Autofarming Guide + the Ultimate Chain Autofarm

DicemanX

Brain of Cthulhu
This is my first attempt at writing a guide to farming regular mobs in Terraria. Much of the basic information is presented in scattered places within the wiki, so part of the purpose behind this guide is to present all the key farming info in one place. I want to also give credit and thanks to ZeroGravitas and W1K who have done quite a bit of work looking into Terraria mechanics and ways to optimize farming. I have posted a link to ZeroGravitas' video and guide to building optimized dart trap batteries within this guide. I also want to give credit to Full Metal Kirby for some key discoveries regarding Wall of Flesh autofarming (specifically how to prevent the WoF box from spawning after the WoF is killed).

I will be soon posting additional videos and separate mini-guides explaining some of the mechanisms or engines used in these farms.


The Ultimate Chain Grinder v1.0:




To explain what's going on in the video, first lets start with some farming basics before discussing the specific grinders.



Terraria Farming Basics:

To get the most out of your farm, you need to try to maximize both the spawn rate and the kill rate. Some drops (key molds, banners etc.) are particularly rare, so a faster spawn and kill rate translates into much less waiting time until the item drops.


Maximizing Spawn rate:

To understand how to construct the best farms, we must first understand how spawns occur:

According to the wiki (info supplied by ZeroGravitas http://terraria.wiki.gg/Spawn_rate#Spawn_Rates):
“When the game decides to spawn a monster, it will first choose a random tile within a rectangle around the player. The maximum distance from the player it can choose from is 84 tiles to the left or right, and 47 tiles up or down. If the picked tile is solid block, it will try another one. If the picked tile has a wall that blocks monsters from spawning, it will also try another tile.

Once an empty tile is found, it moves down until it finds the ground. If there is enough space for a monster to be spawned at this location, this will be the tile it chooses. The exception to this is when the player is in an area where Harpies can be spawned. In this case the game does not attempt to find a ground tile.

The chosen tile is then checked to make sure it is not within the "safe" area around the player. Monsters cannot spawn less than 62 tiles away left or right, or 35 tiles up or down.”


Conclusions:

Block off all spaces (outside of the farm spawn surface) between 62 and 84 tiles to the left and right of the player, and between 35 and 47 tiles above and below the player to ensure that all spawns are limited to the grinder itself.

Given that a spawn event can initiate in mid-air, it is ideal to have open space above the farm surface up to 47 tiles above the player.


Next, we need to consider the rate of mob spawns. Spawn rates in Terraria differ based on both the biome and depth. Generally speaking, the deeper the player goes, and the harder the enemies within a biome, the greater the spawn rate. The spawn rate is capped at 60 (meaning 1 in 60 chance of a monster spawning per 1/60th of a second) with the exception of invasions and moon events. Here is a full list of spawn rates for each biome and altitude:

http://terraria.wiki.gg/Spawn_rate#Spawn_Rates

Based on that list, the best biomes to farm in are Jungle and Dungeon, and the best depth to farm is stone layer or below:


Spawn rates + maximum spawns in hardmode below the surface:

Jungle and Dungeon (stone layer):
spawn rate = 86
maximum spawns = 15

Spawn rates + maximum spawns in hardmode at the surface:

Jungle (daytime):
spawn rate = 216
maximum spawns = 9

Jungle (night):
spawn rate = 129
maximum spawns = 11


Bonus multipliers to spawn rate + maximum spawns (all effects stack):

Water Candle (placed or held):
spawn rate bonus multipler = x0.75
maximum spawn bonus multiplier = x1.5

Battle Potion:
spawn rate bonus multipler = x0.50
maximum spawn bonus multiplier = x2.0

There is also a bonus to spawn rate if there are fewer mobs than the maximum allowed:
fewer than 80% of the maximum number of spawns - the spawn rate bonus multiplier is x0.9
fewer than 60% of the maximum number of spawns - the spawn rate bonus multiplier is x0.8
fewer than 40% of the maximum number of spawns - the spawn rate bonus multiplier is x0.7
fewer than 20% of the maximum number of spawns - the spawn rate bonus multiplier is x0.6

Conclusions:

To have the most efficient farm, you need to bring the spawn rate as close to the cap of 60 as possible. This can be achieved with the following set-ups:
Jungle/Dungeon (stone layer) + placed Water Candle + held Water Candle = maximum spawn rate of 60
Jungle (surface, daytime) = placed Water Candle + held Water Candle + max spawn rate bonus multiplier (x0.6) = spawn rate of 73
Jungle (surface, nighttime) = placed Water Candle + held Water Candle + max spawn rate bonus multiplier (x0.6)= maximum spawn rate of 60




Maximizing Kill Rate:

To kill spawned mobs, the player can either resort to traps or minions. Since this guide focuses exclusively on farming without the need for any equipment or weapons, we will only examine traps that do not need any resetting or have limited use (such as boulder traps).

