Maybe the alternating teeth might limit that or eliminate it entirely.
When making my turbo farm design, I found that worms just got stack at any transitions between actuated and unactuated lengths of horizontal hoiks, so alternating didn't work for me. Anyone tested this more definitely here? I don't know for sure that some clever arrangement of top then bottom horizontal hoik teeth won't magically do the job...
The relatively slow speed of the worms in the horizontal hoik is also a core reason why I went vertical (as they invariably tended to fight against the direction of movement, courtesy of feeling trapped and turning back). With
@DicemanX 's superior worm up-hoik design (running successfully at double the speed of mine), I should think that using that in a more vertical farm configuration should prove (very marginally) more optimal. (And the far more efficient teleportation de-spawn technique.) The bigger space above the spawn surface in that configuration (very) slightly decreasing the chances of missed spawn events too (perhaps if only a fraction of a percent).
Nice builds, and nice thread, all contributors.
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Are critters grouped separately from mobs in the event order of a game tick?
I don't think so. I think truffle worms are mixed into the same array as all other mobs (just with their different ID and characteristics).
But.... If you had (a) statue mob(s) spawned in isolation (like damage blocking slimes), to have the lowest ID and first turn in the collision detection loop, each tick, then used them in a hoik engine to power each of the surface teleporters every tick... Then that might teleport out those mobs that were even spawned atop of the truffle worms before they could do their first tick of melee damage...
Is that what you were aiming for with all those doll engines in a previous post?
I'm not sure what the doll's execution priority is, though. (I'm pretty out-of touch here, and trying to catch back up and remember what I've forgotten.) Also not certain if activating the teleporters every tick gives the mobs chance to despawn at a distance (reliably). Presumably it does, given this build. Thinking of the large number of wire activations in such a setup does make me wince a little: even a small, simple rail powered goldfish statue farm has caused my multi-player server to crash repeatedly (apparently due to inability to handle the wire activations). Although single player is a different kettle of fish, and also there's no horrible lag from teleporter activations provided that they don't teleport anything, hence not drawing the resource intensive animated particle effect...