#Core Keeper University

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upbeat gazelle
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ah fair enough

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unless you go full attack speed build?

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for maximum xp per hour

lilac gale
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It has a higher base hp pool than the plants so you should be fine with the max speed too

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And with the fast and furious reduction it should be fine to use as well

inland compass
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Seems to be holding up to about 28% speed with the fast and furious

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Too bad i couldn't stun like 3 in the same tile for a multi hit

lilac gale
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It'll still be pretty decent rates though

deft pulsar
inland compass
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Can't place a belt under them, i tried.

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I'd have to belt the whole area and go for a stun

deft pulsar
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group them first then tut with wooden bow or slingshot

inland compass
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Just easier to use the mold tentacles to stun lol

upbeat gazelle
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scholars can push sentries, can the player not push mobs?

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maybe use a regular caveling to push them?

inland compass
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I've tried with the player, not another mob though

upbeat gazelle
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the regular cavelings have a pretty fast, fairly straight pathing system

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those would probably work best if they're not too fast

long dagger
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havent used knockback myself but these could work if stunned

inland compass
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Oo wonder if it works on perma stunned mobs

upbeat gazelle
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galaxy brain just walkin in here

lilac gale
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The club would 100% though kill eventually

inland compass
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Yeah it would be a slow hit, pause, hit

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Just to knock him on a conveyor

lilac gale
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You'd have to constantly eat the jerky as well if you wanted to try that

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Yea

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Oh wait that's a 2 min buff not the 30s one

inland compass
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club worked! lol

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side note, can't perma stun the sentry robots

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they wake up and reactivate if you move away

upbeat gazelle
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the closest we'll get to pets until the next update

long dagger
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Animal abuse

long dagger
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Tested this randomly and afked for 67 min. I'm going back to digging but feel free to look at the results

long dagger
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i wasnt aware i still had one on my world, the tin boulder @trim kestrel

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i may know how to keep the rates up like this

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need to keep working on it to confirm

long dagger
deft pulsar
long dagger
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ive had that farm for a long time and the rates have always been ass

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to clarify, the 2nd pic was after clearing the mobs from the first then coming back

inland compass
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What did you change then?

long dagger
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something time consuming, still working on it so ill give an update in a day

long dagger
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There seems to be a shared spawn cap overall

burnt kindle
lilac gale
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the melee

burnt kindle
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ohh right

lilac gale
burnt kindle
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i see

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thanks

long dagger
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just had a raiding party of 4 cavelings and 6 shamans...

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i killed the cavelings quickly then the shamans came out in a row of 6

upbeat gazelle
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it's a fire-sale of pain!

long dagger
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also had a total of 3 cavelings pop out of walls while mining so far

burnt kindle
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yow can any of you boiz spare me some of this fisheis

long dagger
trim kestrel
long dagger
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i shall say no more

trim kestrel
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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.

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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...

trim kestrel
# inland compass

You hitting them while holding.... A block of stone...? That make any difference.

primal rapids
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wouldn't a -nographics world with a limited amount of chunks generated around the core be a good candidate for testing spawn caps?

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might have to deal with ghorm though ๐Ÿค”

long dagger
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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.

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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)

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i cleared out many mobs in the stone biome then suddenly the ones by the core started spawning more

trim kestrel
primal rapids
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and I forgot that a lot of stuff still spawns without gpu, so nevermind

gusty epoch
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Only the prefabs do I believe

long dagger
gusty epoch
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I like the portal placement at the core, thatโ€™s genius

trim kestrel
# long dagger Lol the lag

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?)

long dagger
trim kestrel
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Just wondered why you took so little damage, wading into infected...?

long dagger
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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

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i just have a lot of hp

trim kestrel
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like, 10k?

long dagger
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something like that

trim kestrel
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Right.

primal rapids
trim kestrel
trim kestrel
long dagger
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ehh

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220ish wide and tall

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if im remembering correctly

trim kestrel
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So, a bit more, but a bit less for diagonals. Heh.

And no caveling moss?

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All conveyored?

long dagger
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correct

trim kestrel
# long dagger Lol the lag

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....

long dagger
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i think they still keep their collision but its more compact when unloaded

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idk honestly but they do compact a bit there in the clip

trim kestrel
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Which could have applications.... ๐Ÿค” 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.

long dagger
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cram ranged mobs with void and have them fight for u

trim kestrel
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Say, urban cavelings, right?

long dagger
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๐Ÿคทโ€โ™‚๏ธ

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the crabs would look funny

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just a bunch of bubbles

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and some would linger

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and kills the next mob that walks by

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by walking into the bubbles

trim kestrel
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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.

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But, you might even use melee mobs, by getting corner to corner tiles with gaps.

long dagger
trim kestrel
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Sure. But that would give more flexibility, as to which mobs you could auto-kill with other mobs.

