?
the first three boss drops
Cool
it disappears?
damn i left a runesong on the water :c
No no they don't
They were saying hopefully the devs do not change it so they do disappear
Ya sorry for the heart attack ๐
goodbye
the reflection of the rune song makes it look like it's turning into another legendary bow
can we get a trick weapon in the new update? lmfao. Right click switch attack styles
this man wants some switchaxe from mh XD
pretty sure epic needs 2 gold ingredients, right?
I think Kev said it only takes 1, but I could be totally wrong
I see you're a man of culture
you can do double masterchef proc
before
i think double masterchef proc still works now coz my speedy glowy fishballs are green blue and epic so this is double masterchef proc no?
ahh i know whats happening there is no double masterchef proc but one proc comes form the GOLD ingredient then master chef procs on this proc. so you get EPIC
Epics only require one, it's easier with two. With one you need the master chef proc to happen twice on the food basically.
so you cant have epic amber puddings coz we cant put gold in it.
coz i want the +100 hp food item XD rip
Like this?
yes but epic. confirmed cant do it
I think rare is as high as you can go with that one
yea
Yay all done making the Morpha trophy mod lol
on black market servers
nice
hammer coming ๐
which hammer?
can we get it to exploit it if it axtually comes XD
Knowledge hammer?
XD
All I did was put the trophy in the drop table with same rate as Ivy trophy
skelleton thing seems btw also 1000 tiles away from the core
can anyone proof that?
just but it if you cant find it
i know but if the update hits it will be 2 times chance XD
I thought of that
i know
i found it, i want some other ppl that also found it
if the trophy is already in the table it just tells you to delete the mod lol. Also what skeleton thing are we talkin about?
time to spread my quote then so trade chat becomes more lively
ahaha
nice
ahh I haven't found that one yet
wanna sell it? XD
I don't think I've got 1k tiles out so maybe why
nope
Haven't found my ring yet either
mine
bummer but i understand XD
i mean...
geez
ive found this 3x already
i need a couple i am hoarding new stuff
can u tell me ur tiles?
how you even count that
he is to lame to figure it out
im using 2
sold 1
bummer
just grab those 3 worlds and type in "1000" distance
place bridges like i did XD then find out easy ways exist
XD
i didnt check but id say its 1000 coz its way before the crab boss ๐
well i go sleep now cause i have test week coming up but i am gonna f u c k it up
well i wont go sleep but yeah just hang around here XD
thats a bummer for both of us XD
):
no exact numbers ):
can anyone do me a favor and test the stun talent
it doesn't appear that stun is wearing off mobs, at least when a mold tentacle stuns them
i'm heading out for a bit, i'll test it more when i get back
All of my unique structures were found before the vault, so all were under 1000
Itโd make sense to me that 1000 is the higher bound of the unique structure spawn ranges, but I can double check if mine is at 1000 exactly
๐
(Vault is also on same line so no swaps)
yeah none of my structures spawned past the vault
the bone structure is at 1k or less then?
nice, thx
I think so
I'm pretty sure the unique structures that aren't like, required, have a random range they can spawn in with an upper bound
like before, the clear gemstone maze could spawn as far out as the wilderness
I searched my entire cave biome and never found it lol
Can we list here all possible unique structures in the ocean please? I found many but not sure if anything left that unfound?
I do not believe unique structures have an upper bound. It is purely random, and loading so many chunks before 1000 tiles out happens to usually load all the unique structures
we'd need Captain to do some "research" on this
essentially start a fresh world, use nographics, and an azeos finder. Teleport out to 2000 or so tiles along that angle and fly around.
confirmed that mold tentacles perma-disable enemies
amusing to see the giant robots deactivated by getting shot
wonder if bosses can be stunned
It's very possible they don't. From a developing standpoint I don't see why they wouldn't put an upper bound on em though. Otherwise it'd be frustrating having to make multiple worlds just to find everything in the game, yaknow?
Also that's very interesting about the tentacles
might be good for mob farm setups
even player stun perma stuns lol
That's strange, is that the ranged skill?
crabs probably need ground linked to water to spawn, the boxes were enclosed and non of the 4 spawned anything and i placed both kelp types to test spawns in some of them.
some ended up spawning in the bottom right
none spawned here
ima afk more to confirm
they prob need light to spawn
slow spawn
so light isnt needed, kelp not certain yet, tall kelp not needed or acts like regular kelp for spawning
another spawn in both these rooms
They do not need the kelp at all, I had one spawn on me while fishing here
If that helps with your testing at all
top room had 2 spawns with no kelp but it does help if others confirm it
It just spawned in the top left of the little island here
they prob need to be within 10 or so tiles of a water source. just gotta find out if its biome locked and if the water needs to be beach water
since the other rooms were further and didnt have spawns
I completely walled myself in except one square for my boat, buggers still spawned in there till I put flooring down.
Further proof
just need to find this out now
not playing currently so if someone else wants to test it rn then pls do
I'll see if I can make an area to test that while I fish
And now we wait. All of the internal area is 11+ tiles from water
...welll
ok so testing is already done lmao
It is on the edge, so within 20 tiles of water maybe
Ha, for a minute I thought you were saying that players could get perma-stunned by e.g. mold tentacles.๐ Less fun.
Oh cool. Could you hit multiple sentries, along a diagonal path? For more hits per shot? E.g. with grubzooka? And so faster XP?
Higher tier weapons don't give more XP per hit, right (excepting blowpipe)? Is there a new one without durability, though?
I did finalize my testing results
the new legendary isnt good for xp farming, high dmg and it spawns a ghost
So, when I speculated about kelp, I was more thinking it might increase the crab spawn rate, or pull spawns in near them.
But most suspected it was a coincidental occurance I'd wrongly jumped at, because there's just kelp all over most beach areas.
