#Core Keeper University
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It has a higher base hp pool than the plants so you should be fine with the max speed too
And with the fast and furious reduction it should be fine to use as well
Seems to be holding up to about 28% speed with the fast and furious
Too bad i couldn't stun like 3 in the same tile for a multi hit
It'll still be pretty decent rates though
stunt 3 and use conveyor belt to group them together
Can't place a belt under them, i tried.
I'd have to belt the whole area and go for a stun
group them first then tut with wooden bow or slingshot
Just easier to use the mold tentacles to stun lol
scholars can push sentries, can the player not push mobs?
maybe use a regular caveling to push them?
I've tried with the player, not another mob though
the regular cavelings have a pretty fast, fairly straight pathing system
those would probably work best if they're not too fast
Oo wonder if it works on perma stunned mobs
galaxy brain just walkin in here
The club would 100% though kill eventually
You'd have to constantly eat the jerky as well if you wanted to try that
Yea
Oh wait that's a 2 min buff not the 30s one
club worked! lol
side note, can't perma stun the sentry robots
they wake up and reactivate if you move away
the closest we'll get to pets until the next update
Animal abuse
Tested this randomly and afked for 67 min. I'm going back to digging but feel free to look at the results
i wasnt aware i still had one on my world, the tin boulder @trim kestrel
i may know how to keep the rates up like this
need to keep working on it to confirm
its is just a very large area and then conveying them to 1 location.
ive had that farm for a long time and the rates have always been ass
to clarify, the 2nd pic was after clearing the mobs from the first then coming back
What did you change then?
something time consuming, still working on it so ill give an update in a day
There seems to be a shared spawn cap overall
can you send me the picture of this item brother
It's the thing you craft from the Hive Mother statue
the melee
ohh right
just had a raiding party of 4 cavelings and 6 shamans...
i killed the cavelings quickly then the shamans came out in a row of 6
it's a fire-sale of pain!
also had a total of 3 cavelings pop out of walls while mining so far
yow can any of you boiz spare me some of this fisheis
another one
Are you clearing out mobs all over the map?
See, that was one of my first ideas. To build a mob farm at the edge of the world, so nothing on one side, and clear out all mobs within range on the other side.
My little mold farm didn't show anything exciting, though. Would often just sit there sapwning nothing for many minutes, before getting going. So hard to tell.
I feel like there's no global mob caps, because mold mobs in dungeons just seem to keep accumulating, the more I'm around with 200 tiles. And slime ring too. Just local area instances...
You hitting them while holding.... A block of stone...? That make any difference.
wouldn't a -nographics world with a limited amount of chunks generated around the core be a good candidate for testing spawn caps?
might have to deal with ghorm though ๐ค
i had some mini mob spawning rooms set by the core and only set the slime one with spikes. id come back to a fair bit of slime balls only if i killed the other mobs in the rooms nearby that i made.
i left them alone (the mobs in the non spike rooms) and there was almost no slime loot and the mob count stayed the same (8 or 9)
i cleared out many mobs in the stone biome then suddenly the ones by the core started spawning more
I guess so. Although, you'd have to be clear about what counts as a negative result, beforehand. Probably compare to a (worst case) control counterexample, given equal chance to spawn.
and I forgot that a lot of stuff still spawns without gpu, so nevermind
Only the prefabs do I believe
Lol the lag
I like the portal placement at the core, thatโs genius
It's interesting that this causes 'lag' while at your core, over ~300 tiles from the edge of your farm... Was it causing fps loss there? Or just strange behaviour?
I wonder if it's the effect of the conveyors, staying loaded in. Does that keep the mob's collision physics operating, when it otherwise wouldn't?
(Also, are you running a very high armour build there?)
Just wondered why you took so little damage, wading into infected...?
game was running normally but then the clip i showed of the tiles not placing, that kept happening everywhere else and i couldnt shovel for a bit then it all updated in a tic. i was hitting a shaman multiple times and it wouldnt die till it updated, it was moving normally and attacking too
i just have a lot of hp
like, 10k?
something like that
Right.
prefabs and sub-biomes, the latter of which is more of an issue if you want to clear all spawns
That will include all the main sea dungeons now, the main mold dungeon, any regular dungeons spawned from the tiles of the boss scenes... Yeah.
I presume they'll all be pre-seeded with mobs..? Rather than needing play proximity to instantiate them?
So, what kind of regular caveling spawn rate you got there? And how big is the (plain stone?) spawn semi-circle? About 100 tiles radius? So, ~15k tiles...? ๐ตโ๐ซ
So, a bit more, but a bit less for diagonals. Heh.
And no caveling moss?
All conveyored?
correct
I couldn't tell if the mobs had all been super-compressed, then expanded out when you tp'd in...? Like, can you tell better? Wondering if their collision physics (as I suspect) was turned off. So that lag is just from them being treated as passive items on conveyors....
i think they still keep their collision but its more compact when unloaded
idk honestly but they do compact a bit there in the clip
I mean, I've previously seen (2 months back) infected crammed into a tiny space, on conveyors. When trapped on the impossible side of a closed automatic door (only 100 tiles from core base).
Hence my guess would be no collision phsyics at all until area reloaded. Then rapid explosion in first second as light fades up.
Which could have applications.... ๐ค If they'll spawn outside of collision physics range. you could deliberately cram them, for very rapid killing on return. Probably not that useful, but fun.
cram ranged mobs with void and have them fight for u
Yes, actually that's a very good call.
Say, urban cavelings, right?
๐คทโโ๏ธ
the crabs would look funny
just a bunch of bubbles
and some would linger
and kills the next mob that walks by
by walking into the bubbles
Would need to have the automatic door outside of line of sight, assuming it'll still be vulnerable. Although, door colliders glitch at the moment anyway. So probably can't do it, at the moment.
But, you might even use melee mobs, by getting corner to corner tiles with gaps.
depends heavily on which mob and against what mob
Sure. But that would give more flexibility, as to which mobs you could auto-kill with other mobs.
.
Oh, and this youtuber was claiming, here, that their blue slimes weren't spawning on half their farm slab, because of their choice of ground tile, underneath. https://youtu.be/HqrVsyVWI_o?t=798
I doubt that's true. We've not seen any evidence the ground under slime covering affect that, right?
it works!!! will show it in next video, but while cutting and uploading this one they allready start to spawn, super good farm !! will test for 1h how much gets produced and so on, but id defenetly recomend it, if u need iron do that ! same for ancient gem stones and so on :)
I wonder if you could put something like slimes just out of reach across from crabs and have the crabs create a wall of bubbles constantly
Nice idea. That'd be a lot of damage, heh. For like, a boss rapid kill, for example?
I tried using mob specific ground blocks and didn't really notice a difference vs. using any block
that was funny
anyway, interesting how the blue slime has sharp edges like that
with chunk grid
for the battle royale mode
That looks... Unpleasantly rude. ๐ Odd mold dungeon generation... Also a strange juxtaposition of biomes...
I imagine that the blue slime splodge generated after the chunk below, of pure sand, and so didn't go back and write over it...?
well, the brown lines are me exploring the edges of the wilderness pre-sunken-sea, so the chunk has been generated once already, not sure how the sea generation works after that
When you die on a hardcore in multi-player I believe this becomes a thing.
A friend of mine said he was watching me after he died on one
Ohhhh ok that makes sense
Has the crafting issue been looked into?
Which one
Trying to craft using the octarine anvil but takes materials, grab the item but it all reverts back
Which item?
What would need to be looked into about it? It's a pretty well known bug for a lot of people rn
Different items.
Polished scarlet is only one I knew of doing that
Like I crafted helm, chest but can't craft pants. Now its the bow it won't let me
Strange
Ya
I wonder whatโs causing it
Polished scarlet, polished octarine necklace, octarine armor, and pretty much anything else in the anvil yea
even tried on a different character in a different game
Sure it's not 'lag' induced general flakiness? (Like Frost saw with updating ground tiles, when the big mod farm was doing its thing.)
Fwiw the crafting for items completed just fine, I started logging it to see. Something is causing it to reset after tho
It's account based from what I can tell
In regards to polishedchunk necklace
Naw I've not have lag issues ever. Well only time is when I afk'd running and died like 200 times. It was alot of tombstones
And sometimes it still takes some of the mats but no item
I never had issues, nor did the duo I played with. I had a few other friends play as well and none mentioned having issues with it.
