#Core Keeper University

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inland compass
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Grass wall on a coral bridge for me

trim kestrel
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I posted a gif the other day:

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It's not crazy OP. But lets one (skill) farm mobs with ranged attacks.

inland compass
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Yeah if you had a giant mold or higher farm, great for vitality farming

trim kestrel
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With tentacle (especially), sure. It's the melee and ranged I still need to finish levelling. Because one-shotting all these spawn test mobs gives me no xp, apparently.

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I think one could probably get 3 or so mobs within fist range...

inland compass
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I couldn't get a good ranged setup with a grubzooka

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I was only hitting lile 4-5 at a time and you need something like 8+ to match the blowpipe

trim kestrel
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grubzooka wears out so fast, for AFK skill farming. Need a lot of them. ๐Ÿ˜•

Oh, have you made the direct comparison? Or done the math? I wondered about vs blow pipe.

inland compass
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Just mathing.

trim kestrel
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But that also comes down to if the pipe kills the mobs faster too, right?

inland compass
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Right, so what i did was made a conveyor loop firing at a line of blue slimes

trim kestrel
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Like, what's the conditions to get no XP? Is it damage stat based? Or non-fatal hits?

trim kestrel
inland compass
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Never killed one with the blowpipe but i didn't run it overnight

trim kestrel
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They can tank poison, too...? They stronk.

inland compass
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Yeah i was surprised. But I'm also on hard mode

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So on average it is less damage than a tin spike trap which apparently doesn't kill

trim kestrel
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Mmm. Can anything reliably tank 1 second of hits from the legendary bow?

inland compass
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I should loop the slimes in the opposite direction so that they get hit even less

trim kestrel
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One could aim across the corner of a conveyor loop, single tile, so as to hit each mob for the minimum time...

inland compass
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Hmm so stay still and aim at the very edge

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Makes repairs easier

trim kestrel
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But then, I guess. Once you have the ultimate ranged weapon, is there any real need to skill farm further...?

inland compass
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Helps with hp, through vitality

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Need all the skill points!

trim kestrel
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Well, I guess that's it ultimatey.

trim kestrel
inland compass
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No idea. Probably need to drop a scepter on a fresh character and see if they can 1 shot a slime

trim kestrel
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Much testing needed. Right...

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Lol! CLICK FOR DIRECTIONS YOU IDIOTS! heh.

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Could add a refresh map button, pretty please?

And have it zoom back into the same part of the map one was already looking at....? ๐Ÿฅบ ๐Ÿ˜…

primal rapids
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Could add a refresh map button
what would it do?
And have it zoom back into the same part of the map one was already looking at
if this is a bug report, then yeah, it could be made so that it centers the core only once

inland compass
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And i think he wants it to reload the same file and keep the panzoom position

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Might be a little tricky since the image dimensions may change between refresh

trim kestrel
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Just a quick reload button would be big, for a start. ๐Ÿ˜‰

primal rapids
inland compass
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I'll look into the refresh button

primal rapids
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with the FileSystem API?

inland compass
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I'll have to see what it can do

primal rapids
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I've been thinking about the FileSystem API, because I want what Zero wants too, but I just want it to auto-update on my other monitor

inland compass
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I'm guessing the browser won't let me reuse the picked file object over and over again

primal rapids
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nope, not without the new api

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firefox and brave devs (for example) consider it a security and privacy risk, chrome devs don't care so it's possible in chrome

trim kestrel
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Oic. That's very limiting...

inland compass
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I can always port it to nodejs and have it serve the map image using express, but then you'd have to download something

primal rapids
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I'm willing to use another browser to have it auto-update ๐Ÿ˜„

trim kestrel
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You can't like, copy the directory location to an on-screen text box or something to reuse it? Or is it a permission thing, for accessing files? I should stay out of this...

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Anyway. It looks like boulder highlighting doesn't work...?

primal rapids
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is it old gold or new gold?

inland compass
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That's the problem, it is a security risk to allow browsers to randomly access your hard drive

trim kestrel
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k

inland compass
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Boulders isn't working

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On the todo list, check out the link in the legend

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It is one of the issues i have on github

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Coordinates is the other one

trim kestrel
primal rapids
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ah, alright

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mind if I add ruler to the issues?

inland compass
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Go for it

trim kestrel
inland compass
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I was thinking of adding it to the bottom left as its own

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But that was more effort lol

trim kestrel
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I was looking in the top left panel first, as thought I'd missed it like the "See Sea POIs"

primal rapids
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also, if the panning after reload needs fixing, I can do that (and I could look into the filesystem API too if needed)

trim kestrel
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Did I do it right...? ๐Ÿ˜ฌ

inland compass
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yup! much better than Mz's ๐Ÿ˜„

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Mz has like 5 requests in one issue :-p

primal rapids
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hey, only like 3 I think ๐Ÿ˜ want me to split it into different issues?

inland compass
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lol nah

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just reminds me of work when people ask for "1" thing

trim kestrel
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Thanks. Someone commented on the Steam guide to say the same thing, actually. (Day after I spent 2 hours of focused energy updating all the graphics and art item, etc. ๐Ÿ˜ฎโ€๐Ÿ’จ )

What it looks like it might be, is that copper may appear within the clay caves, but only inside of Ghorm's orbit spawn spot radius. (Anyone with a counter-example?)

At least, it seems extremely rare. So it would be another * note. That I'll just add to the written part of the guide, for now, I think.

Photoshop colour keyed search for copper nodes found just one example, in my world:

solemn saffron
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@trim kestrel i know i don't get any use from the outer row of root i used them at start of the farm for helping them grow faster, and leaved them there because the road on both side was 5-3 block ๐Ÿ˜†

forest lodge
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the second pic I sent you was on the edge by the green wall. I have seen copper in clay frequently, but then again, I thought tin in stone was common too until we talked about it. I'll keep track as I strip mine my clay (I need tin right now anyway) and tell you how many per world I find.

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I will also say that copper in dirt is variable, too. One world had 1 node, another had 6 nodes.

trim kestrel
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Unlike mold vs mold, preliminary result seems to indicate that there is no spawn blocking of lush moss cavelings by a very large accumulation of mold mobs!

Which is possibly quite useful for mob farm design. Suggesting alternating spawn types could increase throughput...

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A 5x6 area of stone moss, again, spawned no brutes.

At 5x5, yesterday, it spawned no shamans, either.

So, if one wants to avoid the more problematic mobs, but still farms gems and cogs, then multiple smaller spawn areas may well be very helpful for you.

I don't know when the game considers spawn tile areas join up. If they must be contiguous, or just a certain number within a given radius, for example. Will take a lot of testing to chart the boundary of that! (Help appreciated.)

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I was wrong about part of this yesterday: lit floor does block stone moss caveling spawns.

As well as mold and larva. But not orange slimes.

I had missed 1 lit floor tile in a 10x6 area of stone moss, and yet 4 caveling miners spawned (about 1/3 of the expected spawn rate).

So, that makes me wonder about the algorithm. Maybe it doesn't (just) pick a random map tile to try to spawn a mob on. But, more like, looks at a small area to see if there are any spawn surfaces.

Something like this would fit with the no brutes observation.

primal rapids
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@inland compass I made a fix for the panzoom so that it always stays in the same position regardless of map size, when re-selecting a file. Do you have anything to push before I push? If you didn't want to mess with git conflicts

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oof, with zoom in + map size change it doesn't work yet though ๐Ÿ˜ž EDIT: that's fixed now

trim kestrel
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Other results:

โ€ข Lush moss cavelings do seem to get the 50% spawn rate bonus in the Sea biome (above rate in neutral biome). Like urban caveling do.

โ€ข However, stone moss (ruins) cavelings don't seem to get the 50% boost in the sea area (contrary to my expectations). ๐Ÿ˜•

โ€ข Orange slimes only saw a ~20% increased spawn rate in the sea biome (vs neutral). Possibly not statistically significant, but reproduced twice. Unlike purple slimes 2x rate.

โ€ข Larva saw a 50% higher spawn rate in clay caves vs ruins. Sea biome rate was too uncertain, but possibly 20% up, like orange slime.

โ€ข Mold saw identical spawn rate in the sea area as in neutral biome.

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My data collection spreadsheet is here, if anyone wants to go cross eyed with the number grids: https://docs.google.com/spreadsheets/d/1Pv1QbV4y5y6tWrhlpFFx4DCL8P5GhH6MbQkNWm0WLfw/edit?usp=sharing

primal rapids
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๐Ÿ˜ฎ official modding channel

primal rapids
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@trim kestrel if you want to try and break it โ˜๏ธ that's a version of maptool that keeps the pan position when re-selecting the map file (it's the maptool.html, you can open that in browser)

trim kestrel
trim kestrel
trim kestrel
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Do the colours on this look good to all of you? Before I start in on the BIG ONE.

iron scarab
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Nothing overshadows anything else for me.

trim kestrel
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OK. So here's the first full draft of the version 2 cooking cheat sheet(s):

Thoughts? Errors? Nit-picks?

inland compass
lilac gale
trim kestrel
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Yes, or course. Explaining rarity is (going to be) a whole other complex guide section, now I've figured it out. ๐Ÿ˜ฎโ€๐Ÿ’จ

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Do we think the "notes" section should go under the main sheet, or fits better like this?

lilac gale
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Your percentages for the master chef with rare and epic are buff increases yes?

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The 25 or 50%

trim kestrel
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Yeah. All stats on food increased by 25% (rare) or 50% (epic). Is that clear?

lilac gale
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It is, just took me a second

trim kestrel
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The most notable changes, I've seen here are:

(1) Fish catch chances have been moved closer to the middle of the probability range. Rare fish much more likely to catch.