So thanks for testing both.
You could honestly use the wall collision bug and shoot down a 2 wide straight line
I'm not sure that Grub shots go through though
Since they have what appears to be larger AoE
Oh right, there's at too. With zero chance of return fire...
I guess grub projectiles would need to have best chance to always hit walls for reliable mining, right
Yep that would be my guess
I can give it a test after I give the spawn box another 10 minutes for spawns
I tried to edit it lazily to see if I could notice any "limit" to spawn distance from water
Anyone tried a chess board of sand and sea for a potential tentacle spawn boost?
i was thinking of trying that
you could line up a bunch of urban mobs in a single convayor on a long line and use grubzooka if you dig a hole around the end of the convayor so nothing escapes
I do not believe there is a distance associated with water for crab spawn requirements
The internal area is all at least 25 tiles from water, one is there
If there is a distance, it's a fairly large number for it to even exist to begin with
Makes sense. So main requirement is almost certainly beach sand + being in biome.
Question (arguably) remains if they have an equivalent spawn rate booster to the new mosses (yet).
Thus far yea, I could attempt to test out of biome here in a minute
I am going to switch to another biome to fish for a bit before headed off to bed
i shouldnt have tested it with such small rooms
they very much seem like the old caveling spawns
I have 76 floor on me conveniently, so I am doing 76 tiles of spawn potential. We shall see how it reacts.
I think someone confirmed tentacles don't spawn outside the biome, and I imagine crabs would be the same, but still curious what ya get
Intep is about to test whether alternating moss types in a spawn room increases the efficiency of spawns
I assume so as well, but I'd rather know than not
absolutely, knowledge is the goal
I sat in my canal of sea water for a while and no tentacles
Good to get another account for consistency. I'll consider it fact then
lol i did this earlier today, it was entertaining. needed more blue slime though, cavelings overpowered everything else
What spawner types did you use?
all of them
how much more efficient would you say it was?
than say, separate farms with chunks of same type spawners
i don't think the spawnrate was any higher than my separated area next to it
hmm, that would support my and your theory that it picks a number and finds spots to spawn em without considering the number of spawners
I think that was your theory anyhow
I could be remembering wrong
pretty colors
mold wasn't spawning on individual tiles so i cleared out the middle section for it
We were also just talking about how cavelings and infected likely have different spawn mechanics more akin to the theory mentioned, since they typically spawn in groups whereas slimes can spawn 1 at a time most of the time
interesting that it applies to separated vs grouped spawn grounds too
I didn't afk a super long time, but I got no spawns here. I may try more tomorrow in another area since I need to sleep for work tomorrow.
I'm also signing out for the night. Fishing macro started. We'll see if +fishing changes any statistics.
a crab spawned here, not much ground needed but they seem to spawn a bit slow compared to other mobs
testing this rn for tentacles
this hurt my brain to make @upbeat gazelle
and it drops my frames down to sub 20 if im in the center
ah yes, tessellating moss
i originally had an afk box in the center, but realized i woudl probably compromise some spawns there
probably only like 8 tbh. Think we confirmed things can spawn 5 blocks away
it'll be better for your RAM and cpu tho
so i guess what.. afk overnight and the chest the drops to see what all i got?\
not sure what im testing this against or what itll prove
uhh I guess I can use my 8 10x10 farms as a comparison?
not exactly the best control group but
unless you feel like making the whole thing again lol
2 things you're looking for would be if you get like multiple chests of loot or an insane number of backed up mobs
ill get multiple chests just in the dropped armor ๐
maybe. Mine didn't even get 1 after a full night
my 13x13 do
well.. combined
Alright.. Locked myself in a box. ill try and log a time of when i get back on
5 tentacle spawns all around the edge of the island but none in the checker pattern. im not counting the one shown in the 2nd ss as in the checker pattern since its still connected to the open water since bridges dont block water @trim kestrel
ah so it works like mold ground then
probably
@long dagger
Discord won't show me that message, as quoted, did @inland compass edit or Discord being weird?
Anyway, mold used to spawn mobs on individual tiles, proportionately as much as on consecutive tiles:
Nice work. Interesting. So chess board pattern's not a turbo spawn trick for tentacles. But's we've seen them spawn in isolated 1-tile pools in the middle of sand, so that's possible. And they clearly like top spawn on the coast...
So maybe spawn event are located randomly, and then find the nearest coast spot...?
I think they require a larger pool of water and spawn rate gets boosted if adjacent to a ground
Does anyone know the block count distant for the boundary of what is loaded into and out of memory?
City and beach ground work, perhaps other types as well
Also, if ya'll are talking about spawns, I wrote up a long thing on it a while back on my theories, idk if someone has come forward with any more fruitful research since then.
But as far as I can tell, that theory still holds water.
Haven't seen it but would be nice if u shared it here
Running this as a last test before going to sleep, gonna afk on this a bit more
he didn't edit, just discord being weird. He said mold wasn't spawning anything with just individual tiles. Needs to be grouped up to spawn infected
Like I say, though. Maybe it's changed, but it definitely didn't used to be true.
Maybe it could be deceptive to see, because a chess board would need to take up twice the space for the same amount of spawn surface. My pictured configuration would need 4 times more space.
[1/2]
{Note: This post was directed at someone who was asking why slimes weren't spawning on their farm.}
So you're more or less getting "spawn blocked"
(This is as far as I know. I don't know the game's exact coding, but I know how in general one would approach this sort of thing)
((In fact, you mentioning that your base is so close to the farm and that the farm is small, is another point towards me thinking this is how this works.))
So tiles in this game are loaded and removed from memory outside of a certain radius of the player.
Cause keeping everything loaded all the time is impossible.
When the players move around the tiles on the far outside edges of that radius are moved into memory as they come towards the player and are removed as they move away.