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.
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 :)

โ–ถ Play video
primal rapids
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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

trim kestrel
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Nice idea. That'd be a lot of damage, heh. For like, a boss rapid kill, for example?

iron scarab
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I tried using mob specific ground blocks and didn't really notice a difference vs. using any block

primal rapids
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that was funny

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anyway, interesting how the blue slime has sharp edges like that

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with chunk grid

gusty epoch
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What even is this?

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I think it's supposed to be use offhand item or something

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lol

obtuse star
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for the battle royale mode

trim kestrel
# primal rapids

That looks... Unpleasantly rude. ๐Ÿ‘€ 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...?

primal rapids
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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

lilac gale
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A friend of mine said he was watching me after he died on one

gusty epoch
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Ohhhh ok that makes sense

iron scarab
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Has the crafting issue been looked into?

lilac gale
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Which one

iron scarab
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Trying to craft using the octarine anvil but takes materials, grab the item but it all reverts back

gusty epoch
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Which item?

lilac gale
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What would need to be looked into about it? It's a pretty well known bug for a lot of people rn

iron scarab
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Different items.

gusty epoch
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Polished scarlet is only one I knew of doing that

iron scarab
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Like I crafted helm, chest but can't craft pants. Now its the bow it won't let me

gusty epoch
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Strange

iron scarab
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Ya

gusty epoch
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I wonder whatโ€™s causing it

lilac gale
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Polished scarlet, polished octarine necklace, octarine armor, and pretty much anything else in the anvil yea

iron scarab
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even tried on a different character in a different game

gusty epoch
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Hmm

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I crafted all my octarine armor just fine.

trim kestrel
gusty epoch
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Fwiw the crafting for items completed just fine, I started logging it to see. Something is causing it to reset after tho

lilac gale
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It's account based from what I can tell

gusty epoch
iron scarab
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And sometimes it still takes some of the mats but no item

lilac gale
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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.

gusty epoch
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Item never appears or it just disappears after?

iron scarab
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like I grab it from anvil but immediately disappears and mats return (but sometimes not all the mats)

gusty epoch
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Hmm

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Very strange indeed

iron scarab
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I've not tried rings though just anvil for this issue

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Ya like I crafted 1 already on day 1 I think

lilac gale
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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

iron scarab
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but now cant for a 2nd lol

lilac gale
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That's what I've noticed from the community so far.

iron scarab
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Mine is immediately cant even get to chest

lilac gale
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Can you craft it and drop the item on the ground?

gusty epoch
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I wonder if the inventory thinks thereโ€™s something wrong after crafting and just resets to fix it

iron scarab
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I'll try

iron scarab
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Nope can't drop it

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At least this time its returning all the mats

lilac gale
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Then it's probably not even detecting the actual craft.

iron scarab
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will try crafting a new anvil, maybe it's bugged

lilac gale
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I wonder, could you cheese crafting xp this way?

iron scarab
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Im max so not sure ๐Ÿ˜›

lilac gale
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Does it give you the xp for the item at all?

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Ah

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Well the new character thing would tell you

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Since you mentioned trying on another character

iron scarab
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So new anvil, same issue. Will try on other char

gusty epoch
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Iโ€™m not sure where crafting xp is calculated, at least I didnโ€™t see it as a thing in the craft function. Might be a variable I can grab tho, Iโ€™ll have to look later

lilac gale
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The xp has to have some calc/equation it runs to determine xp gain on craft

iron scarab
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Could crafting it in a pre-update world do something?

gusty epoch
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If itโ€™s a variable I could add text for xp gains lol

lilac gale
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I just don't know where one would look for that

gusty epoch
iron scarab
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Ah ok

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I will test something I just noticed...

lilac gale
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I crafted on an old world as well

gusty epoch
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Are you crafting with mats from the chest or player inventory? I did it from my inventory

iron scarab
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Tried both

gusty epoch
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Ahh ok

iron scarab
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actually no

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was inv.

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will try both

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HA!

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Knew it...

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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.

gusty epoch
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Hmmm

iron scarab
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I have max crafting so it should cost me less

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How can I submit this to the devs?

gusty epoch
iron scarab
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Maybe that explains the rings as well?

lilac gale
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It might

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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.

iron scarab
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ah

lilac gale
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But if people are not fully spec'd down like I am it might be causing issues then.

iron scarab
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Oh you have no skill points used at all?

lilac gale
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When I craft polished I go fully down the left side

iron scarab
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AH

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Ya its not good for general play, just for crafting those lol

lilac gale
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And stop putting points in when I get 5/5 on jewelry crafter

iron scarab
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Ok submitted to devs

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I never did try on my main using chest though. Will try again.

trail badger
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at least now we have an explanation for all the people freaking out about it

iron scarab
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Before and after. So it's letting me craft it but taking more then it should and not giving me the skill discount

trail badger
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Good job Kloned for putting it together

iron scarab
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I only noticed because it said I needed more mats on a fresh character ๐Ÿ˜„

trim kestrel
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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).