There are 5 traps that can be used in farming:

Dart Traps
damage: 5-12 + poison damage
use time: 14
critical hits: YES

Super Dart Traps
damage: 40
use time: 14
critical hits: NO

Spiky Ball Traps
damage: 40
use time: 14
critical hits: NO

Flame Traps
damage: 40
use time: 14
critical hits: NO

Spear Traps
damage: 60
use time: 14
critical hits: YES

The regular dart traps and spear traps are capable of critical hits, so if they are used in farming it is ideal to farm in gear that increases critical chance. All critical chance boosts, even to melee, magic, and ranged weapons, and boosts on weapons themselves, will boost the chance of trap critical hits. It is thus possible to achieve 100% critical hit chance on traps (the easiest way to do this is with an Unreal Sniper Rifle, Shroomite armor, and enough lucky-reforged accessories, including Eye of the Golem, Sniper Scope, and Destroyer Emblem to reach 100%).

All traps do piercing damage, and all piercing damage is limited to 6 hits per second on all mobs, so it is ideal to build a trap set-up that will reach the 6 hits per second cap. Any other source of damage that doesn`t pierce can stack with traps. For instance, lava can be used for extra damage without interfering with trap damage.

Since Spear Traps do the most damage and can critically hit, they are the best to use in farming so long as the player has great quantities of these traps. Since that is unlikely given how rare Spear Traps are, Dart traps or Spiky Ball Traps are usually preferred. Even though they do less damage you need relatively few traps for farming and achieving very high kill rates.

The current preferred method is to construct a flat surface for mob spawning and have a dart trap battery fire off darts continuously across that entire surface. This is relatively simple to set up and results in very high kill rates as most harmode mobs can be killed by darts within seconds.

Constructing the Dart Trap battery:

  1. place the dart traps in a single row
  2. place actuators on all dart traps
  3. pass wire through all actuated traps and hook up to a switch
  4. turn on switch to actuate traps into the background, then remove all wires and actuators so that the traps remain in the background
  5. wire the individual traps to separate 1 second or 3 second timers, or hook up the traps to a mob engine.

Here`s an example of how a battery can be constructed using a bird engine that turns on all the traps:


Here is an in-depth guide by ZeroGravitas that shows not only what sort of engines can be used, but also how to set up the batteries to achieve the 6 hits per second cap:

http://forums.terraria.org/index.ph...art-trap-batteries-practical-wire-guide.1646/



Conclusions:


To maximize kill rate without having to collect an unreasonable number of traps, use a dart trap battery that fires continuous dart traps over a flat spawn surface, and aim to build a battery that reaches the cap of 6 hits per second.

Since traps do piercing damage, you can add lava or minions to increase the kill rate even further – just make sure the lava doesn`t interfere with the spawns.


Controlling what mobs spawn and what items drop in the farm:

There are a few things that can determine what mobs spawn and what items drop in the farm:
  1. The biome
  2. The surface
  3. The background wall
  4. Horizontal distance from player spawn point

Some mobs can spawn on almost any surface and in any biome, however the vast majority of mobs spawn based on the surface and not what biome you`re in.


Creating specific biomes:

Here are the following requirements to create each biome. The blocks required must be within 50 tiles to the left and right of the player and 43 tiles above and below the player for them to count:


The Hallow
number of blocks required: 100
possible block types: hallowed grass, pearlstone, pearlsand, pink ice

The Corruption:
number of blocks required: 200
possible block types: corrupt grass, ebonstone, ebonsand, purple ice

The Crimson:
number of blocks required: 200
possible block types: crimson grass, crimstone, crimsand, red ice

Snow:
number of blocks required: 300
possible block types: snow, ice (regular, purple, pink, red)

Jungle:
number of blocks required: 80
possible block types: jungle grass, lihzahrd bricks