(Note for coders: this may not be as literal as moving them into actual ram and such, it could just be enabling/disabling those tiles for update via adding/removing them from a list.)
So it is my belief that spawns in this game are selected to be on tiles when those tiles are loaded into memory.
As it's not efficient to just scan over EVERY tile around the player over and over again to check if it meets the conditions for spawning an enemy.
Nor is it very efficient to select a random tile and see if it's okay for spawning an enemy, and if not, just pick another one.
And BOTH of these methods are TERRIBLE for performance if there's no viable tiles for enemies to spawn on around you anyway.
You're just making a bunch of checks constantly for no reason.
So back to the idea of loading the tiles in to memory.
Instead of checking a bunch of places to spawn something constantly...
Just select some random amount of tiles (or even all of them if your system is up for it) as they're loaded in to memory and put them into a list.
These selected tiles, we'll call them "spawn_possible."
Can you link?
[2/2]
So now you have a list of "spawn_possible" tiles this doesn't mean that the tiles are "valid" for spawn, just that it's possible they could be used.
(Possible means it's not like... water or empty space, there's some floor tile present.)
((Valid means that there's the prerequisites for enemy spawn present for that tile. Generally just something like slime ground, or molded ground, or chrysalis.)
Now, you can just at your leisure* go over the list one tile at a time and check to see if that tile is "viable."
(*Note: leisure meaning during the game's idle cycles, or rather, when it's not busy doing other processes like rendering or logic processing.)
If it is, move it to a new "spawn_viable" list and remove it from the spawn possible list.
So you you repeat this until the game's "spawn timer" count down reaches zero.
When it does, you can safely select a handful of the tiles in "spawn_viable" list and spawn enemies on them.
Then just reset the "spawn timer" and do it all over again.
Now, if you're astute you will realize that this all sounds well and good but there's a problem.
We only ever enter a tile into selection for being "spawn_possible" when it's loaded in to memory.
So if your character is not moving, and new tiles aren't being moved in to memory, then the tiles that end up in "spawn_viable" will always be the same.
It's possible to have a greater number of tiles in "spawn_viable" than the number of enemies you spawn, but it's still only gunna cycle through that handful over and over.
So if a specific tile in your "farm" didn't get marked, too bad.
[Ooop, missed a bit/2]
Now, there's an obvious way to fix this, just move outside the range of the farm so it's moved out of memory, and move back.
So the game takes those tiles and throws them back into the "spawn_possible" list and they can potentially get enemies on them again.
tl;dr - game only marks tiles for spawn when they're loaded (so when u spawn into the game or move into a new area) if it doesn't mark the tiles in your farm and you never move far enough away from it, enemies will never spawn there
(again, I don't have solid proof of this theory yet, but there's a lot of damning evidence of it.)
Now, I will add to this, that with the new update they added checks to keep machinery running outside of these limits at all time.
As I'm not 100% sure how much of the backend they shifted around to do this, things like enemy spawning may have been changed or effected as it may have become more difficult to do the old way OR the new way might have allowed the enemy spawning to just piggy back on some larger processes already at work.
That's a lot of info, will try to read later. ๐
.
So, fireballs happen to travel at about the same speed as minecarts. Slightly slower. And I could get up to 12 simultaneously, before the earlier ones timed out and spontaneously died.
So, you could definitely explode glurch like this, I think. With a high ranged damage build. Not that impressive, perhaps.
Put in all that effort to have your aim just be slightly off to the side and they all hit a wall right before the boss ๐
I think someone one shot hive mother with a scholar staff doing that
seems like a pool of 8 tiles is enough for tentacles but how low can u rly go
dunno if ima test it much further for the time being so someone else may wanna pick it up
gn
Clearly 1 tile is viable. Peace and I both had tentacles respawn in pools like this.
The question: is 1 tile of sea water, in an expanse of sand, as efficient for respawning tentacles, as many tiles of water? Like, does the open ground area determines rate, while the presence of water edge just determines the location.
Does these crab/tentacle spawn work near the core, or it needs to be in sea biome?
tentacles are biome locked, and crabs appear to be too
sad, that's why the beach sand with sea water near my base do nothing
That's interesting, if you're right in attributing the cause of your fps drop to that diagonally striped caveling moss ground covering... (You've not got sprinklers nearby have you?)
What game mechanic cares about the topology of the spawn surface, to the extent it makes it do a lot more calculations? Spawn mechanics, one would assume...
.
Did I imagine some asking about loading distances, just up above...?
I was just testing to try and find a new source of major fps decrease, in my core base, and it seemed like it stopped after 100 tiles in any direction and returned within 80 tiles.
I think it was the sprinklers. But taking them all out hasn't resolved it. So maybe it's their accumulated effect on the ground they watered? Or the crops...? Or something else entirely (I've changed very little in days)... ๐ตโ๐ซ
they spawn on a pool of 3-4 tiles before when I was doing the blue slime boss
that was me and the return being smaller than the departure makes sense
loading things that aren't loaded you want to do as soon as possible, were as unloading stuff you might want to wait incase the player ends up doing a quick turn around or something or getting knocked/launched back.
now granted, there's nothing in the game that's gunna knock you 90+tiles over the course of the time it takes to load an area.... yet
though i suspect it's to protect from rubberbanding from lag into a black abyss
It's a hysteresis-like design, that avoids potential dithering of rapid loading/unloading at the boundaries.
It used to be easier to tell some loading ranges, like electronics stopped at 120 and reloaded at 100. And robot arms stopped working at 80 tiles. But automation is all infinite now, somehow. Even drilling objects, I think. ๐ตโ๐ซ
That's more or less what I was getting at, though without knowing anyone's personal background I tend to over simplify. :')
It's something you encounter in hardware a decent bit as well to prevent rapid flickering within a system.
