Smiffy
Skeletron Prime
Whilst farming the solar events today, I had come across a few observations that would spark an interesting idea.
The first observation was to do with the height of which the pillar spawns. In my world I have a large cliff that I had made around the location of where one of the pillars spawn during the event. Sometimes, the pillar appears on top of the cliff, and sometimes it appears at the bottom of the cliff. The second observation was to do with pillars spawning under clouds. If the pillars were programmed to take the highest block at a certain X coordinate and spawn on top of it, I would have seen the pillar on top of the cloud. Instead, the pillar spawned below it, implying that there is some height limit (presumably space).
This is my idea: If pillars won't spawn above a certain point it would mean that you could stop pillars from spawning in a particular location by filling that area with blocks all the way up to space. So I had the idea of filling in an entire section of the map with blocks, and leaving a gap in the middle of it for the pillar to spawn in.
The first observation was to do with the height of which the pillar spawns. In my world I have a large cliff that I had made around the location of where one of the pillars spawn during the event. Sometimes, the pillar appears on top of the cliff, and sometimes it appears at the bottom of the cliff. The second observation was to do with pillars spawning under clouds. If the pillars were programmed to take the highest block at a certain X coordinate and spawn on top of it, I would have seen the pillar on top of the cloud. Instead, the pillar spawned below it, implying that there is some height limit (presumably space).
This is my idea: If pillars won't spawn above a certain point it would mean that you could stop pillars from spawning in a particular location by filling that area with blocks all the way up to space. So I had the idea of filling in an entire section of the map with blocks, and leaving a gap in the middle of it for the pillar to spawn in.
UPDATE: Thanks to @Wahoa we now know that a pillar will be forced inside a certain position 100% of the time if it can't find an open space for it to spawn within 15 attempts. This means that you can reliably force a pillar in one location without fail. I'd recommend reading his post for more information, which also comes with a pastebin of information on where the pillars do attempt to spawn on all 3 world sizes so that you can force it to its "failsafe" position: http://forums.terraria.org/index.php?threads/idea-trapping-a-lunar-event-pillar.24250/#post-642138
The next step is to try and figure out a design for an arena that can suitably deal with all 4 pillars and their monsters, since the pillars don't always spawn in the same order. I suppose the ultimate goal here is to make the entire solar event AFKable, including the killing of the cultists and the lunatic cultist boss, the 4 pillars, and perhaps even the moon lord itself. The question right now is how do we make an arena that can deal with each of the four pillars?
I do have an idea on the solar pillar to start with. I had built an arena similar to what Yrimir had made for one of this Frost Moon videos from 1.2, and it just so happens to be near a pillar spawning zone. It turns out that it works extremely well with the Solar pillar, since the solar monsters (with the exception of the crawltipede) only spawn on the ground. This means that you can give them a spawning platform under you. The design in the picture isn't a working design, I am just displaying it to show what I mean:
Perhaps with a large amount of spear traps underneath the player (dome similarly to how DicemanX used spears here http://forums.terraria.org/index.ph...n-and-frost-moon-events-using-autofarms.4850/) any mobs that spawn on the ground could be taken care of.
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