Item never appears or it just disappears after?
like I grab it from anvil but immediately disappears and mats return (but sometimes not all the mats)
I've not tried rings though just anvil for this issue
Ya like I crafted 1 already on day 1 I think
It has one of two things happen: what they just said or the item crafts, and goes into chests fine, but once you leave and load the world again it disappears
but now cant for a 2nd lol
That's what I've noticed from the community so far.
Mine is immediately cant even get to chest
Can you craft it and drop the item on the ground?
I wonder if the inventory thinks thereโs something wrong after crafting and just resets to fix it
I'll try
Ya maybe
Nope can't drop it
At least this time its returning all the mats
Then it's probably not even detecting the actual craft.
will try crafting a new anvil, maybe it's bugged
I wonder, could you cheese crafting xp this way?
Im max so not sure ๐
Does it give you the xp for the item at all?
Ah
Well the new character thing would tell you
Since you mentioned trying on another character
So new anvil, same issue. Will try on other char
Iโm not sure where crafting xp is calculated, at least I didnโt see it as a thing in the craft function. Might be a variable I can grab tho, Iโll have to look later
The xp has to have some calc/equation it runs to determine xp gain on craft
Could crafting it in a pre-update world do something?
If itโs a variable I could add text for xp gains lol
I just don't know where one would look for that
My world was made before update, crafting works just fine
I crafted on an old world as well
Are you crafting with mats from the chest or player inventory? I did it from my inventory
Tried both
Ahh ok
actually no
was inv.
will try both
HA!
Knew it...
Looks like an issue with crafting skill. On a clean character the materials required are 15 octarine bars & 15 coral wood. On my main it says I need 11 & 11. So I tried with 15 & 15 and it worked.
Hmmm
Maybe that explains the rings as well?
It might
I never had any issues with my polished crafts because I don't spec down into Blacksmith since it wouldn't give me the 50-50 odds for Polished if I did.
ah
But if people are not fully spec'd down like I am it might be causing issues then.
Oh you have no skill points used at all?
When I craft polished I go fully down the left side
And stop putting points in when I get 5/5 on jewelry crafter
at least now we have an explanation for all the people freaking out about it
Before and after. So it's letting me craft it but taking more then it should and not giving me the skill discount
Good job Kloned for putting it together
I only noticed because it said I needed more mats on a fresh character ๐
I woodn't... expect that to work. Wood growth only queues on instance...
But has anyone tried with catch up mob spawns (that a thing?). Leaving an area to ~200 tiles, forwarding clock, then immediately returning...?
Or, how about merchant inventory? Or that still refreshed randomly (but globally).
Someone tried the clock thing yesterday, said it did nothing.
You mean the message I quoted?
It appears so ๐
Although... Maybe fast forwarding would work with free-growing roots. Over a short period of, say, 30 minutes. I haven't checked to see if that still does catch up on area reload, or also works globally. That would be a good insight to have... ๐ค
@trim kestrel got any new tree farm or same same?
Mz was testing them a fair bit, and I believe they arranged a slightly modified variant that they liked the most
Oh hmmm okie okie
they sent an image of it here if you wanted to look for it
I'll dig it up later, is there a written guide though?
Don't think so, they wanted more conclusive testing I think
We're not really there yet. Old one's still pretty good. Just yesterday Mz found (and I confirmed) that two way growth is faster than 1. So that may change whether some of the above designs are good.
Aye noted. Mind sending me link to old one. Lost it hahaha
Steam guides "optimal wood farm"
I would probably try either this with three drills instead of one https://cdn.discordapp.com/attachments/977128133142659102/989818977624662046/Cropper2022-06-24-10-01-08-6800891.jpg
or the old columnar farm with a slight modification: #977128133142659102 message
but to be honest, the differences in rates are so small that the old columnar farm without modifications is good enough anyway
in my tests there was a slight increase in (non catch-up) rates from old columnar to the "H" shaped unit I suggested, and again a slight increase from the "H" unit to the modified columnar farm... I haven't tested Zero's design yet to compare, and probably won't
Basically, make double width columns of root stumps, now that they don't destroy each other.
by the way, would doing this double the rates, because of the "two or more growth spots" weirdness?
tree farms are so weird right now ๐
the only way to find out is to build all the designs and compare
About the item crafting bugging out and just giving the mats back, it usually only happens when u have exact or just a bit over the required mats for the craft and it's mainly on the new items (iron bow, the whole new armor set, and a few other items but excluding the axe). Idk the cause, just skimmed the chat and @lilac gale said its acc based if i read it correctly. U get ahold of the item for about 2 seconds before it disappears, the mats r always given back but u can get the bugged item and put it in a slot and spam click it to hold onto it for longer. U can salvage it for free glitched scrap but u won't get any other materials. I managed to craft the helm once without the mats being used up and I got to keep it.
Yea I was curious initially if the bug was account based. I don't think it is anymore, I think I'm more leaning towards it being some sort of issue with blacksmith.
I haven't ever had the issue which is why I was at first thinking it might be account based. I've seen a couple bugs like that in previous EA games I've played
For some odd reason crabs have dropped me a total of 4 or 5 tentacle trophies
The game just doesn't wanna work at times
Not a single crab trophy btw
It's sorta silly they share the same drop rate for both of them.. and that they drop it in the first place
I haven't seen others talking about it or having an issue with it so I'm confused
I've gotten 7 tentacles out of them compared to 2 crab figurines
It's a problem, lots of people were talking about it early in the update release
Yes, you saw where I showed testing that yesterday (double ended doubled rate): #977128133142659102 message
And I've been thinking to day that some/most/all of the weird root behaviour might be accounted for by missed growth ticks. If it's rolling to decide between possible growth spots, then not growing if it's blocked (in a certain way ๐ ).
If it's rolling just one extra time, when blocked, could that account for the difference...? 2 growth spots doubling the odds of success...? But not increasing (much) further for 3 or 4... I don't think this idea quite makes sense...
How about a test of just 4 roots shaped + and have drills for each corner, u think it'd make more wood than the bottom design?
Not sure what configuration you mean.
this basically
minus the center
not worth the test actually since it wont be a drill efficient design
It would be worth trying to figure out how potentially conflicting growth locations impact growth rate, or not. If we figure out what's going on with the basics.
World gen definitely odd in the wilderness-sea boarder...
Very odd
soooo 1/3 pain done
i think i gonna do a little farm first for afk gather more stone-moss
gonna let yall know about any new findings
u still collecting stone ground?
We got any thoughts on why they do this..? lmao
Think craig noted the same thing
npcs aren't tagged as players
so I think the scholar ghosts are hostile to everything except players
probably just an oversight tbh
makes sense since npcs don't have attacks so they never had to program otherwise
Maybe the npcs are like the mortal enemies of the cavelings, so the ghosts are trying to get vengeance
explains why they'd help the player when everything else wants to kill em tbh lol
Iโm gonna go with overlooking it lol
I assume they just hit whatever is closest and able to be hit by Players
Just fails miserably at fireflies cuz ranged attacks donโt work on those ๐คฃ
ghosts don't have brains so they ain't smart lool
dawn of the dead style
so how does this work?