Dungeon:
number of blocks required: 250 (also need natural dungeon walls behind player)
possible block types: blue/green/pink dungeon blocks

If you use enough blocks for multiple biomes, only one will take effect. Here is the order of priority:

Dungeon > Jungle > (Corruption>Crimson) or Hallow > Snow

Mixing corruption or crimson with hallow leads to a cancelling effect – each 2 corruption/crimson blocks negate 1 hallow block. For instance, if you put down 300 corruption blocks and 300 hallow blocks, then that counts as net 0 corruption blocks and 150 hallow blocks and the result is a hallow biome. If you mix corruption and crimson blocks then there is no canceling effect, but having 200+ corruption blocks and 200+ crimson blocks will result in a corruption biome.


Biome impact on spawns:

Surprisingly, the vast majority of mobs in hardmode don't actually need a specific biome to spawn in – instead, they will spawn on a particular surface regardless of the biome they are in. For instance, the Corruptors will spawn on an ebonstone surface even though you might be in a jungle biome. What mobs spawn on which surfaces will be detailed in the specific farm builds below.

Biome impact on item drops:

The biome blocks play a key role in determining whether certain key molds drop, and whether souls of light and night drop. For a particular key mold to drop, the actual biome is unimportant and the cancellation effect between corruption/crimson and hallow is irrelevant– what matters instead is whether there are enough blocks on screen to create that biome even though another biome might override it. For instance, if a player is standing near 80 jungle blocks, 100 hallow blocks, and 200 corruption blocks, then the biome will be jungle but hallow, corruption, and jungle key molds can still drop from killed mobs. Furthermore, key molds can drop anywhere in the world regardless of altitude.

For souls of light and night the actual biome is also unimportant, but the cancellation effect between corruption/crimson and hallow is relevant. Therefore, if a player is standing near 80 jungle blocks and 100 pearlstone blocks then the mobs could drop souls of light, but the souls wouldn't drop if there was any corruption/crimson blocks to cancel out any of the pearlstone blocks. Furthermore, souls only drop below 0 altitude.


Conclusions:

For a certain key mold to drop, all that is required is enough blocks to create the corresponding biome, regardless of whether another biome overrides or whether the blocks used are cancelled out by other blocks in the case of corruption/crimson blocks and hallowed blocks.

For souls of night to drop, an altitude below 0 is required, and enough crimson/corruption blocks to create either of those biomes is also required, regardless of whether another biome overrides, and so long as those blocks are not cancelled out by any hallow blocks.

For souls of light to drop, an altitude below 0 is required, and enough hallow blocks to create a hallow biome is also required, regardless of whether another biome overrides, and so long as those blocks are not cancelled out by any corruption/crimson blocks.


Grinder Showcase


In this section I will showcase five grinders designed to grind specific mobs for certain drops. Each grinder has some special features, and they are all linked together to allow for continuous grinding. Every grinder has a switch that when flicked turns on the chain grinder mode. That switch alters the minecart tracks in all 5 grinders so that the bird countdown timers will put the players on alternate tracks leading to the shut-off of the dart traps and teleportation into the next grinder which will also automatically start the dart trap upon arrival.

All 5 grinders are designed to allow for all 5 key molds to drop. Three of the five grinders are also designed to allow Souls of Light and Souls of Night to drop (the surface and dungeon grinders are the exceptions).

All the grinders use countdown bird engine timers, and one uses a special automated surface selector. I will be presenting these in a separate wiring guide and I'll post the links to it in this guide. For the time being I've offered a world download (link at the bottom) so feel free to load up the world and check out the wiring in the autofarms that way!

Not all the grinders have been completely optimized yet as far as biome specific blocks are concerned. Still working on the optimizations.

Grinder #1: Dungeon Grinder

UnNje2L.jpg


S0aEOyM.jpg



Features:
  1. Background Wall spawn selector – most hardmode enemies that spawn in the dungeon are based on the background wall (brick, slab, or tiled wall). This grinder has three switches next to the player – if flicked, they actuate one of three spawn surfaces to the left. This way, the player can grind all three surfaces, or select which specific surfaces to grind. The default for the grinder is to have all three surfaces present so that all mobs can be farmed.

  2. To the far left of the grinder is a 1 block high tube that connects to the outside of the grinder. This is to remove any Blazing Wheels that spawn in the slab wall region so that they don't affect further spawns of mobs.