(2) New crit damage buff from silver dart.

(3) Bloat Oats have huge health regen, making Azure Feather fish redundant (except for potion making).

(4) Golden oats have new (10%) reduce food drain when running buff.

lilac gale
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The azure do need something else going for them, cause they're definitely not helpful anymore.

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And wdym for potion making, am I missing something? Lol

trim kestrel
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And if anyone fancies fixing a detail in the wikizet page on cooking, for me (as my IP is supposedly blocked), Golden Pinegrapple should have 5 minute duration on melee attack speed buff: https://corekeeper.wikizet.com/en/Cooking

But it seems otherwise up to date (good stuff from that team).

trim kestrel
lilac gale
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Fish are?

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Oh so they are

trim kestrel
lilac gale
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Literally never made one

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TiL

trim kestrel
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๐Ÿ˜ฎ ๐Ÿคฏ

lilac gale
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You get them so frequently from cities I never made any lol

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And the 30s of buff wasn't ever worthwhile to me

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Interesting though that it uses a fish instead of a plant

trim kestrel
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Mold dungeons?

lilac gale
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Mold gives them too yea

trim kestrel
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Oh, both.

lilac gale
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City pots give them a ton though

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Same with every other potion, including the large healing ones

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So I've not needed to make pots lol

inland compass
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here's your buddy spawned next to a bridge

long dagger
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They have a low chance of spawning in open water, wouldn't be surprising if one spawned by a bridge

sudden robin
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Has anyone tested if you put normal/mold/acid water in the ocean, will tentacles spawn? (like as a small fishing area)

unkempt dust
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the normal water in my mega city (which is now my base out there) hasn't had any tentacles spawn in it. It's one of those places where it's a sample of the azeos wilderness. It might be chance that it hasn't spawned tentacles, but it's been a really long time with none

unkempt dust
deft pulsar
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tentacle spawned in whirlpool dont attack you ๐Ÿ˜„

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Is conveyor block crab from spawning?

inland compass
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they do not

trim kestrel
inland compass
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i just ended up bridging everything over lol

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anyone have an updated pixel color list?

trim kestrel
inland compass
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i don't think they spawn with the cheese spot

deft pulsar
trim kestrel
inland compass
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boulder highlight added if you didn't see

long dagger
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I've been slowly working on the perimeter, got a friend to help out luckily

trim kestrel
inland compass
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ah non hardmode mobs, how i miss thee

long dagger
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removed the obsidian ground patches

trim kestrel
trim kestrel
inland compass
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yes it will identify 2x2 clumps of ore as a boulder

inland compass
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I added the large jellyfish, i thought someone mentioned they dropped something

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so i figured why not

trim kestrel
trim kestrel
inland compass
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tough!

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put a few drills on those jellyfish

trim kestrel
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I will! ๐Ÿ˜†

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So, did you manage to get automatic map updating working too?! ๐Ÿ˜ฎ

(As well as map re-centring.)

How'd you accomplish that, then?

inland compass
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so my mob farm got broken last night, something killed my first few tentacles then the brutes started attacking and breaking

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took forever to get the tentacles to spawn in the right place and get everything up and running

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working on the auto updating now

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Mz did some updates to the zoom/pan stuff last night

trim kestrel
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Oh, what does the "monitor map" button currently do?

inland compass
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asks for a file

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๐Ÿ˜„

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then probably throws a few dozen javascript errors

trim kestrel
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Ah. So 'nothing', right now. Cool.

inland compass
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i just have the file transfer tool syncing with my local directory

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so as i'm coding it updates the files on the server

trim kestrel
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Prototyping straight to live?!

inland compass
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code dangerously! debug on live

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well F me

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worked on the first shot

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that almost never happens lol, give the monitor a test

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takes 10 seconds to load first, going to fix that now

gusty epoch
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I just stay in Debug, it's cozy and warm

inland compass
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lol

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i even have a github and issues!

gusty epoch
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Neat, I don't even know how to use git ๐Ÿคฃ

inland compass
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I can barely use it, Mz and I coordinate so that we don't have conflicts

gusty epoch
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I've been meaning to selfhost a git thingy and then learn it but time

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and also I moved and left a ton of stuff behind lol

inland compass
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i've just heard horror stories of branch merges going horribly wrong and breaking everything

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one of these days i need to go through the nginx log and see how many hits my site actually gets

gusty epoch
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Would be cool to see

steep pagoda
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I only ban people who insert gibberish or vandalize ๐Ÿค” do you mind telling me in DM your IP so I can check?

trim kestrel
# steep pagoda thanks, I've fixed it

Ohai. So you're a regular wiki editor? Hello. ๐Ÿ‘‹

The IP it's stating isn't even mine. (And I didn't think I was using a VPN or anything with FIreFox.)

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Hang on a sec...

primal rapids
inland compass
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Just have to hit m every so often

primal rapids
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by the way, if you're still looking for the colors, I got them last time by searching for TileTypeColorTable in unity explorer's object search, I copied them by hand because I suck, but you might be able to write a mod that just lists them for you

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I think I went through TileTypeColorTable.tileSetColors

forest lodge
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@trim kestrel If you want me to, I can track what nodes on which biome (according to the map view) and how many as I do the rest of my worlds. I have 3 that are untouched in mining so far.

trim kestrel
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By all means, take a quick grab of your (explored) map(s), with specific nodes highlighted. And post here. But unless you spot a radical departure from "copper is rarely found in the clay biome", then don't worry. Thanks. ๐Ÿ‘

forest lodge
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kk

trim kestrel
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OK, I've updated my Cooking cheat sheets guide with the new graphics and tweaked all the wording: https://steamcommunity.com/sharedfiles/filedetails/?id=2797638499

I still want to add a more nuanced (a very involved) graphic to explain the golden veg rarity interaction better, though...

Don't worry if you feel overwhelmed by the thousands of dishes with unique sets of buff values! This all inclusive overview will help you understand, at a glance, what ingredients will be best for you

trim kestrel
deft pulsar
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one of each, so far so good but you need to prime the crabs first. about 4 would be sustantable since they can kill mobs almost instantly and have sometime to heal/regen

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been 1 day and all good. if some accidently die. the crab will be able to respawn and refill

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1 strip of mold to take the damages from range attack. work as the shield

trim kestrel
deft pulsar
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havent build them yet but slime are easy can be kill by spike

trim kestrel
deft pulsar
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yeh and sometime stunt

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this 2 sentries stunt 90% of mob passing by them

trim kestrel
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Right. But you don't rely on the perma-stun bug, like craigins. ๐Ÿ™‚

deft pulsar
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no, they work good even without any stunt

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the mold also draw bubble to them and work as constant reloading for the crab as well. but sometime they all die ๐Ÿ˜„ luckily they spawn very fast so that is not much of issue yet

winged knot
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So, coral grows faster than normal wood it seems.

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or maybe normal wood is reduced when grown together?

bitter viper
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whats that

gusty epoch
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A bug

trim kestrel
winged knot
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exactly the same, just mirrored.

trim kestrel
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Works in Chrome, miraculously fast.

trim kestrel
winged knot
trim kestrel
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There has been a bug where some of the stumps will just stop growing, seemingly. I don't think that's been fixed. (Certainly no patch notes on it.)

inland compass
rich belfry
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Im about to do a test of the wood per hour for my farm. its small, only 1 row for coral planks, 1 row for coral wood, 1 for normal wood and 1 for wooden planks. But I am curious how much it produces

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this is my farm. its off right now. I removed all the power so I could prep for the test.

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Im going to wait for all the spots to fill, so that they all break at once and all the wood is on a fresh timer

winged knot
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that can also change the outcome because iirc wood all connected like mine, vs separated like yours behave differently.

rich belfry
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Im curious to see how the different designs compare too. which is more efficient. separated or connected

winged knot
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iirc connected is, because it increases the random tick chance for them to grow and the number of ends it can grow from.

rich belfry
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I know a lot of you guys have been doing a lot more testing than I have

winged knot
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I have been working more on this tbh lmfao

rich belfry
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wow what are you doing here?

winged knot
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to which, this is what it looks like zoomed in.

trim kestrel
winged knot
rich belfry
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ok thats neat. for what purpose?

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whats your goal?

winged knot
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to reveal/ let me rebuild the map, and to just geo it all off.

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it is purely just to help me build mega structures etc..

rich belfry
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ok. sounds fun

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do you have any mega structures in mind?

trim kestrel
trim kestrel
winged knot
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or each stump has it's own timer to grow?

inland compass
rich belfry
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I'll definitely let you know how it goes Zero

rancid tiger
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Anyone figured out optimal craftingworkstation setup yet?

rich belfry
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this is my setup

rancid tiger
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Neat and tidy

rich belfry
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this is inside the chest

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I swap out the repair bench with other benches when I want to craft something else

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so I dont have to move the items. just the table

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my crafting room is my oldest building. I've replaced the walls and rearranged a few times, but those floors are the first ones I placed. ๐Ÿ˜›

rich belfry
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after 1 hour: 90 wood. 95 coral wood. 183 planks. 243 coral planks.

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The farm had 9 wood spots, 9 coral spots, 19 planks and 19 coral planks spots

trim kestrel
trim kestrel
# rancid tiger Anyone figured out optimal craftingworkstation setup yet?

There's definitely not one design. It depends how you work, what stage of the game you're at and how much of each thing you do.

This is mine, where I can come back, dump all my stuff from where-ever, repair my gear, craft pretty much anything without grabbing resources.

Moved my anvils into archive storage, cos there no use after initial crafting, etc.

NPCs on hand to buy/sell.