But around 100 is good news as it means my farm idea won't be too cumbersome to implement.
And it actually become viable this patch, where as last patch it was slightly not so
Oh right. Although, I think mob spawns can occur out to ~200 tiles. But not sure about if they move, behave differently, e.g. with conveyors, etc.
That's what I mentioned earlier, is that the ideas I had for how mob generation worked (pre-sunken) may have changed dramatically depending on what wizardry is at play for "infinite machines."
Hmm, 200 tiles is a bit more cumbersome however.
I suppose one could do a test with an extremely long conveyor connected to mob spawning ground and waiting at various distance intervals for long periods of time to see if anything trickles down.
The idea more or less involves moving the player across the boundaries for refreshing/setting spawning tiles. As only specific tiles seem to be "marked" for spawning upon being loaded by the game. This is why some players will report they come back to their base or load into the game and find their slime farms or whatever, no longer spawning anything. Which of course is fixed by either departing from the farm a distance greater than the mob-spawn-marking distance or by just closing the world and reloading it.
But the farm idea is going to achieve this via a minecart loop in an empty open expanse, forcing all of the possible spawn tiles to be set ONLY to those within the farm space, and the player collecting the items as they fly by.
Another benefit of this being that by leaving and re-entering the barrier, you also more or less "cycle" the spawns in general, which given the correct setup may lead to a more optimal spawning rate of enemies in general.
However, previously this would not work as the player could not collect from the distance set by a piece of fence, but now we have MAGNETS!
(Big) minecart loops could well be decisive. It can seem like a bunch of spawns get quickly laid out as one arrives, sometimes.
I've also certainly felt like spawns for an area are either on or off (lumpy). But I imagined that it's the game picking out a few areas, around the whole world, to update at a time...
But then that wouldn't fit with there being a max spawn range. If that's what's happening. ๐ค๐คท
What you describe in this sentence is precisely how Terraria spawning works, heh! From looking at it's code with other smarter coders, then confirming behavior predictions, in game. ~6 years ago.
Every game tick, Terraria rolls the dice, to see if there will be a spawn, based on the local rate set by player's biome.
Provided the mob cap (for biome) hasn't been reached, it picks a random x-y coordinate in a slim border area around the edge of a max resolution screen.
If it finds an empty tile, a spawn even occurs. If not, it re-rolls location, up to 50 times in total.
Game looks straight down from an x-y tile that found space, until it hits a surface.
Type of block determines biome spawn pool to roll mob selection from.
If there's 2 wide by 3 tall space, new mob gets created into array of up to 200 NPCs.
Point being, this kind of stochastic (monte-carlo like) method is not that inefficient. Not when you're only getting 1 or 2 spawn events per second, tops.
You may be right that the game doesn't spawn when it's busy with other stuff. And may update an area's readiness to spawn when movement/loading occurals. ๐คท
Did it spawn when generating that area for the first time or was it a natural spawn? Meaning the area was already loaded and it spawned after loading it in
Both
Cause I'm kinda doubting it was a regular spawn and I'm thinking they may spawn in a 1x1 when loading in the area for the first time
Pre-spawned and respawned when i walked a short way off-screen and back.
O it did both ur saying? So u killed it and it spawned back
Weird how my checker board didn't get a single spawn in an enclosed pool, may have to expand it and retry spawning some more again
Since I wanna make sure it'll work for player made 1x1 even tho it may not have a difference
Interesting example of raiding party pathing in this tweet video. Think it's because the player mined through an area after the party was spawned and routed? https://twitter.com/CoreKeeperGame/status/1539926599251918850?t=NWLoV1vcq6zr9EsG0YOxmA&s=19
We're not saying it was premeditated, but it sure looked like those Cavelings were waiting to ambush CraftingCrystal! ๐ฎ
Did they perhaps follow his exact steps even though there was a small shortcut to his tunnel?
there are scent trails in the game
Serious? They used for anything else?
Play collision detection does keep track of the last 8 tiles you stood on, to backtrack you, in case you get stuck in scenery.
Oh, thanks. Right. So that's when the raiding party logic was added in, way back in last October.
not necessarily, the raids are a separate thing
We speculated at some point that the "other map" (timestamp map) could've been used for the scent/raiding pathfinding, but in the end the most likely use for it is merging maps in multiplayer based on pixel timestamps
but the raids might use scent trails, and its why enemies dont always just go for the shortest route to your location
So regular mobs, already there and standing about, might suddenly switch to come chase you?
But hard to confirm which it is, if they have to be off-screen first, for it to kick in...?
To explain a bit more: the (mini)map is stored as a PNG, but there are two PNGs in the same file, other one called "timestamp"
What's it look like, a heat map?
Could it be updating every relevant pixel, every tick?
Probably updated at the same time as the normal minimap
Which also continual, in memory, but not on file...?
I'm not sure why I'm asking, sorry. Raw curiousity.
I think continuously in-memory (to show the minimap) and flushed to disk when you open the bigger map (according to what craig said earlier)
It seemed to me it was flushed on a timer before, but maybe I'm mixing it up with the world file
Not both? Although... I had noticed that some mapping is occasionally missing after a crash...
Curious if this is still true if you are standing on a bridge on the water
so replying to your eariler comment, theres no sprinklers in this area, and actually it was as i was adding the 900 odd spikes needed for the build that my frames started to tank
Oh. That is quite a lot of spikes, heh.
they definitely had a party last night
@upbeat gazelle
There ya go skooma.. do with that what you will
Equip drops are probably whatever, guess a good base could be the gems/gears/skullshards
That's not a huge amount of gems and gears, for an over-night grind of a 1000 tile caveling farm.