  3. Since the player is stationary in the grinder, a different type of countdown bird timer is used – a summoned bird navigates a maze and eventually passes over a pressure plate that kills that bird, opens a new path for a subsequent bird, and triggers another bird to spawn. Once the final path is opened, the bird that goes down that path closes all the opened paths in the maze, triggers a player teleport onto tracks and actuates all the top floors so that loot falls to the bottom where it can be collected. The player moves along those tracks to collect the fallen loot and then returns via teleporter at the end to the original location and triggers a bird spawn so that the countdown timer begins again.
Here's a full list of mobs that can spawn in this grinder and the and loot that can drop:

http://terraria.wiki.gg/Dungeon

Note that this grinder is not designed to trigger any souls of light or night to drop, because there is no effective way to collect those drops. However, all 5 key molds can drop in this farm.



Grinder #2: Lihzahrd Temple Grinder





The Lihzahrd Temple grinder is built within the Lihzahrd temple. To spawn the temple mobs, it is essential for the player to be behind naturally-occurring temple walls – player-placed walls won't work. The temple mobs also require a Lihzahrd Brick surface to spawn.

Features:
  1. There are stretches of jungle grass above and below the grinder – this is to spawn Plantera Bulbs. A bulb will eventually spawn in a jungle biome on jungle grass so long as there are no other Plantera Bulbs within 300 blocks (although according to the wiki the range is somewhere around 150-300). In the grinder a switch can be flicked that will cause the player to move around the top stretch that has heart statues and a portion of the bottom stretch and evade most of Plantera's attacks. Video coming soon.

  2. The heart statues in the main grinder are for the Golem fight. Golems can be summoned continuously as the mobs drop power cells, and as the player moves back and forth farming mobs the Golem can be simultaneously farmed as well. The player cannot evade all of the golem's hits, but the heart statues will constantly replenish health. Video coming soon.

  3. A bird engine countdown timer is used on the far left – every time a player in a minecart hits the bumper on the far left of the track, a pressure plate track spawns a bird. After the fifth bird is summoned it passes over a pressure plate that switches the track so that the player moves through the upper part of the grinder to collect souls of light and night.
Here's a full list of mobs that can spawn in this grinder and the and loot that can drop:

http://terraria.wiki.gg/Lihzahrd_Temple


Grinder #3: Hell Grinder






Notable features:
  1. Wall of Flesh autofarm – as the player moves back and forth in the minecart, a countdown bird timer gets triggered with each pass, eventually actuating the surface spawner and allowing the drops to fall into the lava underneath. If any Guide Voodoo Dolls get dropped into the lava this way, the Wall of Flesh will spawn to the left of the farm (the WoF spawn location is dependent on where the player is positioned relative to the center of the map). The spear trap batteries in the WoF's spawn location kill the WoF very quickly, and the player ends up passing below the place where the WoF dies to collect the WoF drops. The WoF box doesn't get created upon death because of the actuated blocks in that region – actuated blocks prevent the box from spawning, so the WoF drops fall to the ground below. Since the world has lots of NPC residences the Guide typically spawns very quickly, so the process of spawning and killing the WoF can begin again.
Here's a full list of mobs that can spawn in this grinder and the and loot that can drop:

http://terraria.wiki.gg/Hell


Grinder #4: Surface Grinder






Notable features:
  1. There are two surfaces in this grinder – the first is a Snow surface to trigger surface snow biome drops. The second surface is broken up into Hallowed Desert, regular Desert, and Crimson Desert. If the player wishes to grind only the crimson portion the player can remain stationary on the far right. If the player wishes to grind the hallow portion, the player can remain stationary on the far left. Otherwise, the player can move back and forth on the tracks and grind all surfaces. The two spawn surfaces can be alternated with a switch on the far fight of the farm.