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I Kinda setup my cooking pots hoping devs would add pulling from chests to them, too. (By clicking dishes, I guess...)

rancid tiger
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This is my current setup, still farming more chests and fixing the lights

rancid tiger
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Golden chests on the right works as dump chest. Just put everything there and the sorter on the left will handle it

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either golden chest works since it loops on behind walls further to left

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all hidden in the darkness

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i wish workbenches would work diagonally from chests too

trim kestrel
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Yeah, it's awkward having just one workbench on the ends, which is why I ditched mine. To walk around more smoothly.

Where do you cook?

rancid tiger
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i will have designated farming area to right of portal with house for one of the npc's and "kitchen". Since you usually never do any of the cooking one by one everytime you visit base, you do them in bulks

rich belfry
rancid tiger
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Most of the ores are already smelted anyways so no need for anything bigger or fancy ๐Ÿ˜„

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Something like this

trim kestrel
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.
Does anyone happen to be able to (png) screenshot an "***Epic *Hearty Tulip Salad" for me, please? For an info-graphic I'm making.

As a single item in an inventory slot (without pointer over it) and the whole of the description listing the buffs too. (So 2 pics, I guess.) ๐Ÿ™‚

Edit: wait... I'm thinking there's 2 different types of "Epic Hearty Tulip Salad"... And seing both would be half the point.... ๐Ÿ˜ตโ€๐Ÿ’ซ (So don't worry about it., I guess)

rancid tiger
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Sure, that's why i have the storage sorter on the left to have some food there always if i really want/need something to make quick, just not big bulks how it normally goes.

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is there a way to speed up Azeos/Awakened Azeos respawn?
Save and quitting doesnt seem to do anything

trim kestrel
rancid tiger
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respawn is 5mins or so it feels like, havent actually timed it. also rip, got 15 golden eggs to go through

trim kestrel
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Time to get fishy! Or, I suppose, do anything else, if you have teleporters...

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So, I did some spawn rate testing for a couple hours in the dirt biome near the core (while I was farming and cooking and stuff)...

โ€ข Urban moss cavelings had the exact same spawn rate as in the neutral biome near the sea (50% higher in the sea). But...

โ€ข Purple slimes had the same spawn rate as they did in the wilderness or sea, which is consistently double what I measured in the neutral biome near the outer biomes.

โ€ข Orange Slimes had half the spawn rate of sea and neutral near the sea. Which might warrant a repeat check. Although, it makes sense to me that it would be low near the core, because of them being there early game.

โ€ข Stone moss cavelings had over 50% higher spawn rate than in either sea or ruins biomes. They went a bit bananas with miners, for some reason. But no brutes. Which I think's just luck, cos I had one near the core before. ๐Ÿ˜ตโ€๐Ÿ’ซ

In other tests I was AFK, so I might try repeating these while standing still, tomorrow.

crisp goblet
inland compass
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do mold tentacles need at least a 5x5 to spawn?

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i have one section that refuses to spawn a tentacle ๐Ÿ˜ฆ

long dagger
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There needs to be enough mold ground around and they can still spawn in an isolated 1x1 section if enough mold ground is present

inland compass
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soo annoying, over 12 hours and they haven't spawned on like a 12x4 strip, i keep clearing it of mold boys

inland compass
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sea tentacles in mold water in sea biome?

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or just part of prefab spawn?

deft pulsar
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kill them and try to afk for few hours ( block yourself with walls and left overnight)

deft pulsar
inland compass
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More sprinkler data points

lilac gale
trim kestrel
trim kestrel
inland compass
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Mold water in a prefab room in a city

trim kestrel
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Oh, is that a sea dungeon? Ah.

inland compass
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Just weird that they'd spawn them in like that

trim kestrel
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Fun.

trim kestrel
inland compass
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May not be an easy fix, and it can take time to reproduce

gusty epoch
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They probably have a hotfix release date scheduled. Fix everything that pops up until then and then ship

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plus the testing to make sure it works

lilac gale
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If they are mostly based from there I wouldn't be surprised if this is the case

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It does appear that the company is based out of Sweden based off a short Google search

trim kestrel
lilac gale
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Yep yep lol

deft pulsar
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it seem to be the case. Just did a quick google search and it seem that they really take the whole July off for summer holliday ๐Ÿ˜ฆ

trim kestrel
solemn saffron
trim kestrel
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Lol. No chance. It's super-focused on the slime AI. But that's 3 mob types right there...

Maybe one could come up with similar tricks tailored to each mob AI. Then sort the mobs into those killing areas.

E.g. Someone on the Reddit (I think yesterday) mentioned starting cavelings off with a tile of blue slime, so they can't help but slid through a series of spikes. I've not tested that myself yet.

solemn saffron
trim kestrel
# trim kestrel

I just went back and did the maths on this inter-mob spawn blocking range test...

Not only did the infected ~100 cavelings not block any lush moss cavelings spawning in this adjacent series of eight 1x10 tile slots... Their (per tile) spawn rate was actually higher than in the wilderness!

Lush moss in Wilderness or Sea is ~50% more than in nearby neutral biome. These slots (in the ruins) were ~100% faster.

So, needs a bunch more testing. But I'm thinking divided spawn surfaces could be substantially more effective for maximising per-tile mob output. ๐Ÿค”

trim kestrel
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With stone moss cavelings in the core dirt biome, horizontal stripes of spawn surface produces only miners (no shamans or problematic brutes at all)! Perfect for farming cogs, gems & shards.

And this gives a per-moss tile spawn rate ~250% higher than solid covered 10x10s in ruins or sea biome! Not quite double my dirt inner biome rate with blanket coverage. So that probably still gives a marginal advantage if space efficiency is the only consideration.

Vertical stripes seems to give proportionately more shamans and brutes than normal, but had a lousy overall rate of just over 1/3 that of horizontal (1 tile wide) stripes. About the same per-moss-tile rate as blanket coverage in ruins/sea.

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I'm swapping which chamber has which stripe pattern, for the repeat test.

Urban moss in a 1-tile chequer board pattern had the same per-tile spawn rate. (A consistent 8 mobs per hour per 100 tiles, in dirt.)

long dagger
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I think cavelings and infected cavelings spawn in groups, prob y they spawn faster

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Blocking out shamans and brutes would prob increase it a whole lot more for better farming for cogs and crystals

trim kestrel
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This is very optimal for that, yeah.

trim kestrel
# long dagger I think cavelings and infected cavelings spawn in groups, prob y they spawn fast...

There's definitely group spawning, yeah. If the spawn surface pattern choses the type, grouping & number of mobs, then that could explain this.

But I need to run a mob-by-mob timing analysis, to see what the spawning pattern is. Like I did with roots. See if there's a consistent cadence. I've got a bunch of these recorded. So it could just be data crunching (which is very time consuming).

trim kestrel
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Horizontally striping orange slime with pink doubled the per-tile spawn rate of the orange. While only slightly decreasing that of pink. (In dirt biome near core.)

So, alternating compatible mob types may be very promising for a combination of space and per-tile efficiency.

long dagger
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decided to hire ghorm for removing some obsidian walls

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sadly the agro is short

floral tendon
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@trim kestrel have you tested anything related to the cavelings' "backup" or "raiding party" mechanic?

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I've seen some funny behaviors lately, like a dozen different cavelings spawning suddenly on a single tile on screen with no spawner tiles

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as well as some of my turret scholars getting "stolen"

long dagger
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They prob changed where raiding parties can spawn, I'm guessing the cavelings that spawned in the void/water were originally from them

proper coral
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any linux nerds know the default path for saves?

ripe lily
lilac gale
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Might add this to your directions @inland compass

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You react as I @ mb ๐Ÿ™ƒ

inland compass
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I'll add it to the todo

lilac gale
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Ok I disappear now, the drinks are getting to me and I'm sleepy. Have a good rest of the day y'all โœŒ๏ธ

ripe lily
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i can't guarantee that that is the correct route for all linux distros and all steam installs but that was it for the default steam app on Fedora 36

proper coral
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ubuntu 20.04 iirc

ripe lily
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go to steam

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go to the library

proper coral
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local files?

ripe lily
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the actual app

proper coral
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right

ripe lily
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go settings > manage > browse local files

proper coral
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i tried steam > core keeper > properties > local files

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there dont appear to be any saves there though

ripe lily
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then go up 3 levels to Steam

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then go userdata

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then your steam id something like 429153567

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then go to /1621690/remote/worlds

proper coral
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1621690?

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ahhh nice

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so for me

ripe lily
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1621690 should be the steam game id code

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i think

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might be different for different people

proper coral
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.steam/steam/userdata/<user-id>/1621690/remote
or
.local/share/steam/userdata/<user-id>/1621690/remote

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it is the id code, i saw that number earlier but just couldnt find the user data

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nicely done and thank you!

ripe lily
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no worries

inland compass
proper coral
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yeah

trim kestrel
long dagger
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It didn't spawn for u in ur stone biome?

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If not then it'll prob spawn in the wilderness

trim kestrel
trim kestrel
# floral tendon <@135482054912507904> have you tested anything related to the cavelings' "backup...

Indirectly. Every time I clear out a ruins natural spawn area I get a raiding party appear and chase me. Never any other time.

I've started thinking of them as the Caveling Avengers. Out for vengeance, after a genocide. I've never seen a bigger party than 3 miners 1 shaman, though. So maybe I don't kill as many as Frost, yet.

Yesterday, I had one spawn, I think, from a stone moss spawn chamber, and follow me to a larva spawn chamber, across a route of bridged collection conveyors that I'd not sealed off behind me.

