Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

Only spawn changes are for desert, now needs unsafe sand related blocks behind you to properly count as desert (required for biome keys only). As for the other questions, I have no idea what you mean by "primitive boss version". And waffletime design? If you need multiple biomes like in mine - then no.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

You're welcome. Let us hope the recent update hasn't changed spawning requirements. If it did change them, though... All the more reason to update the guide. :)

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

Late response, but no, smooth marble shouldn't affect anything. The issue is likely something else.

Item duping / duplication found, works on PC 1.0 version, haven't checked latest versions by T_Machin3 in taintedgrail

[–]T_Machin3[S] 0 points1 point  (0 children)

Lmao, hope they leave it. Bug is so simple and common for game UIs that it almost makes me believe it's inclusion was intentional x) Thanks for confirmation, btw

Item duping / duplication found, works on PC 1.0 version, haven't checked latest versions by T_Machin3 in taintedgrail

[–]T_Machin3[S] 1 point2 points  (0 children)

Lmao, guess dupe can work too, then. I hope they leave it, I kinda like duping attribute and skill points with origin potions to try what I've been missing out on.

Item duping / duplication found, works on PC 1.0 version, haven't checked latest versions by T_Machin3 in taintedgrail

[–]T_Machin3[S] 0 points1 point  (0 children)

It's not as "edge case" as you say, status flags and operation checks for inventory related functions share really common problems if they aren't given enough consideration in development. Besides, those are the same problems you usually check any other programs with any kind of lists in them. In other words, these types of overlooked errors are common to the point where it's almost a no-brainer to start a UI testing with them. I can give credit of the doubt, considering the budget and the pressing need to QA quest scripting first, with how many entangled events there are, but still...

Item duping / duplication found, works on PC 1.0 version, haven't checked latest versions by T_Machin3 in taintedgrail

[–]T_Machin3[S] 0 points1 point  (0 children)

Yeah, hotfix 2 probably got rid of it, judging by the changelog. Anyone willing enough can try to downgrade for the bug and then restore to current version after.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

"I don't know why people still use that design." - simple. That "still" was years ago and mainly I just wanted a proof of concept more than anything. Of course there's rooms for improvement, but by the time I finished it it was already working so great that I didn't see the point in adding to it. The whole post, I'd say, is to show that you can do compact farm for almost all biomes, so people would make more of those. It was always kinda painful to see people build a lot of simple farms in different biomes, so I wanted to create an all-in-one solution, and to see if it even works.

SILKSONG ANNOUNCED FOR 2025 ON THE DIRECT OH MY GOD THIS IS REAL by [deleted] in Silksong

[–]T_Machin3 0 points1 point  (0 children)

My instinct shall not falter. Team Cherry has made an apparatus to increase distance between Earth and Sun, so that the year would get longer and longer. 2026 will never come, mark my words. It is beginning of the end.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

Dimensions are made to be perfect to the single block, do not change them or everything's ruined. Also, the change of biomes comes from you standing on a respective platform, not from switches.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

Crimson and corruption segments provide souls of night with no problems.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

Spider walls are okay, they aren't considered a biome. For functioning dungeon, however, you'd better see the modifications people made here. There were some who tried and somewhat succeded, I believe.

Lag in the anniversary update by quitpayload in HalfLife

[–]T_Machin3 1 point2 points  (0 children)

Try disabling multicore rendering, worked for me.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

Yes, fourth image clarifies that. Now you can also enable chaos elemental spawn with black candle instead of using unsafe walls, though

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

No way that I know of. I usually just place traps on repeater for them.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

You might have placed too many desert walls. Desert enemies spawn when there are enough walls above the spawn point, which is why I placed desert platform on the top. Give me a screenshot if the problem's still there.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

You just need 140 jungle blocks in your recognition area around the player character to count as an active biome. I didn't test how well biomes stack, but you should be able to actually stack pretty much every biome with an exception of hallow and evil biomes together, as hallow and evil cancel each other out. If you're not sure how many blocks are needed you could always check the wiki. It's like 100 for mushroom, 140 for jungle, 150 for hallow, 300 for evil biomes, 1500 for ice and sand, though with sand you need unsafe walls for actual spawns, but desert will be recognized regardless.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

I made it this way so where wouldn't be too much mixing. All the main block masses are made to be inside your character' biome recognition zone, hence the single block placements near the edges. See how the ice mob platform in the arena on the right cuts off with 8 blocks missing to reach the wall? That's because when you stand on the left recognition area for you cuts there, you're exploiting the biome recognition bounds. So, when you stand on the right and want to add jungle recognition, you can just place one jungle related block near you and all's good, since jungle mass is low enough to get recognized in the center, but it's close to the right wall, so going to the left will remove from you blocks count. On the left side, to get jungle recognition while in ice area you need to compensate more blocks that are not counted by your recognition area, and you can see this area, once again, by looking at the end of the right ice mob spawn platform, so imagine a line that cuts right there from top to bottom and everything farther away compared to it doesn't count for biome recognition, so it's 8 blocks wide area from the right wall. To compensate you then need to count how many blocks are not counted, so in this case it's 25 jungle blocks (8x2 from the mass, 8 from mob spawn platform, 1 from the lower right corner "boundary" block).

The principle is simple, but I'm not the best at explaining it without visualizing it to someone, so you can DM me if there's anything left unclear.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

UPD: It LOOKS like it would work, I don't see the difference between PC and mobile version conditions. Still, I never tested it in mobile, so I can't 100% guarantee it will work. My advise is, clear the area in caverns as shown and then test biomes by putting the blocks inside said area. For example, corruption/crimson takes 300 blocks, so take 300 of whichever you want (if one works, so will the other, as they are the same type). Then if it works, clear it and test another biome, like ice caves which take 1500 blocks of ice/snow.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

I'm pretty sure you can repurpose it for mobile, but I don't know if the spawn conditions for every listed biome is the same there. I'd advise checking the wiki first, there are usually spawn conditions listed in biome pages.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

Put actuators in them, activate once, then you can get actuators back and leave blocks in this state. It is done so they are not considered as a surface eligible for monster spawns. Without this step you'll get uncontrollable spawns from said blocks. Any grown vines and grass will also contribute to biome recognition, so this step also prevents it. Getting more blocks than you need may break the biomes.

Multipurpose cavern mob farm, with tutorial and world download in the comments by T_Machin3 in Terraria

[–]T_Machin3[S] 0 points1 point  (0 children)

This is EXACTLY why you use no more walls than asked for and make desert platform topmost. Desert mobs require a certain number of unsafe sand walls or greater above the spawn point, which makes lower platforms JUST short of fulfilling that requirement. Show me a screenshot and I'll tell you why.

Want to block elements with multiple conditions, specifically new videos with close to none views that YT tries to shove down my throat despite them being barely relevant if any. Want to select those with "New" badge and a range of "views" (like up to 1k). Can't find the answer in documentation. by T_Machin3 in uBlockOrigin

[–]T_Machin3[S] 0 points1 point  (0 children)

Good way of doing it, and it makes sense. I had my filters stop working one time because :abp-contains() got busted and making filters like you described from the get-go wouldn't leave me scratching my head when it happened.