  2. The farm cannot be used to grind souls since it's above 0 altitude, but can still be used to farm all 5 keymolds. However, the hallow blocks greatly outnumber the corruption and crimson blocks to permit rainbow slimes to spawn when it rains.
Here's a full list of mobs that can spawn in this grinder and the and loot that can drop:

http://terraria.wiki.gg/Snow_biome (if snow surface is used)
http://terraria.wiki.gg/Desert#Desert_variations (if the sand surfaces are used)
http://terraria.wiki.gg/Hallow (on the pearlsand stretch)
http://terraria.wiki.gg/Crimson (on the crimsand stretch)

Special spawns:
http://terraria.wiki.gg/Rainbow_Slime (when raining)

Nighttime spawns:
http://terraria.wiki.gg/Zombie
http://terraria.wiki.gg/Demon_Eye
http://terraria.wiki.gg/Wandering_Eye
http://terraria.wiki.gg/Possessed_Armor
http://terraria.wiki.gg/Wraith
http://terraria.wiki.gg/Werewolf (full moon only)
http://terraria.wiki.gg/Clown (blood moon only)


Grinder #5: Cavern Grinder






Features:
  1. Automated biome surface selector (bird engine): this is turned on by flicking a switch where the track splits on the far right of the grinder. This causes the player to move through the bottom portion of the track with each pass, activating a pressure plate which spawns a bird in the surface selector. The bird then actuates the present surface and de-actuates another surface, opens a new pathway in the selector, and is then killed by a dart trap. A subsequent spawned bird will actuate this surface and deactuate another one. The process is cyclic, so that the grinder cycles through all 5 spawn surfaces, changing the surface each time the player does two passes across the grinder.

  2. Countdown timer: each time the player hits the bumper on the far left of the track, a bird is summoned that opens a new path up for a subsequent bird. After three activations, the track is switched so that the player ends up getting teleported to a higher level track to collect all the souls of light and night.
The weird looking columns of Purple/Red and Pink Ice separated by a big distance is to optimize the area over which souls can be farmed - if the pink and purple/red ice are too close together, they will start canceling out and prevent souls from spawning. Credit goes to ZeroGravitas for suggesting this set-up!

Here's a full list of mobs that can spawn in this grinder and the and loot that can drop:

http://terraria.wiki.gg/Underground_Corruption (if ebonstone surface is used)
http://terraria.wiki.gg/Underground_Crimson (if crimstone surface is used)
http://terraria.wiki.gg/Underground_Hallow (if pearlstone surface is used)
http://terraria.wiki.gg/Underground_Snow (if pearlstone surface is used)
http://terraria.wiki.gg/Underground_jungle (if jungle grass surface is used)
http://terraria.wiki.gg/Mushroom_Biome#Underground_Mushroom_Biome (if mushroom surface is used)

Regular cavern spawns (can spawn on hallow surfaces):
http://terraria.wiki.gg/Armored_Skeleton
http://terraria.wiki.gg/Skeleton_Archer
http://terraria.wiki.gg/Undead_Miner


World download:

http://www.filedropper.com/dicemanxultimatehubworldv64
 
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So I'm facing a bit of a dilemma.

The underworld autofarm I posted above doesn't always work 100% because the WoF sometimes spawns on the wrong side (the WoF should always spawn on the left because the farm is to the left of the center of the world, and yet it sometimes spawns on the right). The wiki identifies this as a bug:

http://terraria.wiki.gg/Wall_of_flesh (scroll to the bug section near the bottom)

I constructed the following alternate Underworld/WoF farm to handle the glitch situations:

emkGGOX.jpg


The player remains stationary in the center and there are spear trap batteries on both sides to kill the WoF before it reaches the player. Spear traps are necessary (along with a little crit chance boost - I use a Godly Obsidian Swordfish since it boosts crit chance by 31% by itself), because all other traps will not kill the WoF before it reaches the player, and the player must necessarily remain immobile since the WoF could spawn on either side. Since the player is stationary, I have an automatic bird timer above that periodically actuates the spawn surface and drops the contents into the lava, and likewise periodically sends the player to travel via minecart across the bottom to collect all the drops.

The downsides of this set up are that it is less practical due to the number of spear traps required, and that you cannot use it for soul farming (staying stationary allows for only soul of light or soul of night farming, but not both, and with spear trap batteries collection of souls is not easy to arrange) but at least it is a 100% foolproof farm.

Now here's the issue: this alternate version has not produced a single wrong-side spawn event yet - the WoF has consistently spawned on the left. By comparison, the underworld farm in the guide above experiences a wrong-side spawn every 3-4 spawns or so. This strongly implies that something is enabling this glitch in the first version but not in the second. I wonder if anyone has any ideas why this is happening?
 