Never usually haopens, with clearing the test spawns, because I seal off their route from the spawn chambers straight afterwards. Like, they can't spawn just anywhere.

trim kestrel
trim kestrel
long dagger
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I think I've only seen stone mobs in the void, I can't recall seeing anyone else sharing pics of other mobs there

long dagger
trim kestrel
trim kestrel
floral tendon
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it's pretty bizarre

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i've seen a group of shamans, scholars, and moldings expand out from a single tile right in front of my face

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this is in the clay biome too

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so nowhere near any natural spawn biome

trim kestrel
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Oh, and remember seeing a crab swimming too, I think. (Should dig for a screenshot, but i have a lot and won't be able to tell from thumbnail.) But i'be seen less of that weirdness, lately, as I say.

trim kestrel
floral tendon
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hmmm possibly

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there were none left though

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so it's not like they were stuck on a single spot

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they just appeared

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i had just cleared out all the mobs there

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later i checked my scholar platform and they were all gone save for a couple ๐Ÿฅฒ

long dagger
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Does anyone know if they spawn back in the void/water after the area has been loaded once again

trim kestrel
# floral tendon hmmm possibly

If conveyor is long, or rather, goes beyond load-in range, the mobs are treated a items, so can be deposited into a void tile, or into a wall.

But then, someone posted a pic of a huge swarm of crabs, a couple weeks back (on reddit?) that I doubt was conveyor related.

floral tendon
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yeah i know about the former

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i've been struggling with that behavior for months ๐Ÿฅฒ

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and it's only gotten worse

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but yeah, it wasn't that this time, cause there was plenty of perfectly valid space

trim kestrel
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Months...? I thought this was since the infinite range automation update in 0.4.... ๐Ÿ˜ตโ€๐Ÿ’ซ

floral tendon
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that's when it got worse lol

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it's related to the old behavior of mobs teleporting thru stuff

trim kestrel
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They'll jump over one tile, if stranded.

floral tendon
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i don't think stranded, but if it's crowded

trim kestrel
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And, i guess the conveyors kinda already went over 200 tiles, a bit, sonetimes. From @primal rapids's testing. So makes sense that it happened before 0.4. Before I was messing about with kobs on conveyors, really.

floral tendon
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nowadays even wild mobs will just teleport thru fences ๐Ÿ˜”

trim kestrel
floral tendon
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no conveyor setup, just maybe a gate

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makes them mighty useless now

trim kestrel
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There's also the bug with closed doors and gates losing their collider, once off screen for a bit.

floral tendon
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ah yeah

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i wonder if that's related

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but anyway that's a separate issue, i was mainly wondering if you'd observed weird caveling group spawns during your testing

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mob mechanics are such a headache in this game lol

long dagger
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It's odd, I don't think conveyors have much of an effect, atleast not for them spawning in walls which I found happen a few times

trim kestrel
long dagger
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My mob farm has moldlings phase through over the void but the cavelings sit still on their side since it's blocked off

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Walled off*

floral tendon
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they definitely do, trying to push drops into a gap tile is a pretty bad idea now

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especially since i have a suspicion that mobs don't correctly fight each other off screen

long dagger
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I don't have the conveyors pushing them directly into a wall or void tho

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Just into a 2 by 3 spike pile

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Then walls/void

floral tendon
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yeah generally those are fine

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but it's hard to automate pickups

long dagger
floral tendon
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it's so bad now

floral tendon
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something is being shortcut or optimized away

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had a thought maybe the "raiding party" mechanic happens for other mob kills too, so they're being teleported past the kill room

trim kestrel
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Past 200 tiles from you, they all become inert items (on conveyors).

But, in my spike trap loading range test, hunters were still agro-ing (on the trap and shooting from 105 tiles away.

floral tendon
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yeah but the crabs aren't on conveyers

trim kestrel
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Nor the shamans?

floral tendon
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the shamans are

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along with the other cavelings anyway

trim kestrel
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I mean, we've all seen the carnage left over from cavelings going ham vs slimes. Out of sight. So fights should work...

The only optimisation I know for sure is no rendering, off screen.

It would make a lot of sense if physics collisions were turned down, in fidelity. But I'm not sure there's good evidence of that, even...?

floral tendon
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yeah that's why i'm confused

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something happens for sure

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i just can't figure out why it's leaking

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it wouldn't even be that big a problem if brutes didn't blow up everything ๐Ÿ˜‚

long dagger
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I found a brute and 2/3 cavelings in a wide void area, there's no conveyors nor mobs to make them move there by any chance, they weren't grouped but spaced by about 2 tiles from eachother

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There may be more causes for this

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Which adds more confusion

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Would be nice if they find the cause and fix it

trim kestrel
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The mob teleport is maybe random and defies clear explanation. But could be triggered, or just coincide with, those mobs having been glitch stacked by conveyors, elsewhere. Is my thinking.

solemn saffron
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I would like to be able to collect and filter objects from the farm but I can't because the game treats mobs as objects and so if I go further than even a chunk, โ˜น๏ธ the whole sorting system is destroyed, the only solution is to get them with the magnet ring and store them by hand.

long dagger
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Items can be grabbed with m arms while they fly towards the player but won't work if it's pulsed, prob best to just fill ur inv, set a keybind for dropping item to world and have a script for holding that button and clicking on an item slot

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To make it even more simple for the script, u could bind a keybind on the mouse for dropping items, hold that button then power off ur mouse and it may work for keeping it on, then just have the script click every second or less

trim kestrel
long dagger
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M arms grabbing items flying at the player?

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I don't think it got removed after the 0.4 update but it won't work with the arm getting pulsed

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Unless if it's on for a few tics longer then maybe

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I'll get on in prob 20 min

trim kestrel
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OK. Thanks. ๐Ÿ™‚

solemn saffron
trim kestrel
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Oh, I didn't realise that large larva attack (orange) slimes. But small don't. I kinda thought Ghorm united the clans, as king of both...

long dagger
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i found out about it prob from my wood farm back then since id run into items then past the arm and it would grab one when it flew at me

trim kestrel
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Ok, cool. Shame. Maybe they considered it unintended and more likely to be annoying for most cases (of didn't even notice, with the automation optimisations).

proper coral
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i want to start building a large permanent mob grinder. i have been scanning this discord about the mechanics but there's a lot going on here. any suggestions on a design that ill be happy with?

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just normal mode first world of core keeper

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oh to be clear ive got 999 stacks of all ores etc, beat up through azeos

long dagger
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For an efficient design (based off what I think) the farm doesn't need to be big, just a perimeter needs to be made to prevent nearby spawns so the spawn cap doesn't get filled outside the farm

proper coral
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true so if i were to clear out a radius of 215 and build all my farms in there, that would be all the spawns if standing in the center?

long dagger
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Im not certain since I don't think it's been tested to that extent. Even tho @trim kestrel tested many things I don't think he set a perimeter up

inland compass
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i thought he wasn't sold on spawn caps yet

long dagger
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I think he set it for spawn range

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But there definitely is some large range spawn cap going on

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Prob won't be easy to figure out

proper coral
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oh wait radius 215 lmao

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thats a huge circle

long dagger
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A perimeter should still help

long dagger
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I'm clearing out my stone biome

proper coral
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phew

long dagger
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May do the clay biome as well, that one would be quicker since it's not the ground tiles that spawn but the shell thing instead which I can't remember the name of

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Plus u can just till it with a 3x3 scarlet hoe

inland compass
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yeah you can use the map tool and do a user defined radius of 215 if you are building around the core

proper coral
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good way to increase mining skill i guess lol

trim kestrel
# long dagger For an efficient design (based off what I think) the farm doesn't need to be big...

I'm definitely coming down on the side of not doing this. I think it would be an enormous waste of time for most players. Sorry. ๐Ÿ˜…

The spawn rates I've measured have been far too consistent, across too many settings for long range 'mob caps' to be a factor affecting small to modestly big farms.

I don't know if it could become a thing, when your farm is big enough to have multiple thousands of mobs alive in it simultaneously... If you can show some change of throughput, in your mega-farm, I'd be curious, Frost. ๐Ÿ™‚

proper coral
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id love to see that yeah but i cant see myself undertaking such a big project either

long dagger
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Depends on the mobs being farmed and the size of the farm. Having caveling in a large area isn't efficient since they can casually run against the conveyors but it would be nice to have a farm them. I think the mobs should die quickly (how quick, idk) to have the spawns be consistent and fast

trim kestrel
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My initial tests, months ago, attempted to shut out all other mob spawns. I set up a couple of 100 tile mold spawners and a few orange slime chambers, at the far side of the stone biome, against the obsidian outer area. And with the ruins or lit up, nothing was spawning there either. It was dead. But no magic happened. Standard slow kinda spawn rate.

long dagger
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I could perhaps share my world file afterwards but I'd be leaving some things like the wood farm

trim kestrel
# long dagger Depends on the mobs being farmed and the size of the farm. Having caveling in a ...

In principle you want to kill mobs quick. But spawn rate is so slow that conveyor travel out of the area is not a significant delaying factor. Or slow spike trap killing, even. Provided they do die.

Mobs only seem to block spawns from their own spawn surface type. So alternating them should reduce blocking.

And blocking has only been over ~10 tiles or so range, that I've definitely seen so far. So using a trunk and branch conveyor system, that clears the spawn areas quickly, should be best. Rather than big linear sheets, where the furthest mobs are constantly travelling across the inner spawn areas, slowing them down.

long dagger
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That makes sense but I'm very certain there's a spawn cap of a large distance. I noticed cavelings and city mobs stopped spawning in my little test cubed but shroom mobs, poison and blue slime still spawned once in a while. Before I had any spawn, they were spawning extremely slow till I cleared out my mob farm and the stone biome

trim kestrel
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But there seems to be some major scope for ~2x rate optimisations in which biome you locate each type of spawner.