iron scarab
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Someone tried the clock thing yesterday, said it did nothing.

trim kestrel
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You mean the message I quoted?

iron scarab
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It appears so ๐Ÿ˜„

trim kestrel
pulsar anvil
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@trim kestrel got any new tree farm or same same?

lilac gale
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Mz was testing them a fair bit, and I believe they arranged a slightly modified variant that they liked the most

pulsar anvil
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Oh hmmm okie okie

lilac gale
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they sent an image of it here if you wanted to look for it

pulsar anvil
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I'll dig it up later, is there a written guide though?

lilac gale
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Don't think so, they wanted more conclusive testing I think

trim kestrel
pulsar anvil
trim kestrel
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Steam guides "optimal wood farm"

primal rapids
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but to be honest, the differences in rates are so small that the old columnar farm without modifications is good enough anyway

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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

trim kestrel
primal rapids
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by the way, would doing this double the rates, because of the "two or more growth spots" weirdness?

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tree farms are so weird right now ๐Ÿ˜

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the only way to find out is to build all the designs and compare

long dagger
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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.

lilac gale
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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

long dagger
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For some odd reason crabs have dropped me a total of 4 or 5 tentacle trophies

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The game just doesn't wanna work at times

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Not a single crab trophy btw

lilac gale
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It's sorta silly they share the same drop rate for both of them.. and that they drop it in the first place

long dagger
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I haven't seen others talking about it or having an issue with it so I'm confused

lilac gale
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I've gotten 7 tentacles out of them compared to 2 crab figurines

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It's a problem, lots of people were talking about it early in the update release

trim kestrel
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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 ๐Ÿ˜• ).

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...

long dagger
trim kestrel
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Not sure what configuration you mean.

long dagger
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this basically

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minus the center

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not worth the test actually since it wont be a drill efficient design

trim kestrel
# long dagger this basically

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.

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World gen definitely odd in the wilderness-sea boarder...

long dagger
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Very odd

river hamlet
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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

long dagger
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u still collecting stone ground?

lilac gale
upbeat gazelle
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Think craig noted the same thing

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npcs aren't tagged as players

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so I think the scholar ghosts are hostile to everything except players

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probably just an oversight tbh

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makes sense since npcs don't have attacks so they never had to program otherwise

lilac gale
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It's just silly lol

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That sounds pretty logical

upbeat gazelle
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Maybe the npcs are like the mortal enemies of the cavelings, so the ghosts are trying to get vengeance

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explains why they'd help the player when everything else wants to kill em tbh lol

gusty epoch
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Iโ€™m gonna go with overlooking it lol

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I assume they just hit whatever is closest and able to be hit by Players

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Just fails miserably at fireflies cuz ranged attacks donโ€™t work on those ๐Ÿคฃ

upbeat gazelle
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ghosts don't have brains so they ain't smart lool

long dagger
inland compass
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dawn of the dead style

ripe lily
long dagger
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theres atleast 2 shared mob caps

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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

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so im blocking off the spawns in other areas and clearing mobs along the way

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then when i lag hard i come back to that

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my method of blocking spawns isnt efficient but im doing it like this anyway, clearing out the stone and the ground

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mining was fairly quick but digging takes longer

long dagger
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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

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i wanted to keep it as all void and had a nice leak, thats fun

dusk stirrup
long dagger
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and most of the right side of the farm is made of bridges

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so now i got water under the farm

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f

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gonna rebuild it ig

inland compass
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surprised you didn't run into any obsidian ground in the stone biome there

long dagger
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that corner didnt have much

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theyre mainly on the right and top side

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well it leaked to the other side cause of the single row of bridges along the bottom part

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itll be a pain in the ass to remove it all

inland compass
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can't wait till the leak extends into the wilderness and touches moldy water

long dagger
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it got cut off luckily by natural generation

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heres the full size of the leak, about a 5th of the farm too since i used bridges for the slime ground back then

inland compass
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if you do try to empty it out, don't place ground over a tile that is in the process of filling

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last patch, there was a bug where it would leak out even when it was "ground"

long dagger
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that may have been what happened to me when i was removing the water earlier then digging it back up

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which caused the leak

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i cleared the water multiple tiles away in advance

inland compass
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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"

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then in that 5 seconds, if you place a block of ground, it still flags it as water

long dagger
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this is a pain in the ass ๐Ÿ˜ฉ

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im gonna work on it slower and may give up on it at some point

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so time consuming

inland compass
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they should introduce a vendor item Absorbsall

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that you can use in water to remove it ๐Ÿ˜„

long dagger
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would be op, need to have a limit to it and screw digging anything up after using it

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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

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cause imagine if it had no limit and u just drain the whole sunken sea in 1 action

inland compass
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then change the boat to a hovercraft ๐Ÿ˜„

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sunken space update

long dagger
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floating tentacles over the void, nobody can complain

inland compass
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dimensional tentacles