Or is it only the regular cavelings that drop them, as the wiki says?
i know that the urban drop them as well
though probably at a lower rate
i think this is going to be a multi day thing.. i now need to tear it down.. and rebuild it as 1/3 sections of connected spawn ground
Quite the haul from 1 kill
I wonder how the brute didn't destroy the spikes or ground spawn blocks.
he had nothing to fight
so he never swung his club
Oh none of those mobs are hostile to each other?
Cool
Fishing skill does not change chance to catch rare fish, or fish in general it appears
sigh, mold spawns not doing their job
Caveling UPRISING!
That a bug then?
don't think so
like Fishing points i should say
someone was asking about it the other day
Caveling Brute tilled the moss ground the infected got countered
With the stun bug, usually one tentacle was enough to overpower everything
I wonder if it doesn't work unless I'm on screen
dose it work if you use 2 tile of fence around the tentacle?
With shamans and scholars they would eventually get the tentacle
Not really, they can't one hit kill a tentacle. And the stun is permanent
Usually they die from an errant bot blast lol
was just unlucky when testing it last time
was working on a bigger checker pattern to test if they rly spawn in a single tile of water
does it prevent spawns if theres a specific amount of mobs already present nearby?
i dont consider that to be an absurd amount for a mob spawn cap
ive seen more but that was only once when i loaded my mob farm in the first time after the update
it was packed with cavelings on one side and mold cavelings on the other
but since then itd have less than a 3rd of the spawns whenever i came by
i wanna know what kind of spawn limits there r and if its separate for different biome mobs
I'm pretty sure it's not. Fishing power only impacts the speed of reel in, like tension increase, and maybe how close it starts reeled in. I'm not 100% on the last one though. It's kinda silly they don't better describe what it does.
Well i have about 3000 catches with 2 different fishing power if anyone wants to analyze it
Oh you recorded it all? Lol
Lol yeah
Last 2 tabs
My program does it not by hand lol
I've been "testing" (more like I was lazy and built only one unit so that I can get some coral) this design, and since it's pretty good on it's own already, I think this might be viable in practice even with all the new weirdness/issues with roots getting stuck etc
The H shaped one?
yeah
Hmm ok ok
I'm interested to see how the old columnar design would compare in the current patch, maybe with a setup like this for example
Did anyone test to confirm/deny crabs spawn outside the biome while I was away?
If not I'll do some testing when I get off work in a couple hours
your test was the last one I saw at least
Yea I thought so, I was hoping someone just didn't post results yet lol
Someone said they had seawater ans sand at their core. With no spawns, but you'd need a substantial amount, to convince me it didn't work for sure. Even if I expect it shouldn't. Like wilderness cavelings on grass.
Heh. Nice. If the tentacle spawn algorithm works as I suspect, it might be just as (or more) effective to have just a few, isolated water holes, in an expanse of sand. (As a possible comparison, with the same land area.)
I'm pretty sure it doesn't work, that they're biome locked, but I'll do more testing if I don't get occupied with something else
everyones busy with their own thing
i got an idea on mob spawn and mob limit but working on it rn to c if im right
may take more than a day for reasons
Yes. Like, my 10x10 orange slime test chambers, in dirt biome near core base and further, have never exceeded 9 slimes. In hundreds of hours.
Conveying mobs away from a the immediately spawn area definitely seems to relieve this kind of cap. Letting a whole load accumulate within 20 tiles away.
thats nice to know, i was thinking itd work like that
but then what if...
its one large spawning area and everything gets pushed into a corner of it, will it still continue spawning nearby?
Everything in my life "takes more than a day, for reasons"... ๐ ๐ฎโ๐จ
That's what I've seen a lot of, previously. Could have been changed/tweaked.
i think its either false or very slow
or spawn cap limit is somewhat shared across the map
much testing is needed
I mean i could set up a 10x10 orange slime, then conveyor in a set number of blue slimes
Then see if any orange spawn
that would help find out if different biome mobs share a cap
More effort than it is probably worth but i could paralyze 100 blue slimes and add them to each tile as well. See if an occupied tile prevents spawn
idk if thatd be worth the effort
think if we asked for a Q&A with the team theyd answer these questions? ๐ ๐
I definitely need to upgrade my caveling farm size then, alternate tiles, and switched it to all spikes instead of conveyors
I have my own theory about the lag coming from the number of mob-spawn calculations, since there was a different type for EACH block of the farm as opposed to say, a 10x10 of connecting spawners
good info. Great test
That'd be cheating though... ๐
Maybe when I learn how to mod the game, I'll find some... insight ๐
yeah I think the modders are the best source of very technical knowledge, but it's also fun trying to figure out everything in-game
absolutely. Starting a test at night and coming back to find new info in the morning is fun. Some of these tests have diminishing returns based on the specificity though
I got some beach sand set up in the stone biome, will idle a bit and see if any tentacles spawn
Itโs in my sea water ravine, so if tentacles wanna spawn itโs good conditions for it I assume
it is set up ๐ place your bets
prob not a good test unless if u afk close to it
since wood growth is weird
had a row of columns and 2 of them produced like 5 times more than the others despite being the same build and side by side
yeah, it's probably useless to do much testing with all the weirdness
but maybe if I give it enough time the weirdness evens out
and I can't play much so I have time to afk near it
the lag only kicked up when the spikes started getting placed
it didnt care about the moss at all
I just blamed it on Peace and went about my day
that works too lmfao
just had a crab spawn in a 10x10 sand room, connected to water that was bridged over, in the sea biome. if that helps anyone
Iโd imagine they have mobs trigger traps rather than traps check for mobs. Way less mess that way
it wasnt even them activating
that's true, but what would be causing the lag then?
it was just them getting placed down
Plus slimes basically hunt down traps lol
still counts as an item in the world though
Seems strange but I donโt have a clue.
forgot u cant dig this up, now im disappointed
Is that obsidian floor?
