Showcase [Showcase] Recursive Wall of Flesh AFK Autofarm + Underworld Mob Grinder

DicemanX

Brain of Cthulhu
In this guide I present a fusion of underworld mob farming with recursive Wall of Flesh farming. Building the farm requires the player to collect a number of Lihzahrd temple traps, although fewer traps can be used in the farm at the expense of a longer WoF track. First, I'll showcase the farm in action and then provide the schematics with a brief explanation of how the farm was put together.

The Wall of Flesh is a great boss to farm since all of its Emblems, and the accessories that can be crafted from those Emblems, are very powerful even in the endgame. However, to actually collect and craft all those accessories would require farming the WoF dozens of times, and many more times if you wish to outfit other player characters. Therefore, creating a good Wall of Flesh autofarm can save a lot of time, and of course it can be a blast to build and watch in action!

The trick to recursive Wall of Flesh farming is to de-equip any shields to enable knockback, and have the Wall of Flesh knock the player into a teleporter to teleport the player to safety further down the WoF track. This automatically initiates a timer cascade designed to return the player to the grinder shortly after the WoF is killed. A hoik track collects the WoF treasure bag and delivers it right to the player before the player is teleported.

Video:



Schematics:

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Explanation:

The player arrives in the staging area via the blue wire connected to a teleporter at home base (blue wire at the bottom edge of the schematic). This triggers both a timer cascade and a bird statue, which sends a bird down a track to activate pressure plates connected to actuated dart traps in three dart trap batteries consisting of 16 super dart traps each. When the bird reaches the end pressure plate it teleports a dummy ghost into the hoik track below the spawn surface, and the ghost continuously activates pressure plates connected to teleporters that comprise the spawn surface. This activation of teleporters causes spawned mobs to be teleported into a kill chamber on the far left. The player is teleported to a position below that kill chamber once the 28 second timer cascade reaches the end.

Once a Voodoo Demon spawns and is teleported into the kill chamber, it will drop the doll into the lava once killed, spawning the Wall of Flesh. Once the WoF gets close to the player, one of the Hungry will knock the player into the pressure plate to the right of the player, teleporting the player back to the staging area out of harm's way. The WoF will then proceed down the corridor (21 tiles high to compress the eyes within that space), getting constantly hit by the darts. Once it reaches the bubble block region it will die, drop the treasure bag into the hoik track, and the timer cascade will briefly actuate and then deactuate the hoik track to deliver the bag to the player. The player will then be teleported back to the grinder, waiting until the Guide respawns and another doll is dropped into the lava.

The bubble blocks prevent the WoF demonite box from spawning after it is killed.

The Wall of Flesh farming can be shut off by draining the lava from the kill chamber, accomplished by activating a switch that actuates blocks to the side of the chamber. To re-emable WoF farming, the switch can be activated again to deactuate the drain, and the Lava Slimes, which release some lava when killed, will refill the chamber with lava.


World Download (v13.0):

https://drive.google.com/file/d/0B4b_4cIU1vVBU3l3bXN2bno3TzA/view?usp=sharing
 
Son of a damn... that's impressive! I tried building a machine to take out the WoF using dynamite once but it never worked anywhere close to this well. Fantastic engineering you've done here.
 
I noticed you said the channel is 21 blocks high. Isn't that the same height as the Spear Trap drop distance? Assuming one had enough traps to do this, would a spear trap covered ceiling work? (One of those moments when I wish bosses could trigger pressure plates...) If I recall, Spear Traps got "nerfed" (no more critical hits), though I don't recall off-hand which trap does more damage overall now. Just a thought I had.

I kinda want a cannon trap now. similar damage to current traps, but non-piercing (and therefore, with a longer cool down). Though really I want some sort of upwatd firing trap at this point. (Smacking a trap block with hammer to set firing direction.) Anyway, I'll shut up now. Veering off the topic...
 
I noticed you said the channel is 21 blocks high. Isn't that the same height as the Spear Trap drop distance? Assuming one had enough traps to do this, would a spear trap covered ceiling work? (One of those moments when I wish bosses could trigger pressure plates...) If I recall, Spear Traps got "nerfed" (no more critical hits), though I don't recall off-hand which trap does more damage overall now. Just a thought I had.

I used Spear Trap batteries in the previous interation of the underworld + WoF farm in 1.2.4, and even then it required a large number of traps (I used 312) be able to kill off the WoF in time. In 1.3 the removal of critical hits was a huge blow, and the 40% increase in the WoF's health in expert mode would mean having to use more than double the number of spear traps. It's still possible to use spear traps to shorten the WoF track by around a third of the total length, but then one would have to use over 600 spear traps as opposed to the current 48 dart traps (16 traps in each of the three batteries).

The other advantage of using dart traps is that it's possible to use far fewer than 48 by extending the length of the WoF corridor. One dart trap battery of 16 darts would work by tripling the length of the corridor for instance. Since the corridor is pretty easy and quick to build, this is a reasonable plan if one doesn't wish to raid too many alt world temples for traps.
 
I was farming for flame traps, I think I had about 10-15 of those to well over 300 spiky ball traps from several worlds, (hoiking into the temple ftw!) I think all my machines in the near future may have to use spiky balls instead...
 
I was farming for flame traps, I think I had about 10-15 of those to well over 300 spiky ball traps from several worlds, (hoiking into the temple ftw!) I think all my machines in the near future may have to use spiky balls instead...

Indeed in almost every instance where a flame trap is used, a spiky ball trap can be used just as effectively and you get spiky ball traps in great numbers from each temple (40+ typically). The one exception for me at least was using flame traps in the truffle worm farm so as to avoid hitting the truffle worms. Otherwise, the spawn surface can just be flooded with spiky balls.
 
Using knockback from the WOF to push you onto a pressure plate? Such a simple idea, yet very clever at the same time. Your engineering skills never cease to amaze me.
 
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