And some interesting things with the patterns of the spawn surface, and maybe the ground type underneath, that I'm currently testing.

I may have been wrong yesterday, about it purely being horizontal stripes of stone moss vs vertical accounting for the difference in caveling types and rates. Swapping the patterns between the chambers, today, saw the same chamber producing the faster spawn rate, with mostly cavelings. Despite switching to the vertical stripes.

long dagger
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I'm curious if the spawning is truly slow if there's very few spawn spots. Perhaps having them spawn on a few tiles while surrounded by void over 200 tiles around it

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Idk if void affects the way it tries to spawn compared to a wall or non spawn block

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Prob won't differ

trim kestrel
proper coral
trim kestrel
#

I've talked about my results above, daily for the last week or so (but I'm working towards a write-up, if I get a consistent, complete picture of what's happening).

Mostly 10x10 chambers on stone brides with conveyors pulling the mobs out to at least 20 tiles away. Setting them up in all different biomes.

long dagger
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U test things very thoroughly which we all appreciate but I don't have the energy for that ๐Ÿ˜…
About the spawn cube I set up, I can say for certain they didn't spawn more than 3-5 per mob type usually till after I cleared a ton of mobs in and around my main mob farm and decided to check back like usual

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I've checked it often when going around the map which might not sound accurate but it was sometimes even an hour or more at a time that resulted in few spawns till I cleared the other mobs.

proper coral
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honestly i might clear out my core

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if i do ill come back and start helping lol

long dagger
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I just realized, my cube mob farm for testing still kept producing constant spawns of slimes since they'd die to spikes quickly, u mentioned slow spawns which makes more sense to me now based off what I saw and just mentioned. ig having multiple rooms like u said may help a lot while making sure the large range mob cap isn't reached.

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Slow and seperate mob type spawns

solemn saffron
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hmm i can say that after adding more "spawn moss" the rate of spawn increased by alot and the mob constant

long dagger
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U could set decently sized squares around and away from the core with most mob types in each one while spreading them for most efficient spawns if the mob cap isn't reached and if they die quickly enough. You've kinda already been doing that but without a perfect perimeter but in smaller scale

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Did anyone test the moss stacking had an effect on spawns? Pretty sure someone mentioned it but I prob missed the results

long dagger
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The cubes with them inside

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I'm tired, don't mind the text if I failed to explain it properly

trim kestrel
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Sorry, will come back to mobs spawning...

What do we think of this info-graphic example, does it make sense?:

lilac gale
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Zero do you want cooking xp to be able to use master chef for your sheets?

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I had a bunch of food cooking for the eventuality my friends and I started playing again and they wanted cooking xp, but honestly I'd just give them to you if you wanted the xp for the procs

solemn saffron
trim kestrel
lilac gale
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Up to you

lilac gale
trim kestrel
lilac gale
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I'm just surprised it didn't try to push me to the open tile to the right

trim kestrel
inland compass
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i did this so many times building my mob farm

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lol

trim kestrel
# solemn saffron hmm i can say that after adding more "spawn moss" the rate of spawn increased by...

Right. So you're saying that you never seemed to hit a hard limit, on the rate of mobs you were getting? More spawn surface always meant more mobs coming in? Right up to filling the max range with farms in ever direction.

Have you tried counting the mobs (of one specific type) coming in? Say over the course of 5 or 10 minutes. To give a solid estimate of rate. In conjunction with the dimensions of that spawn area.

Is it a fairly constant flow? Or does it get noticeably faster and slower?

solemn saffron
# trim kestrel Right. So you're saying that you never seemed to hit a hard limit, on the rate o...

Faster or slower for kind if i move inside the spawning zone to change things, or if i move using the teleport, the mob are out of the range and become like object, so I go back and in the kill zone I find a large group of mobs.

I never counted them but when changing tings arround if i closed some room the mobs start accumulate really fast.

What I could do is try to duplicate the map and gradually decrease the size and make comparisons but for now I am not at that point to be able to do it.

trim kestrel
solemn saffron
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but wasn't in the right middle =/

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15 block south

trim kestrel
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As long as we can see the incoming. ๐Ÿ™‚

solemn saffron
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yep you can

inland compass
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So i think i have a way of post stun bug mob vs mob farm

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Get a good number of mold tentacles to spawn on one side, leave a 2 tile gap to avoid brute agro. Have conveyors on mold push the infected towards the kill zone.

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Essentially use the infected as meat shields for the tentacles

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I noticed that the ranged npcs don't target the tentacles specifically, just the first enemy they see

trim kestrel
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Is it so tricky, though, to make mob-vs-mob farms? Isn't there a lot of viable options?

inland compass
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The only tricky part is the stupid brute

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So you'd need to make 2 feeds, one with cavelings and the other with everything else

primal rapids
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Didn't Zero have a set up to prevent brute spawns while getting cavelings?

trim kestrel
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Yes, horizontal strips of moss.

But I'm sceptical of exactly what's going on with that spawn-rate testing setup, in total...

There's a 2x discrepancy between identical spawn chambers, near to each other in the core dirt biome. And only the one that produces more cavelings will produce only miners, with horizontal stripes.

I eliminated the ground surface and adjacent ground tiles, yesterday, as rhe cause. So will be thinking about exact location next. Maybe there's a radius close to the core that has a big effect on this. ๐Ÿค”

inland compass
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If it helps, the game doesn't appear to pick a biome type then spawn

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It seems to pick a location and then x number of points around that location

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Yesterday i was cleaning out some infected to spawn more tentacles and a crab on sand spawned, a blue slime on slime spawned, and a hunter and gardener spawned simultaneously

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The 3 chambers are adjacent to each other

trim kestrel
# inland compass It seems to pick a location and then x number of points around that location

That's the assumption I've been working on the whole time. Random X-Ys. Constellation of mobs always was obvious with infected. And what I've been seeing with the tests looks like it counts up spawn surface tiles in the spawn area, to decide what to spawn.

And yeah, definitely different mob types often come together in the same wave. I imagined in originally like the old fashioned green trace radar display, sweeping the map (around you) dropping pings randomly. But I don't know that it might be (near) simultaneous all over the map. Or much more staggered but occasionally happens to sync up.

#

.
@pine fiber - about your caveling farming: #๐Ÿ“ท-ck-media message

My testing showed that I was getting very roughly 0.6 caveling spawns per hour, per 100 tiles of stone, in the forgotten ruins biome. I.e. very slow, compared to using stone moss, which gave closer to 11 spawns per hour per 100 tiles.

So you have to make a natural spawning farm very big to be worth while. And it all has to be within 200 tiles of where your character is standing, to work.

pine fiber
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oh god

pine fiber
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also can you send me your design while youre at it? i really dont know how to make a killing place and an efficient collection system

trim kestrel
pine fiber
trim kestrel
#

No. If using moss. It'll work fairly fast anywhere. I'm trying to figure out why one of my test farms spawns twice as fast, quite close to the core, though.

pine fiber
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Mk, but can you still send me your design?

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@trim kestrel

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for me some of the mobs were even breaking the spikes

trim kestrel
# pine fiber also can you send me your design while youre at it? i really dont know how to ma...

Hush child, I'm looking for a particular link for you. ๐Ÿ˜œ

There is no robust collection system for caveling killing, in my opinion, that puts dropped items into chests without player intervention. But this redditor showed off this design for killing them: https://www.reddit.com/r/CoreKeeperGame/comments/vqc4p2/finally_found_a_reliable_caveling_auto_farm_setup/

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The main trick it to have poison ground under the spikes, to prevent mobs regenerating health and tanking the spikes.

But this will spawn purple slimes, every now and then. Which can break robot arms (I think) or cause caveling brutes to attack and break ground tiles.

pine fiber
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thats annoying

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but thanks a lot this helps me greatly

trim kestrel
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Generally. it's currently just easier to collect the drops manually. Maybe with the magnet rings. And dump your inventory into a chest sorting system. Or manually stack it in a series of chests.

pine fiber
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ya

trim kestrel
# inland compass It seems to pick a location and then x number of points around that location

By the way, at first, I thought you was saying you'd peaked at the game code...

But anyway, this happened right after I switched the pattern of 3 moss surfaces around in the chamber (from diagonal to horizonal stripes). Simultaneous spawn of scholar, Farmer, Hunter and Miner.

Which makes me think there may be a max of 4 mobs spawns per x-y event. But most biomes (except mold) limit the number of spawns of their mobs types. But alternating the surfaces might get around this and maximise use of spawn events.

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I'd literally just finished on the conveyors, where I'd had a miner spawn 5 tiles away from me, too! (Hence enabling Instant Replay.)

floral tendon
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it's there a range that mobs stop spawning even with the changes keeping belts alive? spent about an hour on the opposite side of the map and came back to basically no change

inland compass
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215

floral tendon
#

๐Ÿค” interesting, seems small but will take a look

trim kestrel
trim kestrel
floral tendon
trim kestrel
#

I've yet to experiment with how player movement might affect spawn rates. E.g. on a rail loop that brings you into and out of range of a mob farm repeatedly. Or very close and far.

(To see if there's an accelerated effect on return. I'm guessing not really.)

floral tendon
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by edge i mean outer edge

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yeah there might be something like that

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i'm still convinced there's some catchup or optimization on return

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cause there's always a bunch of mobs on the belt when i come back after a bit

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they wouldn't survive as far if i was in the area

trim kestrel
#

My feeling is that it would be, at most, like root farms. Where you get a synchronised harvest across all points, then back to regular rates. But I dunno.

floral tendon
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yeah that would make sense to me

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and then it probably tries to calculate where they would be given the elapsed time

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letting them leak past turret rooms ๐Ÿ˜‚

trim kestrel
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My thinking being that it doesn't seem to catch up with all the spawns there should have been while you were away. Like drills kinda used to do.