theres atleast 2 shared mob caps
1 for a small range, the other has a larger range, idk how far it goes out or if it could be a mob cap for a biome
so im blocking off the spawns in other areas and clearing mobs along the way
then when i lag hard i come back to that
my method of blocking spawns isnt efficient but im doing it like this anyway, clearing out the stone and the ground
mining was fairly quick but digging takes longer
u could just place walls on every open stone to get it done faster but id rather clear it all
plus the spawns r a bit buggy, i found a fair bit of cavelings over the void and some popping out of walls while mining
i wanted to keep it as all void and had a nice leak, thats fun
"this is fine"
to me this is worse
and most of the right side of the farm is made of bridges
so now i got water under the farm
f
gonna rebuild it ig
i'm going to create a bot that does this exactly, mine and dig up the world
surprised you didn't run into any obsidian ground in the stone biome there
that corner didnt have much
theyre mainly on the right and top side
well it leaked to the other side cause of the single row of bridges along the bottom part
itll be a pain in the ass to remove it all
can't wait till the leak extends into the wilderness and touches moldy water
it got cut off luckily by natural generation
heres the full size of the leak, about a 5th of the farm too since i used bridges for the slime ground back then
if you do try to empty it out, don't place ground over a tile that is in the process of filling
last patch, there was a bug where it would leak out even when it was "ground"
that may have been what happened to me when i was removing the water earlier then digging it back up
which caused the leak
i cleared the water multiple tiles away in advance
yeah i think they have code that says something like
set tile to "filling with water"
set timeout for 5 seconds
after timeout set tile to "water"
then in that 5 seconds, if you place a block of ground, it still flags it as water
this is a pain in the ass ๐ฉ
im gonna work on it slower and may give up on it at some point
so time consuming
they should introduce a vendor item Absorbsall
that you can use in water to remove it ๐
would be op, need to have a limit to it and screw digging anything up after using it
make it like a instant sponge from mc, place and dig a single tile back up and have it clear a set amount or something
cause imagine if it had no limit and u just drain the whole sunken sea in 1 action
floating tentacles over the void, nobody can complain
Consistently missing every other growth tick makes sense with the results, but I don't see a clear cause. Does it alternate growth spots if you have two? ๐ค
If it's blocking itself, it would have to do something like, immediately after the previous growth tick, check if there is room to grow more, if there is then set a timer for the next growth tick (but does it decide the spot to grow into before or after timer?), and if there is no room then it would set a timer anyway and after that timer check for room again and set a new timer
Probably it's something simpler, but this is the best I can think of right now
It could be some optimization for root plants that have already grown enough to be stuck
just saw it myself, its weird. the floating water tile kept making water no matter what till i dug the source water that was covered then had to recover it again for the flowing tile to disappear
ahh, i reckon solid walls would be more lag efficient than void (void has an animation and can spawn fireflys) also do we know if the spawn cap is higher in the wilderness than the stone biome, with/without moss
tilled sand ๐คช
apparently I also made tilled water for a moment, but that didn't stick, it got reverted
Yupโฆ im now at around 30k traded and placed/replaced
I got a couple stacks, could trade them tomorrow
Ah truuuue u dig whole stonebiom rigth? Hahaha
I would love to compare our drops/efficiency when we are both finished
Same column layout as before just longer (I think 8 tiles works) and open at either end with drills
I think, we arent 100% sure of the best way. But that's what I believe to be the best.
so 8 seeds in a row and both sides open then the tops are sealed?
yeah something like this (green=plant, brown=root/branch, red=drill, light-grey=drill bit, dark-grey=conveyor, black=wall/fence/blocking floor
No. You want every root seed/stump to be able to grow in 2 places. .... wait. Brain catching up....
they can grow in 4 here
as they are all part of the same system
i haven't tested this
my laptop can't run corekeeper very well and my desktop is mid os change
I'd say 2 places. From column either side, but both at the same end.
I don't think they can hrow through each other. I think that was a red herring from @primal rapids.
yeah, either end of the column on either side
The columns are too long to grow to both top and bottom.
the new increased grow distance is why i increased the length of the column of plants
ahh, what is the correct height
4 still?
Growth distamce the same. There was an unlimited range bug in 0.4.0.
ok, so i just got confused by that. halve the number of rows in each column
People who played that patch should be seeing massive root overgrowth all over, as a legacy. No?
not sure, only content creators spent tons of time on that patch, the rest of us had the hotfix come pretty quickly
No, i actually like this design of yours. It breaks out of my one sided thinking. May be the most space efficient. And tilable without conveyors.
yeah its probably not the most efficient in any particular measurement, but i figure its probably the best overall
because its fairly simple whilst performing well in each measurement (min drills, min space, max yeild per time)
I'm not even sure if mirrored column's couldn't share drills from opposite side, now (probably not). But then you could mesh them staggered, with two rows of drills in the middle. [Need power line outside the drills anyway.]
hmm, you probably could share drills, you'd just loose a bit of efficiency every time the wood tries to grow in the same spot at the same time.
I think it might still just straight up block all growth, as it used to.
But there's instances where wood can grow next to existing wood, now. And i've not nailed that down.
ill probably do some testing of my own when im building my wood farm
that will be after i finish figuring out the design for my storage area
You could extend the drill to seed ratio from 1:4 (in your above design) to 1:5. By having the drill bits turned, sticking one tile into the column (and making them 10 high). But then needing a central conveyor, off the end. Maybe better for access, anyway (when tiling).
Oh, but then you could make them 11 tall, with a root seed in the middle of each column, growing up and down just that column. For ratio of 1:5.5, heh.
Then alternating gaps down the middle for torches, or something.
What's your (spawn mechanics) findings...?
I'm very interested in this experiment.
I hope you've made some measure of your farm's spawn rate, under controlled conditions, before spawn blocking everything, though. Or at least archived a save game, pre big-dig?
There won't be a per biome total mob cap because: infinite world. Wilderness/sea dungeons ain't ever gonna run out of mobs. (Right, Peace? ๐)
But a 2 range mob cap would make sense. Terraria had multiple ranges, that applied even to statue mob spawns.
3 tile hard cap of 1 mob.
Then 10 (or 12?) tile cap of 3 mobs.
(Then 25 tiles for 6, was it? Where's my video....?)
A little reference resource for any Terrarians planning to make something interesting with spawning statues. PC version 1.2.4.1.
Statue Spawn Caps/Limits:
Rule 1 - 0.5s cool-down on each of statue's 6 input tiles. (Note: Cool-down is also triggered by unsuccessful activations(!), when spawn is blocked by any rule 2 to 4.)
Rule 2 - No spawn if 3...
around 10h sleep...? xD
Yeah, two-way growth definitely king.
This was almost all while >700 tiles away, too. So clear that root growth is global now (if it wasn't before 0.4?).
But, when far away, dropped wood items don't group together into stack, until another item comes along and updates the tile. So they initially looked like this (soon after return):
And I'm going to need someone else to check this result @primal rapids , @long dagger because... ๐คฏ Wut?!
sorry, too busy with my dirt-stone farm ๐คช
Double at the top... Where half the roots have only 1 tile to grow into... (While sat watching it.)
just kidding, that's interesting.. again
Wut that?
you can use the old/new hoe glitch to till anything, although the game may revert it for things like water or void or platform over void
or more specifically you can "slide" a tilled ground to an adjacent tile
Yo wuts happening hahahaa
so dirt to sand/stone, or stone to dirt, or whatever
Can you not use conveyor belt for this?
I used to do 2 way trees but then everyone started building that super stacked piled on top of each other build xD and siad that's the best hahahaa
Super confused on wuts the max harvest and best hahaha
I'll give this a go you guys. Looks promising.
here's stone on dirt
I'm gonna need a gif/vid to understand what you mean, I think...? (Method wise.)
sound like #915198062148849664 more
You/me both, atm.
Talking of bugs: i've been having crashes today, while holding shift, again. I thought they fixed that a while back. (stopped happening for me...)
I can make a vid, but it won't be any time soon, gotta go now
tantalising
short version is: sometimes it does that with the 3x3 hoe, when you use it while moving yourself or the cursor or both
this shows it a bit more clearly https://cdn.discordapp.com/attachments/977128133142659102/990516439377125486/unknown.png
it looks at the 3x3 you were going to till, determines which tiles can be tilled, then generates those tilled ground entities at a one tile offset in the direction you were moving
Oh. I've had a lot of unreliability issues with 3x3 hoe while walking around doing my lab floors. Didn't notice it was shifting where it hoed... heh. So can you do it reliably?
Ok, that's more as expected with them separated. Which makes me think that there is growth through stumps... ๐ (And it went preferentially upwards from bottom set, to upper, previously.)
No clear signal that roots grow through stumps, or boost adjacent stumps, more specifically...
I can still run the test on my current world, there's more open spawn spots in the stone biome so the farm will run slower than even before and it'll take me a while to finish clearing the floor
Forgot to mention what I saw after but the reason I said biome based is cause of the non infinite sized biomes, wouldve made sense but I ended up going into the wilderness a bit below the farm and found lots of hunters and farmers so the 2nd mob cap has a decently wide range. Gonna have to make the farm closer to the core, prob towards the clay biome, and block off nearby spawns of up to x tiles for best rates
Weird... I'll prob do a few more tests again then
If you're opening up (rendering) new areas of wilderness, you'll get mobs spawned separately, as part of that. But yeah.
It's the x-tiles that's the question. I think 200, max spawn range.