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DicemanX, I've been enjoying each iteration of this map you've posted sofar.
I tried to see what I could do to fix the WoF issue with little changes, figuring placement had something to do with it, but right when it all seemed great, 3rd pass he spawned to the right.
(Since I hadn't dumped all of my plat in a chest, I frantically tunneled my way towards the spear traps... hugging the left wall of the loot room till he died to spears.) So far, after fixing the damage I did, it seems to work better than in the original placement (where spawns to the right were happening far more often for me). I'll try moving the room further to see if I can eliminate the issue, else it's more related to where the doll drops + player placement.

After further testing, I have concluded that the bug must be related to the doll entering the lava while offscreen. I manually selected the upper track just prior to the floor switch, tossing a doll out moments before reaching the left wall; thus ensuring that the doll enters the lava while nearby when the actuators are triggered (and that any other further dolls are collected.) This has yet to spawn on the right after 6-8 passes.
 
DicemanX, I've been enjoying each iteration of this map you've posted sofar.
I tried to see what I could do to fix the WoF issue with little changes, figuring placement had something to do with it, but right when it all seemed great, 3rd pass he spawned to the right.
(Since I hadn't dumped all of my plat in a chest, I frantically tunneled my way towards the spear traps... hugging the left wall of the loot room till he died to spears.) So far, after fixing the damage I did, it seems to work better than in the original placement (where spawns to the right were happening far more often for me). I'll try moving the room further to see if I can eliminate the issue, else it's more related to where the doll drops + player placement.

After further testing, I have concluded that the bug must be related to the doll entering the lava while offscreen. I manually selected the upper track just prior to the floor switch, tossing a doll out moments before reaching the left wall; thus ensuring that the doll enters the lava while nearby when the actuators are triggered (and that any other further dolls are collected.) This has yet to spawn on the right after 6-8 passes.

Interesting theory about the dolls entering lava on versus off screen as a factor in wrong-side spawns! One issue though - in the farm that I built to handle spawns on either side, the dolls are entering the lava offscreen (since the voodoo demons rarely make it to my position) and yet I consistently get correct side spawns in that farm. Still, your results suggest that off-screen doll drops into lava are one factor and there are other factors that increase the chances of a bugged spawn. It seems we might be getting closer towards resolving this issue!
 
After further testing, I have concluded that the bug must be related to the doll entering the lava while offscreen. I manually selected the upper track just prior to the floor switch, tossing a doll out moments before reaching the left wall; thus ensuring that the doll enters the lava while nearby when the actuators are triggered (and that any other further dolls are collected.) This has yet to spawn on the right after 6-8 passes.

I finally got around to doing a follow-up to this, and it looks like you were absolutely correct. It was the doll entering lava off-screen that was causing the problem.

The solution is pretty simple: using an item hoik to hoik the doll to lava on-screen to ensure that the WoF spawns on the correct side. The item is size 2, which means it can be hoiked very easily with a bottom hoik in any direction. Here's a pic of my corrected farm:

47D4B8C31E889B7B7899F7DCD9FDAC01BB91CC83


Now when the player passes over pressure plates in the cart, it causes the mob platform plus the hoik underneath to actuate and deactuate, propelling the doll to the lava that is on-screen. This farm works perfectly now.
 
Compact Cavern Autofarm:

Notes:
  • Very hard design to work with, mainly due to how much not needed wiring is present
  • Not that many lihzard bricks are needed.
World Download:
https://www.dropbox.com/s/58g334cjru78y9l/Compact.Cavern.Autofarm.rar?dl=0

Looking much more compact - nice work! I just tinkered with this farm myself but for different reasons.

Two quick things:

The bird engine is running the wrong way - the front dart trap needs to be activated first, not last. No problem, just swap the bird statue to the left of the pressure plates.

Secondly, unless you actuated the stone slabs (doesn't show up in TEdit), some of them block the dart trap batteries. I'm assuming the middle teleporter is actuated too?

Otherwise, looking much better and less messy than my original set-up.
 
Looking much more compact - nice work! I just tinkered with this farm myself but for different reasons.

Two quick things:

The bird engine is running the wrong way - the front dart trap needs to be activated first, not last. No problem, just swap the bird statue to the left of the pressure plates.

Secondly, unless you actuated the stone slabs (doesn't show up in TEdit), some of them block the dart trap batteries. I'm assuming the middle teleporter is actuated too?