You'd just get the spawn timers all set to zero, so you'd get a guaranteed spawn wave immediately. Then wait the normal amount of time for the next 'wave'. Such that repeatedly leaving and returning woudn't increase the overall rate above just standing AFK in range.

floral tendon
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actually that probably means i need to stop draining the mold cavelings from my tentacle platforms ๐Ÿค”

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it's likely something in between

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it's definitely more than a single wave

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or maybe it is a single wave but it stacks the triggered spawns for each area that it calculates and does them all at once

trim kestrel
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Something like that.

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I just can't think what object the game attaches a spawn cooldown to. If it were to do that, instead of just randomly raining them down around your all of the time.

Like, it's not individual tiles... Unless it creates some kind of world-wide (per tile) heat map, or spawns. But that would mean delineating one timer per tile. Which is a lot of processing... So, per map chunk? Seems too course.

floral tendon
#

I'm sure it's not too hard to have another set of subdivisions within a given range

#

it's typical LoD logic

#

even if it was per tile, it's not super expensive to iterate across tiles in a given range on a single timer, though that would definitely be an optimization opportunity lol

trim kestrel
floral tendon
#

level of detail

#

doing less work the further away from the player you are

trim kestrel
#

ok.

#

I do not get what is happening with these spawn rate tests, near the core...

The rates appear reproducible, but chamber A produces more than either C or B. Despite the exact same construction and spawn surface pattern (horizontal stipes of stone moss).

(A) produces ~25 mobs per hour per 100 tiles (fast). While (B) Produced ~11. And (C) ~15.

I'm getting some brutes from A now too. So horizontal stipes sure aren't a hard and fast rule to avoid those.

lilac gale
#

@trim kestrel Since you're making your food cheat sheet, figured I would mention something that I noticed that seems to be interesting to me. It looks like the new ingredient, the golden pinegrapple, makes rare foods at default while the older ingredient, golden carrock, doesn't. I have no idea why, the fish is in the same slot in both pots as is the crop of choice.

Possibly something differently coded about the newer added foods..? Confuses me to say the least.

long dagger
#

my world lagged out so hard, ended up even duping some stone ground accidentally cause of the insane lag refusing me to put them away in a chest. I even managed to walk through the world border and the egg shaped areas, after relogging in those spots it would spawn me in obsidian and the world loaded just fine for a few seconds till it lagged out again

long dagger
#

tried testing some things while that happened like removing obsidian walls

deft pulsar
inland compass
#

I've had to clear out the infected to get tentacles to spawn

deft pulsar
#

what you need is just bout 4 crabs and 3 blocks gaps, they will kill everything instantly

#

yes, i have the crabs keep kiling the mobs but the tentacles never spawn more than 3 on those strips

#

2 days afk and the results are the same

inland compass
#

Well i have about 8 in my 10x20

deft pulsar
#

yeh, thats 200 blocks compare to my <100 blocks. plus tentacle attack about 7-8 blocks distant and you will have to get 3 blocks gaps to avoid brute hit your strip. so i think a 3-5 blocks wide strips will be the optimum

#

this is my best one so far and you dont have to worry about brute. they kill it all. stunt or not, no purple slime either

long dagger
#

Interesting patch

#

What was it, copper ore rarely spawning in clay caves but only in ghorms path?

#

Unless if they exclude boulder types from spawning in specific biomes, they may have a chance to spawn in any biome if the floor it's generated on supports the ore type. I'm guessing copper boulders may still spawn on the path if u kill it before loading the area after it makes its path

pulsar anvil
spare wraith
#

Fixed an issue where the Blow Pipe would give more range skill points than intended.
wait this is why the farm was busted

ripe lily
#

yeah but grubzooka was more efficient anyway so not bad

trim kestrel
#

Yeah, RIP blowpipe skill farming (grubzooka guy myself).

RIP acid boss spawning trick (that clearly had to go quick).

RIP Craigin's stunning mobs for melee farming and mob farming.

But rip stun glitch on bosses and dodgy health bars, so all good.

Maybe fix for what Frost saw, for example, with black terrain?

And hopefully fix for doors and gates failing to exist.

I guess this means that lead coder, Max, is currently back on the job. Seen him fully online, on this discord.

trim kestrel
# lilac gale <@135482054912507904> Since you're making your food cheat sheet, figured I would...

OK, so...

(1) Bruh... This is what I've been banging on about (and detailed in my guide), with the rarity system. It's arbitrary which golden veg combinations take precedence for giving a dish its suffix (and icon). And that's what determines if it's rare or uncommon (by default).

I showed it with all the golden/heartberry combos. And in this graphic (slightly updated from the one you commented on).

The new (golden) veg are no different. And yeah, it's confusing AF! If players like you still haven't fully got what's going on, yet. And my guide was flat wrong for a whole month (saying all golden veg give rare dishes), yet no one flagged it. I'm definitely going to try and raise this with the devs.

...

trim kestrel
inland compass
#

talent

#

one of the talents is 15% boss damage from eating food made with either fish or veggies, don't remember which

#

and rip my precious mold tentacles

#

and my 6 complacent blue slime punching bags

trim kestrel
inland compass
#

yeah neither did I till someone posted a picture of a food with 2 lines that said bonus damage to bosses and asked if it stacked

#

and I think Peace pointed out the talent

trim kestrel
#

Does it state the "Fast Food" bonus melee attack speed talent on every dish...? (When spec'd.)

trim kestrel
lilac gale
#

It honestly seems like certain recipes just don't give what they're supposed to on default or something like that.

lilac gale
trim kestrel
trim kestrel
inland compass
lilac gale
#

I do get the graphic, it's been random recipe result for those things for ages and it's super confusing and unintuitive.

trim kestrel
trim kestrel
trim kestrel
trail badger
trim kestrel
#

I wish they'd fixed the sprinklers and mob teleportation before embarking on more new content, though (root grow seemingly getting stuck).

Seems like 0.4 is far more buggy than 0.3 was...?

trail badger
#

yeah a full sprinkler fix would have been cool, but they attempted to address part of the issue. not sure what theyll be able to do with that water layering thing

trim kestrel
#

What part did they fix already? You mean, changing it to not require power?

I suspect it'll not be too hard to fix fully. Or redesign a little.

trail badger
#

misread, its a particle fix when you have particles set to low

lilac gale
#

So to use them en-masse I need to make my game quality crap

#

Kinda not what I wanna do

#

Guess I just won't use them still lmao

floral tendon
#

i get why they aren't powered but i wish you could toggle them with a switch

lilac gale
#

Or make them just only activate when watering is needed

#

Would solve a lot of the issues imo

floral tendon
#

truth be told idek what these issues are, i haven't had any problems with them

#

the wilderness in general still causes way more fps drop than anything sprinklers have done

lilac gale
#

Do you hover regularly around 80 tiles from your sprinklers or are they aways off that

#

Cause they create quite a few issues.

floral tendon
#

as in they cause issues when you're within 80?

#

cause no, all my sprinklers are quite a way away

lilac gale
#

This is my most recent results from testing with them

#

It's a small read

#

But yea, the issues for the most part arise when you're hovering near the load/unload distance which is 80 for most things from testing results

floral tendon
#

hmm

lilac gale
#

It's been a hit/miss issue though

#

Many get it, but not everyone does

floral tendon
#

not too clear on it, does it have to do with crossing chunk borders, or having a lot in multiple chunks?

lilac gale
#

Others also get it immediately, like I did, and others have it happen days after

#

My entire farm is on one chunk

#

It was initially thought it was related to chunk borders, but later shown not to be the case.

#

It's thought now to be related to them being loaded/unloaded

#

Which causes the issue

#

Since the game doesn't just unload the entire chunk I guess

#

I'm not a huge expert on the loading system for the game though

floral tendon
#

as in, they get reloaded, and then cause lag when you go to them or harvest?

lilac gale
#

Yea, sort of similarly to mob farms when they have thousands of items on the ground

floral tendon
#

i see

lilac gale
#

We believe it's stacking the watered ground effect, which is causing lag

floral tendon
#

yeah i understand now

lilac gale
#

Amongst other things, but that's the main one we think is the cause

floral tendon
#

yeah idk can't say i've been able to observe it

#

just tried harvesting with no problems

lilac gale
#

Relaunching the game solved all my issues after I removed them and got rid of the crops

floral tendon
#

but i'm generally either far away or very close here, not really noodling about the 80 range

lilac gale
#

It was pretty immediate for me, my main part of the storage base in that world is right at the range for the whole 80 tiles thing

floral tendon
#

guess i was fortunate then

lilac gale
#

I'd count your blessings yea

floral tendon
#

i will say, sprinklers fixed the 3 cursed watered tiles that have plagued me since i started the game lol

lilac gale
#

I just place them now when I'll be hovering afk nearby

#

Oh nice lol

floral tendon
#

i hope they optimize the wilderness though...