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just add some portal looking graphics below them

primal rapids
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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

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Probably it's something simpler, but this is the best I can think of right now

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It could be some optimization for root plants that have already grown enough to be stuck

long dagger
ripe lily
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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

primal rapids
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tilled sand ๐Ÿคช

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apparently I also made tilled water for a moment, but that didn't stick, it got reverted

river hamlet
long dagger
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I got a couple stacks, could trade them tomorrow

river hamlet
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Ah truuuue u dig whole stonebiom rigth? Hahaha

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I would love to compare our drops/efficiency when we are both finished

pulsar anvil
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yo

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wuts the updated wood farm now xD

ripe lily
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Same column layout as before just longer (I think 8 tiles works) and open at either end with drills

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I think, we arent 100% sure of the best way. But that's what I believe to be the best.

pulsar anvil
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so 8 seeds in a row and both sides open then the tops are sealed?

ripe lily
trim kestrel
ripe lily
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they can grow in 4 here

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as they are all part of the same system

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i haven't tested this

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my laptop can't run corekeeper very well and my desktop is mid os change

trim kestrel
# ripe lily they can grow in 4 here

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.

ripe lily
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yeah, either end of the column on either side

trim kestrel
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The columns are too long to grow to both top and bottom.

ripe lily
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the new increased grow distance is why i increased the length of the column of plants

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ahh, what is the correct height

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4 still?

trim kestrel
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Growth distamce the same. There was an unlimited range bug in 0.4.0.

ripe lily
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ok, so i just got confused by that. halve the number of rows in each column

trim kestrel
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People who played that patch should be seeing massive root overgrowth all over, as a legacy. No?

ripe lily
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not sure, only content creators spent tons of time on that patch, the rest of us had the hotfix come pretty quickly

trim kestrel
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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.

ripe lily
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yeah its probably not the most efficient in any particular measurement, but i figure its probably the best overall

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because its fairly simple whilst performing well in each measurement (min drills, min space, max yeild per time)

trim kestrel
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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.]

ripe lily
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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.

trim kestrel
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I think it might still just straight up block all growth, as it used to.

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But there's instances where wood can grow next to existing wood, now. And i've not nailed that down.

ripe lily
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ill probably do some testing of my own when im building my wood farm

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that will be after i finish figuring out the design for my storage area

trim kestrel
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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.

trim kestrel
trim kestrel
trim kestrel
river hamlet
trim kestrel
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๐Ÿ˜ด

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About same here...

trim kestrel
#

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... ๐Ÿคฏ Wut?!

primal rapids
#

sorry, too busy with my dirt-stone farm ๐Ÿคช

trim kestrel
primal rapids
#

just kidding, that's interesting.. again

trim kestrel
primal rapids
#

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

pulsar anvil
#

Yo wuts happening hahahaa

primal rapids
#

so dirt to sand/stone, or stone to dirt, or whatever

pulsar anvil
#

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

pulsar anvil
primal rapids
#

here's stone on dirt

trim kestrel
verbal creek
trim kestrel
trim kestrel
primal rapids
#

I can make a vid, but it won't be any time soon, gotta go now

trim kestrel
#

tantalising

verbal creek
#

just report the bugs, no need to ping me

#

I'm not the dev

primal rapids
#

short version is: sometimes it does that with the 3x3 hoe, when you use it while moving yourself or the cursor or both

#

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

trim kestrel
#

Ok, that's more as expected with them separated. Which makes me think that there is growth through stumps... ๐Ÿ˜• (And it went preferentially upwards from bottom set, to upper, previously.)

trim kestrel
#

No clear signal that roots grow through stumps, or boost adjacent stumps, more specifically...

long dagger
long dagger
# trim kestrel There won't be a per biome total mob cap because: infinite world. Wilderness/sea...

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

long dagger
trim kestrel
long dagger
#

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

trim kestrel
inland compass
#

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

fading nebula
#

does anyone know how to get the best farms whitout making it big?

trim kestrel
twilit mortar
#

Hey! Can you make a dedicated server world, hard?

fading nebula
#

but i dont know the best spawning conditions

#

like should i clear summoning blocks and dropped items and stuff or shouldnt i?

somber raven
trim kestrel
#

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.

somber raven
#

seems like I can add more torch into it๐Ÿ™ƒ

trim kestrel
trim kestrel
fading nebula
#

i make a good farm then

somber raven
trim kestrel
trim kestrel
#

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.

lilac gale
trim kestrel
lilac gale
#

It is, and it's just a re-textured variant of the same boss

trim kestrel
#

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...

lilac gale
#

I would assume they just copied and pasted the code for Azeos and just added a different image file for the texture

trim kestrel
#

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... ๐Ÿ™‚

lilac gale
#

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

trim kestrel
#

You use the out-of-range cheese? I tried fighting it, legit, earlier and got wrecked, heh.

inland compass
#

All rng on the tentacle spawn

#

Poor boss design imo.