Was gonna say it could be as far as the core to mid-end of the outer ring biomes (stone and clay past ghorm path)
But I can't say for certainty cause of where I cleared mobs for more spawns by my core
I'll prob be able to hop on in an hour or so
I was wrong (as usual ๐ ), max spawn range (at least with urban cavelings moss directly onto conveyors) is at least 200 tiles:
I know 300 is too far
my arena is at 630, when I afk combat at the hive mother (330, roughly on the same angle), nothing spawned in my arena
does anyone know how to get the best farms whitout making it big?
What items you after?
Hey! Can you make a dedicated server world, hard?
just all ones
but i dont know the best spawning conditions
like should i clear summoning blocks and dropped items and stuff or shouldnt i?
does torch affect the spawn?
Well, as far as I know, mob spawns are a product of spawn surface area (within 200+ tile radius of you) and time. No shortcuts.
seems like I can add more torch into it๐
Mobs should be cleared off spawn surface as quick as possible, with conveyors or by death. Because they mobs blocks more spawning. Dropped items probably don't matter, unless they cause lag.
okthx
A torch on a tile will block mobs spawning.
i make a good farm then
I only make torch around the farm and block light by tiles, experience from Minecraft๐
As far as i know, light only blocks background spawns of cavelings on ruins stone.
Max spawn range looks to be less than 250 tiles.
Also, at 150 200 tiles +, mobs still move around enough to randomly walk across a small distance of ground to a conveyor (that brought them the rest of the way).
So 100% conveyor coverage isn't required. If one is making a huge farm and is short on them... Although, depending on their movement characteristics, some may come to accumulate in the bits without conveyors.
TiL Azeos hurts things besides the player ๐๏ธ ๐๏ธ
Thunder beams gonna beam, eh...? But isn't that Easter Azeos (in white)? Maybe different friend or foe allegiance?
It is, and it's just a re-textured variant of the same boss
Ah, this is what @primal rapids was saying about mobs shooting at player ghosts. This could be usedful, for forced continuous fire. Maybe at a bos, or as a grinder...
I would assume they just copied and pasted the code for Azeos and just added a different image file for the texture
Sure, but it'll have a unique mob ID, so could have other different flags. But I'm not sure what happens normally with the beams, so... ๐
I can try to summon a regular one with mobs around later, I need floating titans chests for my storage world so I am bullying Omoroth lmao
You use the out-of-range cheese? I tried fighting it, legit, earlier and got wrecked, heh.
You can yea
It's pretty easy tbh
spawn it in the middle, go to a corner
it sits in place and if you're lucky does nothing, if you aren't it spits out the tornados
If you're super unlucky you get tentacles and the tornados
Sure. Melody found the perfect spot to avoid everything.
I've seen one spawn in solid rock, outside the obsidian arena wall... Which was a bit silly.
I just mean he can spawn 3 on top of you instantly, and they attack immediately. Add in tornadoes and the fight without cheesing is rng
ah, yea
I do not enjoy the tentacles spawning directly on top of you and getting to hit you before you can react
They should have delayed and staggered attacks
Or just not spawn in an area that they can immediately hit you
But either way would work
Granted i played with another person and the other player was not good
So perhaps it was more difficult than solo would be
Duo tentacle spawns are hot garbage
if you're even remotely close to one another you can get 100-0'd before you get to move
Ah so with 2 players it is 3 tentacle spawns
Tentacle spawn the same amount for every player involved
it just adds their own tentacles on top of hosts
Itโs 100% the same except different sprites + extra loot
Yea, I figured as much
I didn't even get on yet for testing the wood growth
Did u want me to test this specifically but bigger or what?
And this
fyi if anyone is testing sprinklers, they don't do well with chunk loading/unloading
I had my sprinklers in a straight line, makes it easier to macro. But it constantly crashed my world.
Updated to put them all in one chunk and no problems so far
Hahaah oof. Go make it 4 blocks only. Makes it even wayyy faster hahahaah
So this the best now?
Nice, got my farming bot running with sprinklers. 100 farming and cooking in no time!
Do we need any farming test done?
As in growing plants? Don't think so
Unless if we don't have the required time for them to grow per stage and for full growth
40ish min, gtg
25-30 actually, was in a rush but managed to afk there and send the results
I think Ive got my mega storage just about figured out and it's going to be absurd, will have 160 golden titans chests and a nice 420 grabber arms.
y so many arms? is it linked to other farms or linked to ur auto smelter
either way it seems a bit much for the amount of arms
The is the auto sorter that is looped, every 10 chests there is an input and there is also a 20+20 autosmelter 2 wood farms and a small farm for every mob type.
All linked together in one system
I've been wondering if the plants near the drill can contribute or not in this case. They're not initially connected to the root, so it would be an illegal growth for them to grow root. That may affect your rates.
I guess that also partially explains why the old columnar design is able to keep up so well
That's one of the changes we've seen, though. That a first block of wood growth can pop next to one other block of root wood. Right?
Is that the right way to put it? @long dagger tested this days ago when I was just backseating.
It's like the devs half tried to make roots able to grow into the same drill tile, or to connect up initially, more easily, or something. But not quite...
Anyway. That demonstration of mine (you quoted) shows that the end stumps must be contributing, for the output amounts to be so close.
In principle the 4 at the end should only grow at 1/2 rate, because they only have 1 tile to choose from. But it's closer than that, even!
And the previous time I tested, the result was backward! #977128133142659102 message
Which is what I wanted verification on; there must have been an instance of half the lower stumps getting 'stuck', I guess.
See, this result, of same productivity, makes no sense. In conjunction with the finding that 1-way growth has half the rate of 2-way...
Unless... Unless, it's per side of the stump, now?! Not either end of a root vine attached to just one side of a stump?
I started with a 2x2 loop, but couldn't get the cart up to speed, for the life of me! ๐
Ahh, right It's not just me being bad.
Could you build for very high armour and boss damage mitigation, though. To make it reliable. Grind and intellect, trumping fight skill?
[And have others been giving feedback on this already?]
takes a fast rpm hahaah
I haven't been able to get roots to grow into/next to each other after the 0.4 patch
Root wood will grow next to wood (sometimes) and next to other root stump now: #977128133142659102 message
I've not directly rechecked this (for rate comparison) though. Probably should have.
Might test it later, want to see it for myself too
anyone haveing a video or picture of a good wood farm
thanks is this the best farm or are they better farms
As far as I know, this build is still better than the above. A lot more efficient per drill, for a start: https://steamcommunity.com/sharedfiles/filedetails/?id=2802836829
But all the talk above is trying to figure out the mechanics to find a new optimal build.
thanks a lot
idk, but its very effective. i like how its look like and i have 50k+ wood. so i dont really care ๐
Sure. It's all good and fine if you have plenty of scarlet, etc, for drills. And/or AFK a lot. ๐
This may be closer to optimal, now, for space and drills (and seeds):
we're still trying to figure it out, but you could try building a bit of everything and compare the rates ๐
To say the least they made farms more complicated to min-max lol
anyone into farming that wants to test my sprinkler chunk theory, see if it expands to beyond my game?
I can when I get home
i had 36 sprinklers in a square, all in one chunk (use the map tool for 64x64 chunk gridlines). had no problems
i then rearranged it to be 36 sprinklers in a straight line, covering well over 2 chunks
I planned to do some gardening today anyways
when i changed it to straight line, the game consistently crashed when going down a column hoeing and replanting
the only thing i can think of is the chunk unloading/loading with the new changes to keep automation going
i changed it back to within one chunk, even added 5 more sprinklers and haven't had any issues
Small scale testing of that could be putting a sprinkler on the edge of the chunk area
yeah i thought that might also be the case of the crash
Wait and see if any drops happen
an unloaded sprinkler interacting with a loaded chunk
or swapped, loaded sprinkler hitting an unloaded chunk
It would explain why chunk farming doesn't get impacted at all
so it could either be edge cases causing problems, or unloaded chunks attempting automation
or it could be my computer not liking sprinklers in a straight line lol
So this is the new one now eh?
tbd - not sure yet. craigin's Infinity's(?) from yesterday might be more effective. depends on weird behaviour i'm trying to pin down (probably pointless assuming dev changes incoming)...