yeah
Why tho
check out the map viewer and you can filter to obsidian
should be fine if u just afk by it, ur not gonna even it out by afking away from it since its weird
Did you place it down yourself? Lmao
Oh I see
theres a couple across the map
Yea I forgot about those
it's a weird choice of flooring, since cavelings can't even spawn on it, and there's no reason to protect it from the player (like in a boss arena for example)
hopefully they change the floor type completely before actually giving it a purpose in new biomes
well look at that luck ๐
I STILL don't have any other figurines besides the scholar ones lmao. What's your scholar/sentry setup?
a box
poison slime under the spikes?
forgot the mazes have obsidian floors
so.. for the sake of gem/gears/skull frags
i think its best to just do a stone caveling
the others dont drop it in any great quantitiy
Just the 1 mob spawn type in there with purple slime on traps? how big is the box
with full spikes instead of conveyors
so all the belts are urban moss under, the spike strip is poison slime under and its a 13x13 box
and for the record im sure thats just 2 sentry figures.. not 17 ๐
also.. either blue somes drop more or spawn faster
its almost always double
its in the dirt
yup 2 figurines
Ya sea seems to suck for spawns outside of that biome, besides slime
@trim kestrel I am JUST now confirming the fence thing you were talking about. the dirt block is the only fence I can walk through. The other 3 have full collision next to water.
I had to walk pretty far off screen for a while to make it work
like, unloading distance
there prob is a shared mob cap, usually i come back to 20+ slime (the item) but only got 2 this time, i usually killed the other mobs too in the other small rooms but left em alone this time and ig they took the spawn cap up for the slimes since i only for 2 drops this time
there was one hiding
im not sure how this game caps mobs... my ghorm tunnel probably has 200 slimes
ya same
i should go resummon him
I've come back sometimes and seen like 100s of mob drops because 1 brute got loose
it prob spawns within an area if limit isnt hit then they could go into an area with a bunch of mobs
just procced a tornado in my backed up caveling farm
soul abilities never felt so good
the tornadoes can't
well the azeos one anyways
yeah I never have that one on
did use it to light up my farm though
now it's pretty, and it only required dying to crab 3 times while punching it
๐
brutes can spawn in 1 wide, dunno if others already shared this
now as for crabs and sentry, idk
try making a checkerboard and then saving and exiting the world and reloading it.
or make the checkerboard and then leave up to 200-300 blocks away from it and come back
idk much about raids but i have noticed they seem to occur more often when i'm on low life
@cobalt tiger
wait do we have a confirmation on that or?
7000 casts worh of stats
gotcha, sorry, im catching up on missed messages and just replying to stuff as I go. :')
Didn't realize there was so much I'd missed in the last few hours. xD
By skill i guess it could be called fish power
i went to the core, i closed and reopened my game and afked for about an hour, i was just unlucky and shouldve afked longer or made a bigger spawn area in the first place
dont worry, nobody is forced to read every msg
makes sense. I suppose I was just extremely unlucky yesterday trying to catch the mining damage fish from the sea biome and ONLY catching uncommon and above fish for 40 fish straight, it definitely was a bit unnerving to say the least.
do fishing pools have a greater chance at rare fish? or is that a static rate as well?
was your 7000 across pools and normal, or just normal?
No idea, i afk fish
afk fish? like with a bot or just watching something else?
From what I can tell the fishing spots only guarantee the fish pool
It doesn't change anything else
I wrote software to fish for me
I've fully leveled fishing twice now and haven't really noticed anything mentionable
cool, good to note, though i still did suggest baits/items that increase rates of catching common fish
cause there are quite a few you may want to target farm
i wanted common fish, not rare and unique
xD
all good, well cool. this is all neat stuff to know.
now if we can just get fishing on boats ;__;
i don't have to fish for food for awhile ๐
This 3rd city just doesn't want to be found... not sure where else to look
aren't they at fixed radii?
All three of ours were right next to each other
ya I have 2 at the bottom there and the vault just to the right of them
They are yea
Also, I'm sure others have noticed this by now, but just in case anyone hasn't, in regards to portals:
Keeping a portal and a recall idol in your inventory at all times is super useful if you need to head back to base and dump inventory quickly and essentially negates the CD time needed for portals. (Granted that you have a portal already setup near the core.)
Cause you can tp to portals that aren't charged yet, just not from them. So you can drop portal, recall, then tp back whenever.
And if you've got a partner they can also drop a portal for you to just come back if you die.
I hope the change is "portals have no charge time"
It won't be unfortunately, but maybe they'll at least reduce the timer
And make it global
Cause its kinda dumb I gotta stare at it lol
What was that site for the game map? to measure the distance
Can't see where else is big enough to hide this 3rd one
man when moldy boys are backed up by a tentacle turret they clean house lol
Finally
Funny enough, found it from the side and the 2nd room just happened to have teh core
Well I idled a while with a strip of sand next to sea water in stone biome and no tentacles spawned, increased it to 3 tiles deep. See if something spawns now
I made a little island too, just in case it needs to be surrounded by sea water
..and my portal vanished from inventory lol
Not sure. I brought a portal, chest and repair bench as always.
I mean not the end of the world, got the pieces for bow, was more to go back a raid the place.
Do you want me to bring you a spawned in one?
I already recall idol'd but ty ๐
ok
Ah yeah...
?? Are you in a boat on land? lmao
the core lol
well nothing spawned
I didn't want to try incase boat remained lol
That's good then
it takes ages to clear the outer ring
Been fishing here for 2 hours, have not had a single spawn. I'm going to rule out them spawning outside the biome itself
it's 180 tiles of spawn potential
Interesting little interaction going on here, I wonder who will spot it first ๐
I will! the shell arrangement
shell always spawns on the top left piece of ground
idk if that's what you mean lol
it is yea
It also appears to move downwards if you get to the end and dig down
however it only went down two y axis blocks before it disappeared completely
Wonder what the priority order for ground modularity is. Might be neat to test for getting certain textures to reproduce in the smallest tessellating pattern
like seeing how many of those shells you could fit on one screen
Ya blocks are so weird.