lilac gale
#

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

trim kestrel
#

Sure. Melody found the perfect spot to avoid everything.

trim kestrel
inland compass
#

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

lilac gale
#

ah, yea

#

I do not enjoy the tentacles spawning directly on top of you and getting to hit you before you can react

inland compass
#

They should have delayed and staggered attacks

lilac gale
#

Or just not spawn in an area that they can immediately hit you

#

But either way would work

inland compass
#

Granted i played with another person and the other player was not good

#

So perhaps it was more difficult than solo would be

lilac gale
#

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

inland compass
#

Ah so with 2 players it is 3 tentacle spawns

lilac gale
#

Tentacle spawn the same amount for every player involved

#

it just adds their own tentacles on top of hosts

gusty epoch
lilac gale
#

Yea, I figured as much

long dagger
#

I didn't even get on yet for testing the wood growth

long dagger
inland compass
#

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

pulsar anvil
inland compass
#

Nice, got my farming bot running with sprinklers. 100 farming and cooking in no time!

#

Do we need any farming test done?

long dagger
#

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

long dagger
#

40ish min, gtg

#

25-30 actually, was in a rush but managed to afk there and send the results

ripe lily
#

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.

long dagger
#

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

ripe lily
#

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

primal rapids
#

I guess that also partially explains why the old columnar design is able to keep up so well

trim kestrel
# primal rapids I've been wondering if the plants near the drill can contribute or not in this c...

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.

trim kestrel
# long dagger

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?

trim kestrel
trim kestrel
primal rapids
#

I haven't been able to get roots to grow into/next to each other after the 0.4 patch

trim kestrel
primal rapids
#

Might test it later, want to see it for myself too

bitter viper
#

anyone haveing a video or picture of a good wood farm

bitter viper
#

thanks

#

thanks is this the best farm or are they better farms

bitter viper
# hexed crow

thanks is this the best farm or are they better farms

trim kestrel
# bitter viper 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.

How to produce 10 times more wood per drill and 50% more wood per seed than conventional builds! Partially updated for 0.4.0....

bitter viper
#

thanks a lot

hexed crow
trim kestrel
#

Sure. It's all good and fine if you have plenty of scarlet, etc, for drills. And/or AFK a lot. ๐Ÿ™‚

trim kestrel
primal rapids
lilac gale
#

To say the least they made farms more complicated to min-max lol

inland compass
#

anyone into farming that wants to test my sprinkler chunk theory, see if it expands to beyond my game?

lilac gale
#

I can when I get home

inland compass
#

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

lilac gale
#

I planned to do some gardening today anyways

inland compass
#

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

lilac gale
#

Small scale testing of that could be putting a sprinkler on the edge of the chunk area

inland compass
#

yeah i thought that might also be the case of the crash

lilac gale
#

Wait and see if any drops happen

inland compass
#

an unloaded sprinkler interacting with a loaded chunk

#

or swapped, loaded sprinkler hitting an unloaded chunk

lilac gale
#

It would explain why chunk farming doesn't get impacted at all

inland compass
#

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

pulsar anvil
trim kestrel
# pulsar anvil 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)...

inland compass
#

Not me. I don't try to optimize wood farms

#

I'm old school 4 drills per root lol

pulsar anvil
#

Old school me be doing 1 root 2 drills then wall in between ๐Ÿคฃ

primal rapids
#

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 ๐Ÿคจ

long dagger
#

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

#

.

#

.

trim kestrel
primal rapids
#

or into two separate pieces of lone wood?

trim kestrel
#

๐Ÿคท Or as a special case of the first growth directly connected to the stump...?

#

Anyway, I came to report some fine-grained testing...

long dagger
#

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?

trim kestrel
#

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.

long dagger
#

weird, even the 2x2 desgin grew a bit when i got back on, both werent rly producing last time

trim kestrel
# long dagger Roots can't connect 2 seperate pieces of wood

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?๐Ÿ˜• )

lilac gale
trim kestrel
primal rapids
#

in 0.3 you could at least get lucky with a 4 root growth in a single growth tick?

long dagger
#

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

lilac gale
#

Waste is a non-factor when I swim in resources anyways ๐Ÿ˜‹

primal rapids
#

the top one stopped growing at all ๐Ÿ˜‘ 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 ๐Ÿคทโ€โ™€๏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

trim kestrel
primal rapids
#

I can believe that

trim kestrel
# primal rapids

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.... ๐Ÿ˜ตโ€๐Ÿ’ซ

primal rapids
#

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 ๐Ÿ˜…

trim kestrel
#

Timeless root farm designs. By Mz. ๐Ÿ˜Ž ๐Ÿ˜‰

pulsar anvil
#

So you guys are telling me that battery looking design still wins?