#

my framerate yoyos so hard out here, it's much smoother in the sea

#

literally just having this on screen loses me 20fps compared to the sprinklers on screen lol

trim kestrel
floral tendon
#

are y'all playing on a server?

trim kestrel
#

no

trim kestrel
floral tendon
#

strange

#

and yeah, it is pretty but

#

fps counter is in the screenshot ๐Ÿ˜‚

#

some parts drop all the way to 40

#

i think the water is really bad somehow

trim kestrel
#

"82"...?! Mine is never really about 60... And at base is 30-40, I count as alright.

floral tendon
#

it was over 100 with nothing but sprinklers on screen

#

that's mainly why i was surprised to hear about sprinkler problems lol

trim kestrel
#

I think player expectations for FPS vary widely! Heh. I mean, my monitor will do 170Hz, but I don't expect anything but 60 in an indie title like this. ๐Ÿคท

floral tendon
#

mmm

#

well

#

i have a feeling that they're using some sort of screen space filter to produce clean pixel edges

#

so that would be my guess for what's hitting the fps so hard

trim kestrel
#

Not sure what space fillers involve.... But the pixels look anti-aliased, up close. Not perfectly crisp to screenshot, sadly. But probably easier for viewing.

floral tendon
#

think so? they look pretty clean to me

#

might be image compression in the screenshot

trim kestrel
floral tendon
#

huh

#

i guess so

#

what resolution are you using

trim kestrel
#

Game doesn't say. My screen's 2560x1440. But game has different amounts of black boarder, depending on if I've alt+enter'd out to windowed, etc. But can't get clean shots starting straight to full screen. Even at different screen resolutions.

floral tendon
#

hm 1440

#

guess the graphics are sized for 1080

#

it's crisp at 2160

#

so it's probably scaled up by exactly 2x

#

interesting, wouldn't have expected it to work that way

trim kestrel
floral tendon
#

oh man i literally just closed the game

#

my screenshots above should be png tho

gusty epoch
#

I think with the way the rendering is done you shouldn't have anti-aliasing like that.

#

Most of the stuff should be / is forced to a pixel-perfect position

#

Especially the text, which is pain

trim kestrel
# gusty epoch

So your game does the same at the same screen resolution as mine, then?

gusty epoch
#

Hmm

#

Lemme check

#

yea I guess so

#

Hardly noticeable while playing so :/

trim kestrel
#

Hmm, I can get crisp pixels too... By setting monitor to 1080 (looks crap for me) and making sure to toggle game's video settings back up to full screen (not just via alt+enter).

jpg compressed shot there so you can clearly see the game pixels are scaled up by a factor of 4 (from 480x270). So 1440p is a factor of 5.33. Darn.

inland compass
#

yeah image recognition was a pain because of that

#

i also play at 2560x1440

long dagger
#

The platform that the npc spawns on in the stone biome has full water tiles within it, not the usual glitched flowing water which is interesting

lilac gale
long dagger
#

Hmmm... u think they'll fix it but that epic food will no longer be obtainable?

lilac gale
#

Would be a pretty silly way to fix it.

#

Just make things with a golden crop rare at default

#

the thing I was more confused by was the fact that the food completely changed sprites between the rare and epic foods for the smoothie

floral tendon
#

shame, the regular sprite looks pretty refreshing

lilac gale
#

the epic one isn't even a smoothie, idk how it got that sprite lmao

#

so many foods cooked from the new foods have seemingly randomly assigned sprites that don't match their name too

inland compass
#

sprinklers seem much better

#

i've been farming in 2 strips of 128 tiles long, no slowdowns or crashes

primal rapids
#

I wonder if there's a consistent way to get ghorm stuck. I've seen bunch of reports of stuck ghorm throughout different versions, so at least whatever causes it is somewhat persistent

long dagger
#

I've only seen for myself of it's head facing the wrong way or a part trailing further back

green imp
craggy light
#

What's more annoying than sailing your ship and finding a little portion of land that forces you to land, pick up your boat and re-spawn it in the water?

What about making another ship update: the hovercraft, which lets you travel for a little distance on terrain, so that you can "jump" over thin pieces of lands?

gusty epoch
regal berry
inland compass
trim kestrel
# lilac gale Gotta love cooking ๐Ÿ™ƒ

Well, at least the ratios of elevated rarity still fit our understanding! ๐Ÿ˜…

I can't believe that anyone could reel in 2000 mold sharks (or more)! Then just casually throw 1k in each pot... ๐Ÿ˜ฎ ๐Ÿคฏ #FishingNoobHere

proper coral
#

Oh so I only have to farm my 800 tile farm like 25 times lol

lilac gale
#

But I do fish a lot, so most of them are mine lol

#

I also did a bit of testing to see how much the epic yield fluctuates. Out of 20 grabs the lowest I ever received was 32, and the highest was 68.

#

So it seems there can be a nice (or bad) variation in given quantity.

green imp
#

"password" protected gate

#

Rotate the delayed circuit in the correct orientations and flip the switch, the door will open

#

Wrong orientation and flip the switch > red light flashes

#

Wrong orientation + flip the switch + brute forcing different orientations > door closed + red light

#

Before the update, I used logic circuit for the input. After the update, logic circuit will only glow in the right direction, giving away the correct "password"

inland compass
magic cave
lilac gale
#

Enough ๐Ÿ‘

#

I might have eaten too much tbh

#

Game is easy again lol

#

Trades gave me a fair amount too

magic cave
#

Yeah I feel like having 2k health would trivialize the game too much for my taste

lilac gale
#

I didn't realize how close I was, and as a result overate

#

I wanted to stop at 1.5k or so

#

Just enough that I wouldn't get one shot by the Omoroth tentacles if they for whatever reason all spawned next to me

magic cave
#

I only have the ones I've managed to farm on my first world so I'm at about 700 ish health and I haven't found any issues with it

lilac gale
#

I play on hard, 700 is 2 shot territory

magic cave
#

Guess I haven't fought hard mode omoroth yet though

#

I play on hard as well

green imp
lilac gale
#

And not what I'm about to deal with with the tentacles while traversing

inland compass
#

700 is 2 shot territory for any mobs lol

magic cave
#

I haven't had any issues with any bosses yet.

magic cave
inland compass
#

stupid hunters do over 300 damage

lilac gale
#

And their shot is much faster than most of the others lol

inland compass
#

47 armor, just hit me for 292 and 258

magic cave
#

47 armor is pretty low though

inland compass
#

yeah i run damage not armor

#

otherwise you're just getting hit even more

magic cave
#

You can definitely run both. Food buffs stack

inland compass
#

then i'd have to farm carrocks

#

๐Ÿ˜„

magic cave
#

I mean you have to farm for food regardless. I don't see the issue

trail badger
#

just have peace farm for you. gives him something to do

lilac gale
#

Shh

inland compass
#

much harder to automate when you have to account for specific regions of the farm being stone/mold ground

#

instead of just dirt

lilac gale
#

I'm pretty sure I already have a few 999 stacks of carrock food sitting fully cooked.

magic cave
#

Just swap the ground

inland compass
#

that's nice

#

you miss the part about automate?

magic cave
#

So how are you automating your farm that swapping ground will make it so hard?

trail badger
#

does your farmer look for tiles? thought it was movement?

inland compass
#

so i have large strips of land set aside for automated farming, i'd have to reconfigure and set up for smaller strips of land because i only have about 200 carrock seeds instead of 800 heartberry / pepper seeds

#

uses coordinates now, i made a mod that spits out coordinates over a udp server

#

it used to use tile colors of the minimap

magic cave
#

So you modded the game to automate farming?

inland compass
#

no i modded the game to provide coordinates to my bot program

#

farming is just one piece

#

๐Ÿ™‚

magic cave
#

So you're botting to automate farming?

inland compass
#

yup

magic cave
#

Gotcha

inland compass
#

which is why it requires changes to do the different ground types

#

because it is more restrictive than dirt

#

because I don't have the seeds to fill out the full rows

magic cave
#

Yeah I get that. I'm talking about playing the game yourself. That's why I don't see the issue just planting some carrocks

#

But if that's how you like to play the game, then I can see the trouble

green imp
lilac gale
#

They won't any time soon

#

We've been asking for months lmao

magic cave
#

If they plan to add more ores and tiles to mind and make total mining damage scale the experience gain then it probably makes sense to keep it as is

#

The game is still early alpha

inland compass
#

yeah so far the only things that really need a more complex bot are fishing, farming, and ranged (if you want to do long periods of time)

lilac gale
#

The xp doesn't do that though

#

You just hit a wall, any wall, and it gives you 1 xp

magic cave
#

I realize it's not implemented that way

lilac gale
#

Then it wouldn't be kept as is

green imp
lilac gale
#

And if they were going to do that, do it now

lilac gale
#

It was aimed at Barclid, not you

green imp
lilac gale
#

No stress

magic cave
lilac gale
#

They've already changed a few of the xp systems

inland compass
#

yeah they fixed crafting

#

when everything used to give 1xp

magic cave
#

I mean, that's fair. I'm just giving one possible explanation. I have no clue what they'll do

lilac gale
#

They also changed Fishing scaling as well as Ranged scaling

#

Blowpipe I'm pretty sure was "bugged" to give old values

#

And now isn't

inland compass
#

really, the 100 level is meant for the released game

#

so you'd get it more naturally if all the content was in place

lilac gale
#

It is, but it still needs some tweaking done to it regardless.

trail badger
#

with minings scaling im terrified at what they would expect us to mine through

inland compass
#

and with the "starting classes" they probably envisioned multiplayer where someone was the crafter, others farmers/cooks, others fish

lilac gale
#

Scaling needs to be tweaked in the short term, so that mining doesn't take 60 hours to do at min

#

Eh, not needs. Should be I suppose

trail badger
#

deserts gonna be similar to the sea, except we have to dig through walls to find small oasis islands

#

takes 2500 mining power

#

thatll get our mining up

inland compass
#

i'm still hoping for mini ghorms that pop out of the ground

lilac gale
#

Deserts are usually completely open, so I'm a bit worried about not needing to mine a bunch

#

Unless our desert is going to be more like simulating a canyon maze

trail badger
#

idk, i just feel mining is overscaled, especially for those last perks to just not be as powerful

short hill
#

is there some sort of information location i dont know about

trail badger
#

that was completey satire

short hill
#

....