It's like those loot boxes, I wish they dropped as they were not as 1 kind. You can't choose which to place.
caveling tiles too. I like the design but the chance of getting perfect tiles for a large base is probably astronomically unlikely
Tbh its also fast if u dump ur inv in a second world and grab the loot from there, when u are at home
And now trade/replace every ground to stone
i got a better idea
I haven't yet afk'd properly at the tree farm, but yesterday the score was about 230 for the new farm and 200 for the old farm. I play on a dedicated server on the same device. I exited the client and left the server running but hibernated my device and went to sleep. Now that I came back and joined back, both of the farms pushed out piles of wood on the conveyors and the results are now 585 for new farm and 1277 for old farm. I guess with the catch-up mechanics it is better to have more growth spots and more drills ๐ Anyway, I'll still start the proper afk test as well.
on paper the new farm should have 6 root plants for every 4 root plants of the old farm within the same space, and 25 root plants per drill compared to 8 root plants per drill in the old one (post-nerf, pre-nerf it had 16 per drill + could grow 4 at once)
so TL;DR: per area efficiency should be 6:4, per drill efficiency should be 25:8
next idea: abuse the catch-up mechanics to improve farm efficiency ๐
You think the dedicated server uses system time to catch up?
Could easily abuse that by changing your system clock lol
Anyone one else have major fps loss and manage to trace it back to their sprinklers, too?: #๐ท-ck-media message
I dig up my sprinklers when I am not using them, because of the lag
Right. But once the ground tiles have become glitched, it seems you have to fix them, to resolve the fps drop. ๐
i dont think i had an fps drop with them... but it may have been the cause of the crashes
It took a long while to accumulate the issue, for me. And I had a dozen clusters of 4 overlapping sprinklers.
Then, yeah, it lagged me out of the world when I was trying to fix it.
Does anyone know if hard mode only changes health and loot or are there other factors too? Iโd imagine enrage timer for bosses and damage dealt by mobs.
Be nice if the devs would document this kind of stuff, eh...?
Anyone here also in the Wikizet discord? Like, those people must know (or be able to access) a bunch about the game. Presumably been decompiling the assets out for images, drop rates, etc...?
Iโm just getting drunk so hoping someone knew, but I can look it up later. Lol
actually no, 25:20 for area efficiency, or 5:4 simplified
not a great gain
and that almost matches the afk test results
right now at about 600:500
and if we move the drill in and add the three extra, that makes the columnar more space efficient too? ๐ค oh well
actually within the same space it will be 25 for both farms, 29 if you add the extra plant, but that will increase the depth by one tile
this is (probably) the best you can do with the current patch, it will have good rates afk'ing next to it and good catch-up rates (also nothing new here, this was already discussed when the patch landed)
Red being root and brown being wood?
green is root plants, orange is root/wood, red is drills (they would point sideways in the first one and point up in the second one)
Gotcha
after I'm done with this test, I'm going to modify the old columnar farm into the 0.4 version and see how they compare
uhhhm...
can anyone explain?
okay I'll run more tests, it may just be the weirdness factor
I have heard that sometimes the roots grow wood even when they haven't fully grown
Very nice
if you want to make a hipster wood farm, you can first water the ground and then place the seeds afterwards
they won't grow into full stumps, but will still work ๐
Wait really? Thatโs strange
that's how I made this https://cdn.discordapp.com/attachments/977128133142659102/987078928411807815/unknown.png
Oh thatโs cool lmao
now that I built this, I think the plants next to the drills probably can't grow, since they're not part of the root already, and they would have to grow into the root
How long were the conveyors in this? Wondering if you could have had invisible resources that confused things? But if they fed straight to arms to chests, then no.
@long dagger looked at this a whole bunch, several days ago. I was uncertain of the result of the testing. Largely because growth rates are so random and halting, between identical farms.
But I used this in my design, what do you think 27 roots to 1 drill:
ooh
maybe that design with 3 drills would be a good compromise for catch-up efficiency as well
the leftmost one still gets about half the rates of the others
Oh... While you're baby sitting them?
yeah I haven't left the area
Again. I still wouldn't put any weight on that, personally. Given the variations i saw in Frost's identical setups side-by side.
As big a difference as you're seeing, between identical builds.
How would a (deliberate) mechanic explain that if it's real though?
I wouldn't call it confirmed either, but I have a hunch there's something going on here
the real test I wanted to do is whether multi-drill setups with one plant produce more wood with the catch-up mechanic
and I will, later
Right. That could make sense.
Otherwise, the only other way it could work, with one growth tile at a time, is if it picked a random direction before trying to grow. And then wasting the growth instance if it's blocked.
it's suspicious that it's exactly half of all the others
the first test ended up with: 20, 40, 40, 40
but yeah, small numbers, could be anything
could be chance
why is the 2 drill not nearer 20, then? I'm leaning towards fluke that it nearly looks very neat.
by the way, if we forget the catch-up mechanic and extra drills, could you add 4 plants to this and still have it fit in the same area, if you put them to the left and right from the drill?
ah, maybe not
yeah, won't work
I was thinking about similar. I'd go with this instead, for that. With a singular conveyor down the platforms, so it could be mirrored down and stacked adjacent horizontally...
Stumps back to back for a drill efficient design.
23 to 1.
why that instead though? isn't that just less plants
Neater... Don't have the issue of some of the roots in the bottom row not being about to grow around the top...