#

Legit sat here reading the entire Convo hahahaa

trim kestrel
#

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.

inland compass
#

yeah check against the chunk grid

#

see if it is like 3.5 chunks

trim kestrel
inland compass
#

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

trim kestrel
inland compass
#

So probably 3 chunk radius

trim kestrel
#

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.

inland compass
#

Is the losing wall bug still present for afk mining?

primal rapids
#

But the trade-off is that you lose the neat self-conveyoring effect ๐Ÿ˜›

primal rapids
trim kestrel
primal rapids
#

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

primal rapids
#

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)

trim kestrel
# primal rapids these are the designs I tested recently, any suggestions on what to test next? (...

That's the issue, right? Next patch, have to re-test everything... ๐Ÿ˜

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?

primal rapids
#

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

trim kestrel
#

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... ๐Ÿค”

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.)

primal rapids
#

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)

long dagger
#

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

inland compass
#

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

long dagger
#

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

inland compass
#

4 is plenty because with the current bug the mobs are perma stunned after the first hit

long dagger
#

They'll definitely patch it and y not have them killed entirely automatic that way

#

Killed by ranged mobs*

inland compass
#

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")

long dagger
#

Fair enough but do u rly need crab drops?

inland compass
#

also fairly certain scholars would kill crabs outside their bubble range

#

i do, i haven't got any

#

need 2 topaz rings at least

long dagger
#

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

inland compass
#

i still don't understand what you are proposing

long dagger
#

I'd personally use crabs as a killing source for a mob farm

inland compass
#

right, but they'll die to scholars, sentries, and shaman

long dagger
#

Hmm

#

The bubbles stay for a while and if u could just keep them shooting before they get hurt then it'd be resolved

inland compass
#

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

long dagger
#

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

inland compass
#

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

long dagger
#

Scholars and blue slimes don't seem important imo

inland compass
#

then have a turn right before entering the tunnel

long dagger
#

Nvm the slimes slime may have a crafting use in a future update

inland compass
#

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

lilac gale
#

scholars are a free source of octarine

short hill
#

octarine farm?

#

without boulders?

long dagger
#

Plus more

#

Mainly from nodes

lilac gale
#

Yea, it's still free though

#

nodes do make it sorta non-factor though I do agree

long dagger
#

Nodes r too op and mob farms aren't worth the trouble atm

#

Need a better way to trash equipment

trail badger
#

mob farms are the only way i have fiber, dont you doubt them

unkempt dust
#

I have sooo much fiber

short hill
#

Also stone cavelings drop mech parts that people love so much

long dagger
#

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

long dagger
trim kestrel
# inland compass Is the losing wall bug still present for afk mining?

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.)

inland compass
#

someone else mentioned not getting xp from those walls too

#

but not losing walls sounds good to me!

trim kestrel
#

You think it might be wall specific, so worth trying good old grass blocks next?

Has anyone confirmed using this method since 0.4?

inland compass
#

i'm losing stone walls ๐Ÿ˜ข

#

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

solemn saffron
inland compass
#

Nah i lost everyone i placed

#

Just like before

trim kestrel
#

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! ๐Ÿคฏ

inland compass
#

burn it all down

#

stack explosive damage and just light it up with big red bombs

trim kestrel
#

Killing them isn't the problem... The problem is time and space make no sense any more...

inland compass
#

it is probably the conveyors pointing at the wall, that was making my larva jump the pit

trim kestrel
#

it definitely seems like a conveyor related issue...

#

or exacerbated one.

inland compass
#

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

trim kestrel
#

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.

inland compass
#

maybe do something like A W A P C

#

A = arm, W = wall, P = pit, C = conveyor

#

hopefully they won't jump that far

trim kestrel
#

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...

inland compass
#

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

long dagger
#

didnt know they can connect like this

ripe lily
trim kestrel
# inland compass maybe do something like A W A P C

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.

trim kestrel
long dagger
#

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

trim kestrel
# long dagger single seed

What....?! ๐Ÿ˜ถ So all roots should just grow bizarre like this all the time, now and we hadn't noticed...?!

long dagger
#

ig so

#

was it possible pre 0.4?

trim kestrel
#

no, lol!

long dagger
trim kestrel
#

Not sure it's useful for a sanity, either.

long dagger
#

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

trim kestrel
#

You can definitely make weird shapes, cos that's a weird shape already...! ๐Ÿ˜œ

long dagger
#

im talking about bigger

trim kestrel
#

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.

trim kestrel
#

Maybe devs saw the guides and changed the system...?