Otherwise, looking much better and less messy than my original set-up.
Nope, it's a water bird engine, it must run towards the player, it's much more efficient and compact than the larger version, unfortunately is unusable in your underworld farm.
I've thinkered with the design the whole day, everything is working fine, map download is available, have a look!
 
Nope, it's a water bird engine, it must run towards the player, it's much more efficient and compact than the larger version.
I've thinkered with the design the whole day, everything is working fine, map download is available, have a look!

Ah I see, something new! OK I'll check it out when I get the chance :).
 
Nope, it's a water bird engine
Gosh, darn! Didn't realise they flew so much slower in water... Great design @Danke !

They're slower still in honey, ofc. Now even more data needs adding to the statue mob cheat sheet. Are other mobs similarly slowed? (Done any measurements yet?)

Seems like you found a more compact version of my 'overkill' skeleton dart engine (with 19 traps). Of course, if the autofarm were redesigned a little you could position the player up the other end of the bird run (just while switching it on) to re-orient it and shave another 4 traps off it's size, down to merely 'optimal'.

A very minor point: there's a firing pause anomaly on the second flight of darts that took me a minute to fathom:
Diceman-Danke Gap.png

The traps that keep firing are activated by the bird after the 1s timers, which puts them higher in the game's timing stack (last in, first out for simultaneous activations). This means the traps come off cool-down in the nick of time (for the 1s timer's 2nd pulses), so don't skip a beat. But the traps below are closer to the pressure plates, meaning they are buried in the timing stack, not coming off cool-down until instantaneously after the 1s timer's 2nd pulse. So they all have to wait a whole extra second before they are available to fire, meaning the lower trap's firing pattern is evermore 1s out of phase with the upper traps (hence the large disparity in their dart's relative positions).

Have you noted this phenomena before @DicemanX ?
Ah I see, something new!
I bet you're happy that there's another smart arse here correcting your builds! :p Good job we all value any constructive input. :happy:
 
Gosh, darn! Didn't realise they flew so much slower in water... Great design @Danke !

They're slower still in honey, ofc. Now even more data needs adding to the statue mob cheat sheet. Are other mobs similarly slowed? (Done any measurements yet?)

Seems like you found a more compact version of my 'overkill' skeleton dart engine (with 19 traps). Of course, if the autofarm were redesigned a little you could position the player up the other end of the bird run (just while switching it on) to re-orient it and shave another 4 traps off it's size, down to merely 'optimal'.

A very minor point: there's a firing pause anomaly on the second flight of darts that took me a minute to fathom:
View attachment 18587
The traps that keep firing are activated by the bird after the 1s timers, which puts them higher in the game's timing stack (last in, first out for simultaneous activations). This means the traps come off cool-down in the nick of time (for the 1s timer's 2nd pulses), so don't skip a beat. But the traps below are closer to the pressure plates, meaning they are buried in the timing stack, not coming off cool-down until instantaneously after the 1s timer's 2nd pulse. So they all have to wait a whole extra second before they are available to fire, meaning the lower trap's firing pattern is evermore 1s out of phase with the upper traps (hence the large disparity in their dart's relative positions).

Have you noted this phenomena before @DicemanX ?

I bet you're happy that there's another smart arse here correcting your builds! :p Good job we all value any constructive input. :happy:
Observed the behaviour of traps too, but left it as it is, doesn't affect anything, right?
I thought about using bats and honey, though I haven't tested it yet. Also, birds seem to have enemy behaviour while in liquids, they always go for the player, and will stop if they reach it.
 
doesn't affect anything, right?
Not problem, same damage output. Tingle my 'OCD sense' to not have them all lined up though.
birds seem to have enemy behaviour while in liquids
Yup. I don't know if this is a mis-code or an easter egg... They don't seek downwards, however. But you can use this effect for a 1 axis switches control mechanism. Birds are better than bats (or others) here since they don't overshoot and don't wander off.
 
Not problem, same damage output. Tingle my 'OCD sense' to not have them all lined up though.

Yup. I don't know if this is a mis-code or an easter egg... They don't seek downwards, however. But you can use this effect for a 1 axis switches control mechanism. Birds are better than bats (or others) here since they don't overshoot and don't wander off.
Did a quick look on all of the 1s timer dart trap batteries @DicemanX has made in the past, and all share the same behaviour.
 
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