#

sometimes i get satire

#

sometimes it flies right over my head

trail badger
#

it was in just trying to make sense of the scaling on mining. how ridiculous the 3rd area would have to be for us to be able to max it, or even get it significantly high just through gameplay

lilac gale
#

Especially considering Sunken is basically 0 mining

trim kestrel
#

There will be 2 more biomes, though. With the crystal biome, in the obsidian blobs, pressumably. They're not that big, each, but maybe we'll have to cut into a load of them...?

I kinda like Peace's vision of Grand Canyon like "desert". More West World than rolling sand dunes... Although I was looking forward to finding pretty little oases. But not so much to a 3rd type of sand. ๐Ÿซค

long dagger
#

Is it confirmed that the next large biome is gonna be a desert type? I guessed so myself cause of the spawn distance for structures just getting further and further, wouldn't make sense to have it filled with walls while having to go out 1500+ tiles out

#

U think they'll finally add glass walls and floors with that update?

trim kestrel
#

Maybe it'll be more like salt flats dessert... (TerraTech has that as a biome.)

floral tendon
#

been wishing for glass blocks...

#

just wanna keep my lights from getting bonked

trim kestrel
#

Anyway...

It looks like there are just undulations in the natural spawn rate, tied to x-y co-ordinates. At least in this part of my dirt biome.

I built a vertically slotted spawn rate tester, with nothing blocking it, to explore the bit where I had a chamber that just kept getting double rate of spawns vs other nearby chambers. A 3 hour run (while building nearby) and a 2 hour run (AFK) both saw almost nothing in the middle and a load at the sides:

#

Weird that the AFK run (next to the comb of collectors) made no sentries at all. Vs the one where I was 1 to 2 chunks away.

lilac gale
long dagger
#

they put out a new one after the sea update?

gusty epoch
#

Eventually they will

lilac gale
#

I would assume they'd update it after their holiday

gusty epoch
#

I have big doubt the new biome will be released this soon, but would be pleased if it were

lilac gale
#

No no that would be the road map updating

#

The biome I expect in October probably

gusty epoch
#

Ahh yea I wanna see new roadmap

trim kestrel
#

The rate they are churning out content is wild though... ๐Ÿ˜…

lilac gale
#

It's been nice.

long dagger
#

Compared to other games ye but it's more like a 2d game

lilac gale
#

Smaller content patches can come out quickly, I still expect the biome patch in a couple months

long dagger
#

They surely won't add the new biome without new features so the update may take a while

trim kestrel
#

I get more focused on fixes than new stuff, as I can pretty much always find more stuff I wanna do, in sandbox games like this... ๐Ÿคท

lilac gale
#

I've just been fishing and cooking said fish lol

#

I got nothing left for me

long dagger
#

Prefer having more stuff to work towards and build automation for

#

New wiring but fix it first to make it consistent

#

Tested my lil build after the update to c if they perhaps fixed it but they didn't

trim kestrel
#

Spawn rate testing, chaps! Can sink any amount of time, seems like. Join me in the fun...

inland compass
#

so far so good!

trail badger
#

interesting

inland compass
#

Got about half a level, at 49, so far

trim kestrel
# inland compass so far so good!

What is your trick to not randomly breaking the minecart track at the ends? Oh god of Core Keeper. (I literally tried this before and it failed.)

inland compass
#

I don't think it hits the track, and if it does it is only once

#

Then the loop must be long enough to heal

#

I've never seen the track bounce

#

If it does break I'll extend it more

trim kestrel
#

I'm thinking that you got lucky with the loop length syncing to an exact multiple of your melee speed. Because my tests drifted and eventually broke the track every time.

#

Well done though. ๐Ÿ˜…

inland compass
#

How long was your loop?

trim kestrel
#

Like, it wasn't hitting the same piece of rail on consecutive loops.

inland compass
#

That's pretty short compared to mine

#

may also be a vertical vs horizontal cross

trim kestrel
#

I think I tried both...

inland compass
#

i also have sides on mine, it might be punching the side wall

trim kestrel
#

Maybe.

#

So there you go. No block loss AFK mining skill farm. wp.

inland compass
#

So it was still going 25 min later. Should be pretty solid

#

Almost to 50! Lol

trim kestrel
inland compass
#

So about 60 tiles long should work

trim kestrel
#

Sure. Maybe shorter, not sure. But not just like 20 tiles. And so, orientation shouldn't matter. One could go zig-zag within a compact maze, even.

You can also put carpet 'under' the rails, at the ends, to give an extra buffer against breakages, hitting that first, currently. (Wrongly.) But better just to be long enough to just not break anything.

lilac gale
#

Why must this food look so cool but be so generally unhelpful

inland compass
#

boooo not enough time for the walls to heal

#

started punching holes in the wall

trim kestrel
# inland compass boooo not enough time for the walls to heal

B I G G E R ! ๐Ÿ˜†

Mine survived perfectly fine for 50 minutes, just now. Only got about 3 pixels worth of XP, though. At level 77, with the same equipment as you. So mining power a little too high (223) for traditional optimal (178?). But provided you're getting any xp (and don't break the walls), that's as fast as it gets, right? 1 xp per hit?

lilac gale
#

1 xp per hit yes

inland compass
#

Yeah i pushed it to the stone biome border from the core

#

Hope that fixes it

#

Otherwise i think the punch and place may work

#

Since it wouldn't be immediate

trim kestrel
# inland compass So about 60 tiles long should work

Oh, mine's only 50 tiles long, actually. Higher mining damage output than you and no blocks broken. I think syncing between hit rate and loop timing might be worth checking out. Like, make the loop one block longer, see if that (would have) fixed it.

#

Oh, and you can absolutely AFK gardening skill too, with this. (Both buttons held down. Stack of seeds in hand.)

#

Plants helpfully only break with one hit when they are fully mature. ๐Ÿ™‚

Did you already have this in mind?

You could do both of these skills simultaneously.

inland compass
#

Lol nope! Awesome

#

I just maxed farming yesterday

trim kestrel
#

With your script?

I'd had a quick go at this on conveyor belts. But you just punch the belts because they pull you to the centre of the tile.

inland compass
#

Yeah my bot

#

2 rows of sprinklers, about 24 sprinklers long

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No performance issues overnight

trim kestrel
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Think they might have quietly fixed the tile corruption bug? Like, is it worth someone doing a provocation test again...? @lilac gale ๐Ÿ˜œ

lilac gale
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For sprinklers?

trim kestrel
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Mmm

inland compass
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Mine was about 130 tiles long and ran for about 8 hours

lilac gale
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I can try it tomorrow

inland compass
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While farming

lilac gale
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I'm off soon, I'm tired lmao

trim kestrel
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ditto

lilac gale
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Just trying to let these cooks go as long as I can before bed

trim kestrel
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COOK FASTER POTS! Just get moar pots?

inland compass
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Yeah

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When i did 41 in a row it crashed at about half way

lilac gale
trim kestrel
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True. ๐Ÿคฉ

trim kestrel
inland compass
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Nah i would have my bot going planting and harvesting

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And half way plants would reappear

lilac gale
inland compass
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Then the game would crash

lilac gale
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I wanna have buff foods for basically anything, even if I never use them

inland compass
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A few times i got the black space bug before crashing

trim kestrel
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Oh-k. So quite possibly the same thing as we had.

inland compass
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Yeah

lilac gale
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It sounds like the same thing I had too yea

trim kestrel
lilac gale
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I don't have a ton left over, I had to fish today to get that 999 stack lol

trim kestrel
lilac gale
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Yea, they don't

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I'll still get the epics, so idc lmao

trim kestrel
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Do they with any of the other golden veg? I've had so few I ran out after testing them with just hearberries! ๐Ÿ˜…

lilac gale
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Uh, I can check with some random pots

trim kestrel
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Well. I guess I could have checked with the food database if it bothers me. So no worries.

lilac gale
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Already doing it, I have the few to spare

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So

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For whatever reason

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Only the new gold foods give base rare

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I did get one random rare extra cook, and I did gold larva just because gold

trim kestrel
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Cool. Astral smoothies. Mmm, fishy. ๐Ÿคข ๐Ÿ˜…

lilac gale
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the rot fish food looks so good though

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they all do tbh

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I like the sprites a ton

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I also love the inconsistency with the sprites of choice, despite my always putting fish on top and crop on bottom lol

long dagger
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Does it matter what order it's put in?

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Either way it's odd, u think they'd change it?

lilac gale
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It doesn't, well shouldn't, but it's still odd regardless yea

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I just do it for consistency sake if for whatever reason it might matter

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I would hope they make sprites consistent at some point, across all food tiers

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cause, having my sprite change a possible three times depending on what I cook makes very little sense

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my food should not drastically change it's end product just because it became slightly more (or less) sparkly

inland compass
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lol game crashed, which had me holding g in discord chat, which also crashed discord

lilac gale
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Oh God lol

inland compass
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i was at like -1127 character message limit

lilac gale
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That's a few

uncut remnant
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hmm

inland compass
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Lol

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1 hour mark, no broken or cracked walls. So about 100 tiles seems to be working for now

trim kestrel
uncut remnant
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Hmm

trim kestrel
inland compass
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so the long track crashes my game after about 2 hours ๐Ÿ˜ฆ

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going to see if this works better, 64 tiles wide

lilac gale