#

gn

long dagger
trim kestrel
#

No, in forgotten ruins, ofc.

long dagger
#

stone bridges?

trim kestrel
#

them

long dagger
#

pretty sure they dont at all

trim kestrel
#

yeah

long dagger
#

my large mob farm has bridges placed for the slime ground

#

which is about a 4th-5th of the farm

trim kestrel
#

and?

long dagger
#

no cavelings spawned on that side

#

i did somehow get the axe weapon from that side somehow

#

i didnt find any destroyed tiles

trim kestrel
#

but they'd all be covered in slime? Or they were bare for a long while during construction, you mean?

long dagger
#

it was a one time caveling drop that i couldnt understand

trim kestrel
#

I'd assume that's just random mob teleportation.

long dagger
#

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

trim kestrel
#

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).

iron scarab
#

Why... please center ๐Ÿ˜„

ripe lily
#

this better be more storage than i ever come close to needing, takes forever to grind everything.

inland compass
#

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

primal rapids
#

Oh right, and the entity cramming glitches make it difficult to have as many crabs in a pile as you want ๐Ÿค”

#

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.

hexed crow
#

something really glitchy when you too far away from mobs

long dagger
inland compass
#

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

sonic lava
#

Iโ€™ll trade the sword and some big mushrooms for blue print of bow

long dagger
#

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

inland compass
#

Yeah i wasn't worried about the bait mob, the hunters/scholars/shamen will shoot at the crabs

long dagger
#

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

primal rapids
#

Do scholars heal normal cavelings/farmers

#

Probably yeah?

primal rapids
#

Patch is out. Kinda wish they had fixed some of the new glitchiness, but it might be a huge effort.

calm pier
#

Morpha fig where

ripe lily
#

22 kills in on new patch, I'll let you know

calm pier
calm pier
#

How many kills it take u

#

Hard world?

hexed crow
iron scarab
#

"Fixed an issue with the talent that makes Anvil items less expensive not working correctly."
Eh-oh ๐Ÿ˜„

hexed crow
iron scarab
#

Ya I reported this issue to them ๐Ÿ˜› Was testing things out and realized items wouldn't craft because you were not getting the crafting discount from materials needed.

inland compass
#

No stun fix in the patch notes

#

Boo

ripe lily
#

No way to auto delete items with either

iron scarab
#

Didn't even realize you couldn't put phantom spark in the trash. Won't let you delete it.

trim kestrel
#

Burry it DEEP! Where no one will ever dind it! ๐Ÿ˜ถ

long dagger
#

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

trim kestrel
#

I'll have to go back to my electronics lab in a bit, I guess.

trim kestrel
trim kestrel
ripe lily
#

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

long dagger
#

weird, this still let out a signal

#

while this didnt

long dagger
ripe lily
#

Yeah, so was it a 1 tick pulse?

long dagger
#

Ye

ripe lily
#

Because that looks like the 1 tick pulse circuit that we use in clocks

long dagger
#

Replaced the electricity sticks with a generator to test those rn

ripe lily
#

Strictly it's a bug, but it's so much more convenient

#

Yeah gen doesn't work

#

Pretty sure

#

Might be in remembering wrong

long dagger
#

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

trim kestrel
ripe lily
#

It's not too bad, with only 1 quarter powered it's running fine on my laptop

long dagger
#

sadly wires arent consistent yet, ran the thing 3 times and it failed once

ripe lily
#

There is a weird bug where 1 of the arms doesn't always grab everything

ripe lily
#

Think it's because it's the only one that isn't fully powered (22 tiles from the gen)

trim kestrel
ripe lily
#

It might be intended, just doesn't strictly adhere to the stated function of those parts

short hill
#

How do I make a sorting system

iron scarab
#

Fungal farm is always this way. Drop always in these rows only. Kind odd.

full pawn
#

how long is this afk?

iron scarab
#

Standing on the core and this farm is the 2nd at the top left

trail badger
#

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

trim kestrel
iron scarab
#

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.

verbal creek
#

I have similar issue about the mushroom farm too in this post

full pawn
#

the lit areas dont have shroom spawn tiles right?

iron scarab
#

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?

iron scarab
#

Its weird how the layering works

verbal creek
#

never seen when they spawn by my eyes so cannot say anything about that

iron scarab
#

slime is put on top of flooring but other spawn floor is below

verbal creek
#

tho in my case, it's on dirt ground and only fungal soil and trap, no other ground/floor

iron scarab
#

Ya must be the dirt that is needed for growth

full pawn
#

yeah im out of ideas, still looks cool

iron scarab
#

Not that I need that

#

Oh ya either way, it still produces so I'll take it ๐Ÿ˜„

verbal creek
#

well mine is all dirt ground, still has the difference item drop rate in north/south side of the farm

iron scarab
#

Ya the other farms are all spread out.

verbal creek
#

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

lilac gale
#

@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 64ร—64 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)

inland compass
#

Yeah i put 4 on a chunk boundary and no issues

#

I have 41 in one chunk with no issues either

lilac gale
#

Yea I did the full 192 or however many it turned out being lol

inland compass
#

Lol!

lilac gale
#

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

trim kestrel
#

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.

lilac gale
#

Hmm

short hill
#

i know you can autofarm mushrooms but can you autofarm any other types of food

trim kestrel
#

Only with scripts.

inland compass
#

And apparently discord doesn't like astrix

short hill
#

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

trim kestrel
#

(Mz may already know...)

short hill
#

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

primal rapids
#

but that's an interesting test for sure

short hill
#

also why do you occasionally get 2 drops a wood a break

primal rapids
#

if you have exact data from the 0.3 versions

short hill
#

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

trim kestrel
trim kestrel
trim kestrel
short hill
#

so i can slap it on my second monitor

trim kestrel
#

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.) ๐Ÿ˜

gusty epoch
#

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.

short hill
#

ok ill do the wood farm test whilst watching a film with my gf

trim kestrel
#

Lol! Scholars try to shoot spike traps after they get hurt by them. Academics, eh? ๐Ÿ˜…

primal rapids
#

!

