ZeroGravitas
The Destroyer
So that's a shame then; vertical truffle worm farm does not work in multi-player.It's only when they reach the vertical run that things go wrong. There doesn't seem to be much rhyme or reason to it.
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So that's a shame then; vertical truffle worm farm does not work in multi-player.It's only when they reach the vertical run that things go wrong. There doesn't seem to be much rhyme or reason to it.
So since the 1.3 we got new npc that randomly spawns underground, he keeps spawning in my farm, turning it off, any idea how to solve that issue?
Yeah the Skeleton NPC now affects pretty much all the underground farms. However, I'm curious how he's shutting the farm off? I thought he would just die to the traps just like any other mob that spawns.
1.3.0.5 UPDATE NOTES!:
- Truffle Worms can now be killed by other mobs (previously immune). So output has been roughly halved to ~192 T-worms/hour (60 minute test).
- Flame trap cooldown time increased from 3s to 3.33s, so firing pattern is now spread out over 4 seconds (instead of 3s). This doesn't affect things much, just stagger the starting times a little more, to even it out, or add a 4th timer and 4th circuit if you are keen on continuous flame action.
- Skeleton Merchant will spawn periodically, bringing little white bunnies in place of monster spawns, but he should get burned up quickly.
- On the plus side, truffle worms now sell for 10 gold each. So as a money farm you can make about 19 platinum/hour from T-worms, 3.5P/h in coins, 1.5P/h selling other item drops. So ~24 platinum per hour total. All items from the 1 hour test: 107 glowing blue snails, 38 (regular) snails, 2 jungle key moulds, 6 mechanical boss summons, 18 red husks, 1 metal detector, etc...
- Note: no banners, may mean they no longer drop from trap damage alone. Could try mixing in a few (flying) minions (provided they don't seem to kill the worms too).
In 1.2.4.1 the truffle worm cap is 343 per hour (taking the best spawn rate and the ideal condition, the mushroom creature have 2/3 chance to spawn, and the truffle worm is 1/7 in the 2/3 chance, so 3600*(2/3)*(1/7) = 343 per hour) It seems like you have achieved that readily.Just re-tested the farm for an hour and added the following information to guide...
Oh right, that's interesting. Did you dig that out of the code yourself? It would make sense that they'd boost the number spawning to compensate a little for extra collateral.But in 1.3 it is 480 because the truffle worm has more chance to spawn( (2/3) * (1/5) ).
I thought about perforating the upper spawn surface so they could get down below more quickly, out of the way, but I think that will break the size 1 hoik (IIRC); it's needs to be seamless, I think. Other than that one might do a major re-design, make the spawn surface far wider, so less chance of overlap. Change the actuation timing to give the worms chance to horizontal hoik (or make it hoik-less). I'm wondering how DicemanX's earlier farm (using dart traps) will fair in comparison...Are there any good ways to increase the worms' chance of living?
With 1920 * 1200 resolution monitor, they are just visible at the bottom, kind of cheaty, right?how did you see the little white bunnies
Yes so I should say that is only my interpretation on the section of the code. Maybe it should be verified by more members who have access to the code. For example, you?Did you dig that out of the code yourself?
Yes because I was thinking about making the mob pit deeper and deeper(mobs will spawn 120-140 tiles below, actually, although they are out of the Nimbus Rod's range. But it shouldn't be much deeper because they will despawn immediately) to avoid the giant fungi bulb or similar mobs (Clinger, Angry Trapper, Snatcher, and Man Eater) because their head point towards me and just ran out of the pit wall and into the hoiking tunnel for your truffle worms. (Hoiking tunnel should be safe zone if you want to catch truffle worms, right?)With 1920 * 1200 resolution monitor, they are just visible at the bottom, kind of cheaty, right?
Or maybe drop it in T-MEC's Q&A thread, got a few people there more likely to be able to code dig at any given time than me.Maybe it should be verified by more members who have access to the code.
No idea (on new enemies, etc), sorry.how to deal with such an annoying type of enemies, especially in expert mode
I've no idea, I'd guess no one has, since last talk I heard was that 6 mob statues would still be more than sufficient to provide fodder for the arena, in place of the previous 2 @DicemanX had (when each could produce far more spawns/s). If you're interested in trying out that complex hoik loop setup I idly suggested, I'd be pretty interested in the result (as would others, I imagine). The sword collision code is notoriously opaque.Have you really achieved more than 4 pumpkins per swing using the Horseman's Blade?
I meant the mushroom enemy that shoot spores at you, not a new enemy. It sometimes has its bulb inside the vertical hoiking tunnel, which I want to see how you handle. http://terraria.wiki.gg/Giant_Fungi_BulbNo idea (on new enemies, etc), sorry.
They've only ever poked their heads in a little, and then died to flame trap damage, for me. Don't know if their expert mode behaviour is modified...? You could change that part of the spawn surface (a few blocks on the far right) to be non-mushroom grass, to avoid spawning the bulbs rooted too close to the hoik-lift (at too shallow an angle, whatever)...I want to see how you handle
Having same issue, mobs seem to be spawning on top of and below my spawn block box even though they should be outside the spawn area, however if i stay on my stance position it backs off a bit, still get about 20 worms ~3 minsI still have some ways to go blocking unwanted spawns (I decided to fill in cavities)
NICE!UPDATE: Pretty picture and DVR from XBOX ONE!
THAT is MAAAAAAD Cash!NICE!
Some updated numbers on my farm; After blocking all unwanted spawns, I now get avg 42.2 worms/night (~281 worms/hour). But the area around the farm is hallowed. How much does that affect things? I decided to find out.
After purifying the area around the farm with the Cleantaminator I now get avg 51 worms/night (~340 worms/hour)!
So don't build truffle worm farms in the hallow if you can avoid it.
Certainly there's a fair few different possible ways to go about 'rescuing' these little critters. I think I tried dropping them through little holes in the spawn surface to start with, but couldn't make it work... @DicemanX has refined the worm hoik idea even further, with the design process shown progressing through his T-MEC thread: "Truffle Worm Autofarm v2.0 (vastly improved in 1.3 Expert Mode)". He teleports all the aggressive mobs straight out of there before they can do too much harm. His final design looks a little like this:keep the truffle worms safe, while also having the truffle worms be falling into small pockets in the ground, then moved by a hoik belt, and going up into the area of the player?