I don't think your bottom right and left root stumps can reach around the top, there.
(Left design.)
yeah I first thought they would, then that they won't and now I think they might
lol. I keep looking over and counting it out on my growth range example. Bomboozles my breain.
yeah
anyway, if you have time, try repeating the "one stump with 1-4 drills" test
"Time"... I've only just had chance to find my first sea dungeon. Taking a chill day...
They seem... Very easy compared to mould dungeons. Maybe I'll have to go back and check I'm not just more prepared than I realise.
But much easier to move and dodge
more space too.
I only have time for tree farm tests, because I mostly have to play afk ๐ they're quick to set up and then I can afk
wish I could play the new content
The inventory management is hard work... Seems like most of the game... Want to get around to making (decorative) builds to store and eventually display all the stuff. But should probably give up on that...
I set it up... And, oh, you may have to be careful with reading the output (wood) item numbers straight off stacks on the ground. Well, with mining, at least they've been failing to stack together. Potentially hundreds of items with no number, seems like.
alright
Merging is being weird I guess?
Lose item rending is dodgy, basically, yeah. What with disappearing on long conveyors too...
(I wish selecting a gif didn't inst-send the message, sigh.)
Anyway.
I just thought to check on the processing times of each type of metal ore. After a comment on my Steam mining guide...
It looks like (my intuition was right, that) you only ever really need one furnace/smelter per boulder.
Except, strictly speaking, if mining octarine with 8 drills, you'll get a 3 ore backlog per hour. Totally up to 45 ore by the end of the 15 hours to depletion. If you pick it up exactly at the end, in one go.
Not bad..
Preliminary result. Maybe onto something...
Note I screwed up forgetting to go fetch a 3rd drill for the middle right. But that gives a control comparison, i suppose.
Iโm not sure what Iโm supposed to draw as a conclusion here
Make it stupid for me
Below is better or..?
for some reason 1 plant 1 drill has half the rate of 2, 3 or 4 drills for a single plant
but it doesn't necessarily have anything to do with the drills
Ahh alright
the thing is, there is no known reason for it to do that, if the plants always grow 1 root anyway, why does it matter if it has 1 or 2, 3, 4 available tiles
uhhh... is it a known issue, that when you exit the game while in a boat and rejoin, the game puts you in the sea and resets you to bed?
Think I've seen some complain about that. You lose inventory?
kept inventory
Good.
I noticed, half watching recording my duplicate setup, that the one drill didn't harvest any wood for ages, after the first piece.
So, I think it's missing growth ticks. Which means that my previous assessment of growth speed (time between ticks) will be way off. 3m50s it averaged to... I thought. But i may even have forgotten to account for sometimes getting double wood drop.. ๐ณ
So may have to re-do that, on video, next to 2-way growth.
Also, your next step will surely be to scale up, to rows of 8 or 10 stumps, growing out 1 or both ends, I'd suggest. ๐ค๐
I wish there was a creative mode so we can pre-build things to see how they look.
could just make a test world and dupe everything
I suppose. Or copy the world to another slot
that's how you dupe ๐
yes
Niceeeee
Thanks ๐
Natural coral fragment generation hit dirt for its first tile...?
You playing the new content? ๐
2x advantage seems to hold, roughly. Mostly generated far from base.
Top right. 2-way growth row (from 8 stumps) grew 215 (when picked up).
1-way grew 119.
So, having multiple growth directions for each stump is still advantageous.
What @trim kestrel said is correct. I've seen this in the Wilderness too
Deep within it as well, not on the edge
now I get to go into the new sub-biomes ๐
Nice
Got one of those earlier myself... ๐
I take it we've tried robbing the sea dungeon vending machines with robot arms, right?
Mhmm
anyone have issues with crashing while doing the hive mother xp farm?
ranged seemed to be OK, but melee is crashing my dedicated server after about an hour
I've crashed twice while "fishing" before
this thing really dodged my searching good
now amma spank her hard for being a bad girl
My new fishing hole. Will have 1 for each type of water at core (4 total). Thoughts on something to add?
Wish we could rotate things..
pedestals for the unique valuables
See I wanted to put the different fish in the net but can't rotate and some have 5 types
Added a stone chair (small one) and a stone pedestal at the bottom with a fish on it, kind of like cutting the fish there
Oh... right
although it won't fit in the room currently
no single block tables eh?
not that I know of, just pedestals
I mean it's not a terrible alternative
work with what ya got lol ๐คท I'm sure they'll implement more in future updates, but it's gonna take a while
Lol, ye I tried when it worked on npcs
Ima try another test on wood growth, it'll be a weird one so it'd be surprising if results vary
@rich belfry
@rich belfry the results
after an overnight afk sesh
my 10x10 farms didn't provide nearly as much when clustered, and I had one for each caveling type
so it looks like alternating moss types works well for spawning
thanks! thats very helpful info
full spikes too?
ah
haven't had any backed up mobs since adding the poison
except mold
still haven't made a mold farm lol. I probably won't since I've gotten every item like 5 times over
Yea that's true
so mob farms need to be near the player to spawn anything huh
yeah we were debating the max spawn distance
definitely less than 500, since my sea base doesn't spawn anything at my core
maybe more than 200?
at 300 my arena didn't spawn anything
Let me see if I can find the discussion real quick
yeah the closest thing I got is ZeroGravitas said 150-200 is max spawn range
apparently nineforty tested it
he also made that post a month ago
so it could be subject to changes that came with the update
right, i figured with automation working all over maybe there was a change
or maybe the chunk needs automation in it
I have conveyors in my farms and there's nothing spawning when I'm 500 away
also i went out to the sea biome, changed my computer clock to the next day, then came back to my wood farm and it did not fastforward 24 hours worth of wood ๐ข
new method of afk melee leveling
U could use the plants left by the farmers