#

there must be farm design uses for this ๐Ÿ˜

#

especially if projectiles have infinite distance

trim kestrel
#

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"

inland compass
#

Is it the spikes? Mine just randomly shoot off in directions

trim kestrel
#

๐Ÿค” 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.

primal rapids
#

oh :/

gusty epoch
#

Itโ€™s why you need flamethrowers

#

I want one tbh :/

trail badger
#

im in awe.. and i want one as well

lilac gale
trim kestrel
trim kestrel
short hill
#

so thats what the fire guys were shooting at

#

i assumed they saw a slime through a wall

fading nebula
#

so good

short hill
#

i tried to mod because i know unity but i couldnt get it to work

gusty epoch
short hill
gusty epoch
#

I used C# in Unity Explorer to do it

fading nebula
short hill
fading nebula
#

i dont understand it

#

and yt doestn rly

#

help whit modding

short hill
#

i can imagine

#

ask in the modding server

#

ive never modded anything other than terraria so im not very experienced with modding anyway

fading nebula
short hill
#

@trim kestrel after a 1 hour test i got 481 wood from the farm

trim kestrel
#

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.

iron scarab
trim kestrel
#

Core Sentries don't do their ranged attack, though.

iron scarab
#

That's odd. All my farms are full coverage spikes.

trim kestrel
#

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.)

iron scarab
#

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

long dagger
short hill
#

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

trim kestrel
#

Oh, actually, that whole section needs re-writing. Once the devs fix the bugs and I'm sure what's what.

iron scarab
short hill
#

smart

#

i have a small little coral farm but it gets me all the coral i need

iron scarab
#

Nice

short hill
short hill
#

@trim kestrel sorry for ping but i am safe to start the drills i dont want to wait for the seeds to grow

trim kestrel
short hill
#

ive just got mods in the game but im unsure what i want to use

trim kestrel
iron scarab
#

Thought that too but I know nothing about sorters in this game yet. If this was MC then I can sort almost anything ๐Ÿ˜„

trim kestrel
short hill
#

Before I make a large mistake enemies can spawn on bridges as long as there is slime or moss on top of it right

long dagger
#

@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.

long dagger
short hill
#

If it works with slime it should work with moss

gusty epoch
#

Just get the mod that instant charges portals, same thing minus the death

trim kestrel
trim kestrel
long dagger
#

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?

iron scarab
#

Finally

trim kestrel
long dagger
#

So the mob cap range is further than max spawn range?

trim kestrel
long dagger
#

weird...

#

the npc escaped its lil 1x1 cornerless room

long dagger
deft pulsar
deft pulsar
long dagger
#

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

long dagger
#

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

lilac gale
#

Yay bugged ground

inland compass
#

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

long dagger
#

it crashed my game by tping away when i was nearby, i didnt even finish digging up everything but they keep spawning back quickly

short hill
#

how do you teleport back to a bed without dying

gusty epoch
#

You don't afaik, you just die and go back

lilac gale
gusty epoch
#

ahh

trim kestrel
# deft pulsar you make series of small rooms with few mobs in each. with each gate control at ...

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).... ๐Ÿ˜ฎโ€๐Ÿ’จ

trim kestrel
deft pulsar
trim kestrel
#

I've only got 9 fungal ground and am currently unclear on their spawn mechanics.

iron scarab
#

I have some extra if you need.

trim kestrel
gusty epoch
#

I mean

#

it's in the name, basically unteachable

trim kestrel
# iron scarab I have some extra if you need.

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.

gusty epoch
#

which makes sense

#

I haven't got much sleep lately lmao

trim kestrel
gusty epoch
#

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

iron scarab
#

Odd.. Removed these 3 bridge blocks and 3 unbreakable walls appeared.

gusty epoch
#

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

hexed crow
gusty epoch
#

strange lol

inland compass
gusty epoch
#

I had it happen when I cleared my dirt biome all in one go lmao

trim kestrel
inland compass
#

Lol that would be interesting

long dagger
#

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

lilac gale
#

I'm surprised it still happens

long dagger
#

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

trim kestrel
# long dagger pretty sure i made this design first but dunno if anyone else tried taking the c...

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...

โ–ถ Play video
long dagger
#

i worked off from that design from another video and made it compact with chests on both sides

trim kestrel
#

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.