Bro same xD
Old school me be doing 1 root 2 drills then wall in between ๐คฃ
I think a root will never grow here, so that's what made me assume it still wouldn't grow next to another root
this I did get working though
I wonder what the rules are ๐คจ
A root will grow into any single piece of wood, doesn't matter if other blocks r nearby
But if it'll connect 2 pieces of wood then it won't grow
Root โ wood
.
.
Oh, ok, i like that rule. Yeah. So...
Wood will grow when connecting to another lone piece of wood, but not connect to a network of 2 or more contiguous wood. (Counter-examples welcome.)
or into two separate pieces of lone wood?
๐คท Or as a special case of the first growth directly connected to the stump...?
Anyway, I came to report some fine-grained testing...
It'll grow if the open spot is adjacent to 1 or less wood
Roots can't connect 2 seperate pieces of wood
Unless if they can grow on the same tic and the gap is 2 with 2 roots filling it in but idk if it'll work
Also for a efficient design comparison, should it be within like a 8 by 8 for example and have the highest rates no matter how many drills and roots?
I recorded this setup for 15 minutes, from no wood at all. Then noted down the time index of every growth and the amount of wood dropped by breaking that growth. Giving me some strong conclusion:
**(a) **Wood items per wood block broken is exactly 50/50 chance of 1 or 2 items.
**(b) **Average time between growths is actually still 5 minutes (as it was previously).
(c) Each stump has two separate growth timers now! Effectively. But they can't share the same growth site. Side of the stump block, I think. But I'd need to test bifurcating wood network growth to be sure if two blocks/sites on a root network work, too.
weird, even the 2x2 desgin grew a bit when i got back on, both werent rly producing last time
Oh, I've groked what you're saying now, I think: roots can only grow to connect to existing wood growth if one of them is singular.
So, it can add 1 wood to an existing long network (i.e. the first growth from one side of a stump). OR, a long root network could connect to a lone piece of wood....? (No?๐ )
Another 4-drill enjoyer ๐ ๐ท
That's definitely a waste of 2 drills per root seed (now and in 0.3.13).
in 0.3 you could at least get lucky with a 4 root growth in a single growth tick?
i dont think length matters as long as the spot for the wood to grow on from another root is open and only adjacent to 1 wood
Waste is a non-factor when I swim in resources anyways ๐
the top one stopped growing at all ๐ RIP test
well, Zero already did a bigger test anyway
it's starting to feel like the more root plants you have around the more they start getting stuck... some kind of limit maybe..? I wanted to test multiple farm designs but I guess this means they have to be separate tests
or maybe not ๐คทโโ๏ธ maybe it's just that if their growth get blocked they "hibernate" for a long time
doesn't seem to be that either though
Sorry, you're right, yeah. In theory. But I think I (and a youtuber I watched) tested 3 and 4 ways and found them negligably different to 2-ways. Very little/no extra.
I can believe that
Hmm. Ok. I also one of my two wood adjacent test setups, like your top one, drop to 1/2 speed. Compared to the setup like your middle one. But I guessed that one of the stumps was stuck. That I'd forgotten to replant it.
So, again, you seeing it too, makes me think that assumption is wrong, too. That there is a systematic cause of missed ticks, from one stump. But it can grow from both stumps, in one of my setups.... ๐ตโ๐ซ
it seems like restarting the game/server still resets plants, so it might fix stuck plants too
I'm not getting double rates from double ended farm. Now that I think of it I guess the columnar design is already double ended for all plants
the columnar design is accidentally still good in many ways ๐
Timeless root farm designs. By Mz. ๐ ๐
So you guys are telling me that battery looking design still wins?
Legit sat here reading the entire Convo hahahaa
Probably close to best. Not perfect. Still testing.
.
Also today, if not much else, I narrowed down the max spawn range boundary to < 225 tiles (and greater that 200, as found yesterday). I need to check, tomorrow, if this works tile by tile, as a radius, or loads whole chunks.
Also (in separate simultaneous test), spawns don't tend to teleport across a 1 tile gap (at 125 tiles range). And spawn cap for wilderness moss-spawned cavelings on a 10x10 (in neutral biome) may be about 16 mobs.
I mean, my afk position didn't corss a chunk boundary, to go from 200 to 225. But I'm wondering if the spawn area's chunk went over 200 tiles (or whatever) and the whole thing unloaded together.
Right, but if it is your chunk and a radius of 3 chunks, distance depends on the edge to your chunk
If you are on the far side vs near side it could be a 63 tile swing
So probably 3 chunk radius
So you're saying your chunk (0), and all of every chunk out 1, 2, 3 would be entirely loaded?
.
But, as I say, moving from the right of my chunk, to the left of it, stopped spawns from a surface 3 chunks away.
So it's not just your hypothesis. If that's indeed a thing for loading/unloading world data/ground. There'd also be a tile radius, for spawning/mob activity.
.
Or (as I want to check) all chunks with any tiles within 200 tiles of player get loaded in. Something like that.
Is the losing wall bug still present for afk mining?
With a slight modification you can get a bit higher rates out of it and make it easier to build. With in-game tests I have not yet seen a better design than the modified columnar farm. https://media.discordapp.net/attachments/977128133142659102/989797536116113438/unknown.png
But the trade-off is that you lose the neat self-conveyoring effect ๐
I got a bit better rates out of a double ended columnar farm than the modified old columnar farm, but with double the amount of drills I'd say just build twice as much of the normal one
Is it worth having the shared root backbone, though? Or just add one more stump to each column (or two as you've shown)? Make it significantly easier to explain how to build, if it's very close or better.
Yeah the modified columnar has one plant extra depth + backbone replaced with one plant per drill
And it does help the rates, a bit
That's what I've been using for my tests now
these are the designs I tested recently, any suggestions on what to test next? (the third one got stuck even with a restart :I so yeah, take any results with a grain of salt I guess)
That's the issue, right? Next patch, have to re-test everything... ๐
1 suggestion. Infinity's double height, double-ended columns. So, in theory, each stump only grows to one end, but along 2 columns. It would be the natural way to double up capacity, right?
And are you recording number of seeds, drill, time and wood for each comparison? So we can see the various productivity ratios, if want?
not very detailed, I try to keep the farms as fair comparisons length-wise, and then just see how much wood they produce compared to each other
so I get a kind of ranking
k
So, I narrowed down max spawn range again, last night, to <215 tiles (labelled AFK spot to furthest spawn area).
Today I found that this appears to be pure radial distance. Not entire chunk loading unload. Because I did still get spawns from an area in the same chunk as the one that stopped working.
Also, a 10x10 full of stuck mobs will block virtually all spawns in an adjacent 10x10 spawn area (with 2 tile gap between).
And I actually found 30 lush moss (wilderness) cavelings on that 10x10 blocking chamber, at the end of about 2-3 hours. It was in the neutral biome.
Now I'm gonna test a self-priming mob-vs-mob shooting gallery-type farm. With automated dispatching of overflow... ๐ค
I'm thinking it should be able to deal with all conveyor spawnable mobs, delivering all items to an auto-sorter. If it works. (Probably some dynamic issues with non-ranged mobs accumulating where they shouldn't, or something.)
everything feels so unreliable I'm not comfortable recording more detail than this, it would probably be wrong anyway (of course this might be wrong too, but it gives some direction)
Sending the items from a mob farm straight to ur main storage prob isn't a good idea
There's a bunch of equipment and you'd want a large storage usually for future items
With the current bugs, you just need a 10x10 mold, get 4 or so mold tentacles up and dig/till everything around them.
