DicemanX
Brain of Cthulhu
I updated my previous Truffle Worm farm to generate the highest worm capture rate to date (390 Worms/hr). I also created a variant that can generate around 50 platinum per hour, which to my knowledge is the highest platinum rate for a continuous AFK farm. Farming Pumpkin Moon results in better rates during nighttime, but Pumpkin Moon autofarms are not continuous.
The Truffle Worm farm is also key to the fastsest rate of farming developer armor. Farming the Golem is good too, but the rate of Power Cells per hour pales in comparison to the rate of Worms per hour, and it is very easy to take down Fishron with endgame gear. I even take down enraged Fishron in the video multiple times.
Video:
Schematics:
Credit to @Bahamut2001 for the flamethrower mechanism which is right above the "truffle worm factory" sign- I like his version because it uses only one 1-second timer and is thus easy to shut off.
Explanation:
When the player teleports into the farm (via the blue wire extending off-screen on the right), two dummy ghosts are sent into a hoik track below the spawn surface on the left. The ghosts continuously activate pressure plates connected to teleporters below the two mushroom grass surfaces, sending most mobs into the kill chamber above the player. Worms are not teleported. Instead, the worms drop down into the hoik track (the second mushroom grass surface) and are hoiked to the player who will be swinging the net to capture all incoming worms and glowing snails.
The player summons minions (preferably Ravens) into the kill chamber to generate extra gold drops. A mob statue is added to the chamber so that the Skeleton merchant can be killed by the minions. Minions don't normally target the merchant, but they will kill him inadvertently if they try to hit the mobs spawned from the statue.
If the player doesn't wish to farm the hostile mobs, the destination teleporter can be changed. In the wire schematic above there is a gap in the green wire on the far left. If that gap is filled in with green wire, the teleporters in the spawn area will instead connect to a distant teleporter (I have mine ~900 tiles away) to instantly despawn all teleported mobs and maintain a high turnover of mobs. This switch in teleporter destinations will require that the player sever the green wire leading to the mob statue above the kill chamber.
The lever to the left of the player sends the player home.
World Download:
https://drive.google.com/file/d/0B4b_4cIU1vVBOWJSZ3BMbEszT28/view (v13.2)
https://drive.google.com/file/d/0B4b_4cIU1vVBcnBTYVZjcVNwdGM/view?usp=sharing (v14)
Acknowledgements:
My thanks to the developers of Mechmod, the T-MEC community mod:
http://forums.terraria.org/index.php?threads/mechmod-a-t-mec-community-mod.38088/
I use the mod for free cam mode so that I can best showcase the farms in my videos!
The Truffle Worm farm is also key to the fastsest rate of farming developer armor. Farming the Golem is good too, but the rate of Power Cells per hour pales in comparison to the rate of Worms per hour, and it is very easy to take down Fishron with endgame gear. I even take down enraged Fishron in the video multiple times.
Video:
Schematics:
Credit to @Bahamut2001 for the flamethrower mechanism which is right above the "truffle worm factory" sign- I like his version because it uses only one 1-second timer and is thus easy to shut off.
Explanation:
When the player teleports into the farm (via the blue wire extending off-screen on the right), two dummy ghosts are sent into a hoik track below the spawn surface on the left. The ghosts continuously activate pressure plates connected to teleporters below the two mushroom grass surfaces, sending most mobs into the kill chamber above the player. Worms are not teleported. Instead, the worms drop down into the hoik track (the second mushroom grass surface) and are hoiked to the player who will be swinging the net to capture all incoming worms and glowing snails.
The player summons minions (preferably Ravens) into the kill chamber to generate extra gold drops. A mob statue is added to the chamber so that the Skeleton merchant can be killed by the minions. Minions don't normally target the merchant, but they will kill him inadvertently if they try to hit the mobs spawned from the statue.
If the player doesn't wish to farm the hostile mobs, the destination teleporter can be changed. In the wire schematic above there is a gap in the green wire on the far left. If that gap is filled in with green wire, the teleporters in the spawn area will instead connect to a distant teleporter (I have mine ~900 tiles away) to instantly despawn all teleported mobs and maintain a high turnover of mobs. This switch in teleporter destinations will require that the player sever the green wire leading to the mob statue above the kill chamber.
The lever to the left of the player sends the player home.
World Download:
https://drive.google.com/file/d/0B4b_4cIU1vVBOWJSZ3BMbEszT28/view (v13.2)
https://drive.google.com/file/d/0B4b_4cIU1vVBcnBTYVZjcVNwdGM/view?usp=sharing (v14)
Acknowledgements:
My thanks to the developers of Mechmod, the T-MEC community mod:
http://forums.terraria.org/index.php?threads/mechmod-a-t-mec-community-mod.38088/
I use the mod for free cam mode so that I can best showcase the farms in my videos!
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