Then conveyor all other mobs past the tentacles into an area with infected cavelings
Could then end in poison spikes if you also wanted infected drops
Tentacles perma stun, infected im the next area clean up
Then die to poison spikes
Pretty sure 4 won't be nearly enough with full spawn rates
If I read it correctly then u could have a bunch of crabs (without affecting mob cap at ~225) near u (at the end of the conveyor belt strip) to kill off the mobs from the farm
ohh that's so clever
4 is plenty because with the current bug the mobs are perma stunned after the first hit
They'll definitely patch it and y not have them killed entirely automatic that way
Killed by ranged mobs*
well ideally you'd want the drops from the new mobs, crabs and blue slimes. so that leaves only caveling scholars, which don't agro wilderness or stone cavelings
(and that is why i prefaced it with "with the current bugs")
Fair enough but do u rly need crab drops?
also fairly certain scholars would kill crabs outside their bubble range
i do, i haven't got any
need 2 topaz rings at least
The bars r easy enough to get with nodes and the rest of its drops aren't special where you'd want more than one of each
2 for rings but still
U wouldn't wanna alter a whole farm just for a few one time drops that u won't need more of
i still don't understand what you are proposing
I'd personally use crabs as a killing source for a mob farm
right, but they'll die to scholars, sentries, and shaman
Hmm
The bubbles stay for a while and if u could just keep them shooting before they get hurt then it'd be resolved
on my farm, the scholars already attack from outside of agro range of slimes
assuming the crabs aren't that different in terms of agro range
Nice, I didn't consider thinking that they'd have a different agro range
Hopefully someone finds a way for the crabs to work with the high spawn rates
Prob exclude some spawns for it tho
depending on how much damage they can do instantly, you could tunnel a conveyor, and have the crabs 3 pit tiles on each side of the convyor
Scholars and blue slimes don't seem important imo
then have a turn right before entering the tunnel
Nvm the slimes slime may have a crafting use in a future update
i guess to avoid abusing the bug you'd need 2 sections to kill everything, bubble crabs in the first section, then scholars/sentries in the second section
scholars are a free source of octarine
I have a whole double chest of it
Plus more
Mainly from nodes
Nodes r too op and mob farms aren't worth the trouble atm
Need a better way to trash equipment
mob farms are the only way i have fiber, dont you doubt them
I have sooo much fiber
Also stone cavelings drop mech parts that people love so much
I have about 3 stacks of fiber, I don't think I ever planted a fiber seed. As for the ancient crystal and gears, they r useful but u don't need an insane amount for regular use
Would've been nice if mob farms gave some more ore and if ore nodes got nerfed
It's easier to just explore with teleporters, slap some drills down on new nodes and easily make more than mob farms by a long shot
Found my other chest with fiber, I got a bit over 7
So, I just spent 3 hours punching chalk walls down, AFK. Both mouse buttons held down. Didn't lose a single block. (Recorded the whole thing, doing as intended.)
But I didn't gain any mining XP at all. Do you not get it from punching blocks anymore? Or, what did I do wrong?
(This character's been on 73 mining for a long time. Cos clearing thousands of blocks of stone gives nothing now either.)
someone else mentioned not getting xp from those walls too
but not losing walls sounds good to me!
You think it might be wall specific, so worth trying good old grass blocks next?
Has anyone confirmed using this method since 0.4?
i'm losing stone walls ๐ข
i think i'm going to time it between stone and clay and then set my macro to alternate between stacks, should resolve the losing of walls
sometime you get a item from the wall and you lose it
And this is my rough sketch of the auto-farm I had in mind (not to scale, or topologically finalised, even).
All mobs (including infected) come in from right, on conveyor (except stone cavelings, cos brutes wreck when fighting).
Once the shooting gallery is primed, it should keep itself topped up with new spawns, while killing non-cavelings (although I think I'd switch to a didicated urban moss spawner, to avoid farmers). Loot collected by right-hand grabber.
Overflow cavelings go around to die by infected. Loot collected by left hand grabber.
Been getting a whole lot of mobs teleporting, glitching through walls, floating in water, etc, tonight, though. Which may well cause a mess.
WHAT. THE. F......?! I was worried a few mobs would get into my operations room in the middle, there. As I was saying....
I come back and THE WHOLE DAMN THING is crammed to the gills with mobs that can't possibly have gotten there! Like, I didn't even know i had that many in existence! ๐คฏ
Killing them isn't the problem... The problem is time and space make no sense any more...
it is probably the conveyors pointing at the wall, that was making my larva jump the pit
i took out the conveyors at the very edge and it seemed to calm it down
just means you'll need to use magnetic rings to gather loot
My objective is less to farm them, and more to figure out how best to farm them. As usual. (And be able to show it.)
And have that knowledge be useful in a few patches time.
maybe do something like A W A P C
A = arm, W = wall, P = pit, C = conveyor
hopefully they won't jump that far
How'd's the arm reach 2 tiles?
I'm curious have @ripe lily has been getting on with their farm everything, sort everything build, given these issues I'm seeing...
The same way it reaches through your wall?
But I'm guessing it uses the same teleport logic as we saw with the npc spawning
So they will most likely end up in the room anyways
didnt know they can connect like this
im a long way from finished, takes forever with the game lagging on my laptop, still waiting on a couple things to get my desktop up and running again.
Oh, sorry, I dyslexic'd out the middle A (for arm). Gotcha.
But yeah. The way I think this bugs (mostly), with conveyors, is that the mob's colliders stop working, when you're far away. So they become like items. All stacking up together at the end of the conveyor lines...
Then, when I tp back they explode outwards. You can see on the right where that's propeller a load onto a platform (with torch) and onto open water. Those only all land by one tile get jumped back onto land.
So, same can happen with the walls, presumably. Although I don't understand why they seemingly all went neatly through. Instead of half exploding out the other (correct) side, too.
Is that all from a single seed, or did it join onto some existing wood? (And did you leave and return to the area?)
single seed
might loop around in a 3x3
weird
i dont think it matters if ur away for it or not in this case. ifk if i was nearby, was playing on a new world and on a new character with a friend
What....?! ๐ถ So all roots should just grow bizarre like this all the time, now and we hadn't noticed...?!
no, lol!
im not sure itd be useful for an efficient design tho
Not sure it's useful for a sanity, either.
u can maybe make cool and weird designs with it
and if u remove the original root and place a new one connected to it, u can maybe make weird shapes out of it
You can definitely make weird shapes, cos that's a weird shape already...! ๐
im talking about bigger
Right. I was gonna drop a minor note that torches don't block crab spawns (a random suspicion I had).
And I'm currently testing if cavelings can naturally spawn directly on stone platforms. Because I saw one (probably tp) directly onto one, right in front of me.
Also, I tried punching grass walls for half an hour and it broke them (eventually) but lost none and gave me no noticeable xp.... ๐
Maybe devs saw the guides and changed the system...?
gn
outside of the biome on stone platforms*?
No, in forgotten ruins, ofc.
stone bridges?
them
pretty sure they dont at all
yeah
my large mob farm has bridges placed for the slime ground
which is about a 4th-5th of the farm
and?
no cavelings spawned on that side
i did somehow get the axe weapon from that side somehow
i didnt find any destroyed tiles
but they'd all be covered in slime? Or they were bare for a long while during construction, you mean?
it was a one time caveling drop that i couldnt understand
I'd assume that's just random mob teleportation.
they were bare for most of the construction but it couldve changed after the update
they somehow get in the void tho
and occasionally in the walls
yuh, teleportation bug
Oh, and I was trying to test to see at what range spikes actually work. And they seem weird, or something.
Caught a frame of this on video as teleporting back to this slime spawn chamber, 200 tiles away. Like they caught up with killing a load of spawns, but no drops (visible).
Why... please center ๐
this better be more storage than i ever come close to needing, takes forever to grind everything.
bubble turrets aren't the most effective. but doable.
3 crabs kept on the far side of a pit with a trapped infected baiting their constant attack
Oh right, and the entity cramming glitches make it difficult to have as many crabs in a pile as you want ๐ค
On my pacifist character I did some mining XP punching with a single wall in my hand. It's not quite as fast but doesn't lose items.
at night.
this guy escaped..... -_- these "glitches" piss me off.
something really glitchy when you too far away from mobs
prob not gonna work too well but what if theres a single mob set as bait for the crab to keep attacking since the agro is further than its attack. reason y i said it may not work well is cause other mobs from the farm might attack it
yeah that's how i have it set up
one mob baiting a constant stream of bubbles
you'd probably need 5-10 crabs to make it insta death
Iโll trade the sword and some big mushrooms for blue print of bow
i got another idea, use the minecart trick to bait the crabs behind a wall and itll kill off all mobs besides other crabs, unless if blue slimes arent affected by the attack but rest should work
so theres no risk in the bait mob getting killed by other ranged mobs in the farm
or just simply have enough crabs to where they wont have a chance to attack the bait mob
Yeah i wasn't worried about the bait mob, the hunters/scholars/shamen will shoot at the crabs
if an ideal mob farm is made then itd prob have a nice strip for the crabs shooting at 1 or 2 scholars/sentries that r being healed by more scholars behind a wall and have the mobs spawn from 220+ tiles away to avoid mob cap
Patch is out. Kinda wish they had fixed some of the new glitchiness, but it might be a huge effort.
Morpha fig where
22 kills in on new patch, I'll let you know
If drop lemme know it'll be time to dump slime summons into the market
31kills, normal
"Fixed an issue with the talent that makes Anvil items less expensive not working correctly."
Eh-oh ๐
"Blacksmith" talent, didnt let you craft some items. (e.g: octarine helmet for me)
Ya I reported this issue to them ๐ Was testing things out and realized items wouldn't craft because you were not getting the crafting discount from materials needed.
No way to auto delete items with either
Didn't even realize you couldn't put phantom spark in the trash. Won't let you delete it.
Burry it DEEP! Where no one will ever dind it! ๐ถ
Same with all legendary tier items
Mmm
Perhaps a fix for my circuit when loading in a world or something different
Delay circuits r prob still a bust
Yeah. I'd guess the dev team has been on holiday for a week, or something. Overdue from cramming for EA release, then Sunken Sea, back to back.
At least they appear to have taken a crack at the new logic circuit spooky activations. (Which I reported on day 0.)
I'll have to go back to my electronics lab in a bit, I guess.
I looked for this, but I wasn't sure... Will look harder next time.
Very nice! What's the work-flow there? Which chest(s) do you dump into? Where does the surplus eject? Are they 3 separate units, or all connected together?
Also, can this design potentially glitch (e.g. loading unloading)? I mean, if a robot arm misses its chance to grab loot off a drill, before it's pushed into the edge of the next tile?
Oh, it loops up and down and around the whole room? #๐ฎ-game-discussion message
inputs are any of the chests in this main hallway
excess/unsortables floats around the system until i pull a switch to funnel them into some overflow chests, flicking another lever empties those chests into 1 spot which in theory in always unloaded to prevent lag.
I would replace that last part with the item deleter
Yeah, so was it a 1 tick pulse?
Ye
Because that looks like the 1 tick pulse circuit that we use in clocks
Replaced the electricity sticks with a generator to test those rn
Strictly it's a bug, but it's so much more convenient
Yeah gen doesn't work
Pretty sure
Might be in remembering wrong
The difference between the 2 before today's update was that when turning it off, the stick one wouldn't send a signal but generator did
still sends a signal when loading in
this one still doesnt
Eek! The place of infinite lag! ๐ฑ
I wonder how heavy a processor load your system will give when you dump a big load of (not easily sorted) items in, too. Or to a bad spot... Since every additional stack gives an extra robot arm activation per second, indefinitely. Although, even with no items being sorted, maybe that burden is already high?
It's not too bad, with only 1 quarter powered it's running fine on my laptop
sadly wires arent consistent yet, ran the thing 3 times and it failed once
There is a weird bug where 1 of the arms doesn't always grab everything
no they dont
Think it's because it's the only one that isn't fully powered (22 tiles from the gen)
How sure are you the one-tick pulse is unintended? It seems similar to undesirable transients, in irl digital electronics. But it's very useful here.
It might be intended, just doesn't strictly adhere to the stated function of those parts
How do I make a sorting system
Fungal farm is always this way. Drop always in these rows only. Kind odd.
how long is this afk?
Standing on the core and this farm is the 2nd at the top left
i really just need to make a world that is a mob farm.. thats all it is
that way i dont lag out a normal world
Weird. Wonder if it corresponds to where the mushroom mob spawns, or when they run to when hit? (Down?)
From what I have seen, they die pretty fast in the farm. I've also noticed that mushrooms do not grow on the fungal ground. This is built on wood bridge so likely what it is. When I had it on dirt they grew (but also used belts then) I think if they can grow on spikes, they'd also break immediately.
I have similar issue about the mushroom farm too in this post
the lit areas dont have shroom spawn tiles right?
Ya similar. Do you recall if the mushroom grew if there was a spike trap and then just broke immediately or the traps do not allow growth?
Complete coverage for my farm.
Its weird how the layering works
never seen when they spawn by my eyes so cannot say anything about that
slime is put on top of flooring but other spawn floor is below
tho in my case, it's on dirt ground and only fungal soil and trap, no other ground/floor
Ya must be the dirt that is needed for growth
yeah im out of ideas, still looks cool
well mine is all dirt ground, still has the difference item drop rate in north/south side of the farm
Ya the other farms are all spread out.
latest pic of my mushroom farm
still has some on the north, but obviously less than the south
and light isn't issue at all
@inland compass I did finally get around to doing my testing last night for the chunk border stuff with sprinklers. I didn't get super far though cause I decided to immediately fully upscale the farm to take up the full 64ร64 chunk lmao
I apparently cannot handle that very well with my game
I did downscale it a bit and it seemed to work fine for a couple hours without increasing my lag
I also didn't have any issues with multi-watered ground after I downscaled (I had noticed a couple sprinklers AoE becoming unwatered and then immediately re-watered before I downsized)
Yeah i put 4 on a chunk boundary and no issues
I have 41 in one chunk with no issues either
Yea I did the full 192 or however many it turned out being lol
Lol!
It took me like 40 minutes just to plant the field
I downsized to around 80 and it seemed to work fine
I eventually just pulled a back-up out cause I was too lazy to remove all the sprinklers and rolled back a ton of items I had forgotten I put in my chests so I lost like 1800 oat seeds lmao
I wouldn't be too surprised if your theory that the chunk border causes issues with the farm is actually the case at this point
My glitched out ground from sprinklers was in various the plots on these two farms. So not crossing chunk borders.
I had multiple sprinklers overlapping their watering areas, though.
Hmm
i know you can autofarm mushrooms but can you autofarm any other types of food
Only with scripts.
144 should be the max per chunk, 512=60, 1212 = 144. Would also be interesting to test overlapping sprinklers, see if that causes any instability
And apparently discord doesn't like astrix
on this design it states 590 per hour whilst in range i know in new patches they changed things to do with range does it still only have those gains within range
I'd love if people could leave it running for an hour, while stood next to it, after a fresh game load, and then let me know how much it produced, now.
(Mz may already know...)
i could certainly do that
would i need to be tabbed in
i literally just built it
with about 9.8 a minute i do seem to be getting that so far
I don't
but that's an interesting test for sure
also why do you occasionally get 2 drops a wood a break
if you have exact data from the 0.3 versions
after a quick test i got 11 in one minute which seems pretty average
slightly above average but in an hour that would be expected
From my observational testing, there's a 50% chance to get 2 wood from breaking a root.
I think I ran it for exactly 1 hour, side by side with my old build, for comparison, to get that 590 figure.
No, as long as it's not paused (I alt+enter into windowed mode first), and you had it on screen.
so i can slap it on my second monitor
even better.
So, it looks like spike traps don't work at a distance of over ~150 tiles, ish...
Any smart suggestions for trying to narrow down the range for exactly where the cut-off point is?
I might expect load out at 100, load in at 80, from other things, I guess.
And this has just made me wonder if spawn range as asymmetric load-in/out ranges... (Like 200/220.) ๐
Player character is immune to damage while the game is loading to avoid unfair deaths. Anyone else always die when joining a server? It happened before as well and I thought this was a fix but guess not.
ok ill do the wood farm test whilst watching a film with my gf
Lol! Scholars try to shoot spike traps after they get hurt by them. Academics, eh? ๐
!
there must be farm design uses for this ๐
especially if projectiles have infinite distance
Hmm, I guess so. This one gave up after 3-4 shots, though. (Unless it was a range thing.)
It just puts slime's behaviour in context; them hopping about, when hit by spikes, is them trying to kill the spike, heh. "Come on then! You tin-pot-pansie! ...ooof"
Is it the spikes? Mine just randomly shoot off in directions
๐ค I guess have them go around a loop of conveyor so they drop onto a spike every now and then... Then conveyed away in direction opposite to that you want to shoot... But easier just to have them agro on the thing you want to shoot...
And the projectiles don't have infinite range. It's long, but you can only stack like 12 fireballs, for example.
oh :/
im in awe.. and i want one as well
It doesn't cause it's used to italicize words or with multiple bold or do both italicized and bolded lmao
That's a fairly impressive looking mod...
Pretty sure they're shooting at spike traps. The hunters do it too. So I'd assume all mobs. Heh.
so thats what the fire guys were shooting at
i assumed they saw a slime through a wall
i tried to mod because i know unity but i couldnt get it to work
Less a mod and more along the lines of illegally added ranged attack speed lol
like to get a project
cheat engine?
I used C# in Unity Explorer to do it
my man can u halp me whit unity i have some stuff i want to do and can u pls help me whit that cause i can do anything whit unity
whats that
sorry im kinda busy rn
ok sure but can u help me sometime in the future?
i dont understand it
and yt doestn rly
help whit modding
i can imagine
ask in the modding server
ive never modded anything other than terraria so im not very experienced with modding anyway
i will
@trim kestrel after a 1 hour test i got 481 wood from the farm
Wow, that was an hour already! ๐ตโ๐ซ Thanks. ๐
Had you guys realised that light doesn't block cavelings spawning on stone moss?
Also, having only smaller patches (e.g. two 3x5 here) seems to prevent brutes spawning. Out of ~60 cavelings so far in this.
When there was a brute in the first wave of spawns, with the same number of moss tiles adjacent, in the same spot, previously.
It may have seen you through the walls. Happened to me many times, especially with sea tentacles.
Core Sentries don't do their ranged attack, though.
That's odd. All my farms are full coverage spikes.
Right. Which is why you won't see this.
Their combat AI only switches to ranged attacks past a certain distance. And if the entire floor is spikes, they'll always be agro'd on one close to them.
Conveyors moving them away is key. (Perhaps.)
Does the spike dmg void their attacks then? Like they don't die instantly, takes several spike hits.
But never seen then attack. I also only have the 1 type in each
What if it's just loading the chunk from bottom up, dunno what else it could be
Or the crashing...
liked the rates so im making a second farm
i also have this feeding into the chests
also on the guide on steam it says wood cant grow onto sand but it now can
so use bridges to stop wood growth
Oh, thought i'd fixed that, thanks. yeah, or carpets, or fences, or whatever. They don't seem to break stuff randomly anymore.
Oh, actually, that whole section needs re-writing. Once the devs fix the bugs and I'm sure what's what.
I was going to build 4. 2 of each wood and the 2nd of each feeding into the table saw
Nice
@trim kestrel sorry for ping but i am safe to start the drills i dont want to wait for the seeds to grow
I don't mind (relevant) pings. ๐ Sorry, yeah, you could have, if you didn't.
ive just got mods in the game but im unsure what i want to use
You could have all 4 feeding a small chest, then once that's full of wood, all the excess gets turned into planks. For selling.
Would need sorter system type of drill setup on that first chest. Then all the sawmills can be in series. With a robot arm between each.
Thought that too but I know nothing about sorters in this game yet. If this was MC then I can sort almost anything ๐
Just need to make a pulse circuit to power the drill(s), so it doesn't break the chest where it pulls the items off it that won't fit. (I'd add an explanatory gif, but on my phone.)
Before I make a large mistake enemies can spawn on bridges as long as there is slime or moss on top of it right
@trim kestrel the bed trick is useful even after getting teleporters since now u can't place the teleporter, recall, then use a teleporter to it since both have to be fully charged.
Slime ye, moss idk, it should ig but didn't c for myself yet
If it works with slime it should work with moss
Just get the mod that instant charges portals, same thing minus the death
Yes. It's how I've been setting up my test farms. All mosses work on (stone) bridges, for sure.
And stone moss spawns cavelings in the light, even.
Yeah, it's a strong trick that few use.
I'd like to ask about the mob spawning. Mob cap is within ~225 tiles away from the player right? What's roughly the furthest they can spawn from? What if u leave them within that range (between ~225 and max spawn range), would it still continue spawning a ton of mobs?
Finally
Max spawning distance is under 215 tiles. That I've seen.
I don't know about caps on population... But I feel like I've had fewer mobs spawn tonight, with more cavelings close all around me. But that could be something else...
So the mob cap range is further than max spawn range?
I don't know anything about mob caps. Not beyond the very close range cap on spawns, when spawn surfaces get saturated.
Prob happened while offscreen
you make series of small rooms with few mobs in each. with each gate control at your location. open 1 door at a time and let them die. let the crane pick up loots and drop back on a conveyor to confirm the spike work.
mobs can also escape enclosed room with trench covered like this
I don't think it was an issue pre 0.4
Tbf I had 3 npcs in a 1 by 1 and they haven't escaped till now but it was after I was lagging hard from mobs stacking up in my mob farm. Was it the cause? Idk, not certain
i think this only happens cause of raiding parties not checking for valid spawning spots, just a guess
is there any possible way to remove this? i tried relogging with a wall on it, relogged without a wall, tried using a hoe with a wall above it to try glitching it. i cant find a way to remove it
just planted a seed, watered it then dug it up...
it worked
Yay bugged ground
Hmmm good idea for an arena battle, abuse the bug zero has with his farms. Make 10x100 rooms per mob spawn type,. Have the room funnel a conveyor into a 1 wide tunnel into a giant empty room with a portal in the middle. Spawn a bunch of mobs and go however far away so they lose their collision box, then portal in.
They should almost all teleport into the battle room on load, and mayhem follows
it crashed my game by tping away when i was nearby, i didnt even finish digging up everything but they keep spawning back quickly
how do you teleport back to a bed without dying
You don't afaik, you just die and go back
They asked and got helped in #๐ฎ-game-discussion as well
ahh
Interestingly direct idea. But unfortunately doors all currently lose their collider once they're off screen. (I didn't check if this was patched in 0.4.2, actually.)
Also, automatic doors used to stop existing at 80 tiles distance. Maybe same as spikes, maybe before.
So I have to build a spawn chamber for each distance, or repeat fir each distance, long enough to be sure something will have spawned (and been killed by spikes).... ๐ฎโ๐จ
I had dozens of these from sprinklers. I hoed then re-logged. Git them if it didn't crash.
mushroom would be easier. they break instantly and guarantee drop. crane can pick it up and drop to conveyor
I've only got 9 fungal ground and am currently unclear on their spawn mechanics.
I have some extra if you need.
Have I taught you nothing?! ๐
Nope. 1-world andy, here. And about to start farming more from slimes.
I've got myself about 45 stone moss thai way, so far. Enough to give a reasonable flow of cavelings to get more.
ye but they said without dying, I guess they meant dropping items death tho lol
which makes sense
I haven't got much sleep lately lmao
Yeah, the animation & sound implies death. But the effect is pure teleportation to respawn point.
yea
I'm kinda tired of it tho lmao
Seems like 90% of the time I load into peoples worlds the loading portion causes me to die
Odd.. Removed these 3 bridge blocks and 3 unbreakable walls appeared.
restart world and it should clear up
lol if you get stunned by mold mobs while on conveyors if you hold opposite direction that conveyors are pulling you, you stop moving
stop moving too if using recall idoll
strange lol
I had this happen at the azeos arena as well. Strange bug
I had it happen when I cleared my dirt biome all in one go lmao
Or fishing, for that matter (cast holds you in place). So, in theory, with Craigin's auto-fisher, you could do all-biome AFK auto-fishing.
Lol that would be interesting
thats an old design
tf, it blocked my ss of my sorter
the wiring could be placed in a better spot and i removed the generator but this is how it looks
pretty sure i made this design first but dunno if anyone else tried taking the credit
@trim kestrel this is kinda interesting, so i have aline of saws like so even before reaching the chest. but when im away long enough, the saws that receive an output after the chest, they sometimes end up being filled with planks while the end chest gets filled with excess wood
Tbh I thought they said they fixed this bug lmao
I'm surprised it still happens
it never happened with the saws that r placed before the chest in the ss. dunno if its just chance that i placed the perfect amount like that or the game just treats chest items differently than ground items with mechanical arms when unloaded or loading in after being unloaded
Wait. Are you saying you came up with the idea of drills taking the surplus items off the chests?
Before BlockOfDectra's (21st March) video?; https://youtu.be/6p9CW8We1eI
Our third generation and best sorting system. We made two previous versions that worked but they were extremely impractical and useless, but still pretty cool. We will be making a video on the old system, as well as a tutorial on how to make this sorting system step by step.
Go check out our channels!
Blockofbudder:
https://www.youtube.com/cha...
no not that design, the more compact version
i worked off from that design from another video and made it compact with chests on both sides
Oh. Ok. But, like once you have the concept in mind, it's kind of a matter of preference have you want to orient the chests and such, relatively speaking.
E.g. One-sided can be easier for player access, I think.