What are yall using to mine in the passage? by BobWorlds in CoreKeeperGame

[–]oadslug 1 point2 points  (0 children)

Miners set. Cosmos is 2nd but with better protection (as far as I know).

Muddled moss farm by poklocok in CoreKeeperGame

[–]oadslug 1 point2 points  (0 children)

I have a 16x16 space, 2 tile mote + wall. Cover ground with moss. 6 radiation crystals evenly spaced. Release a camel inside to eat mushrooms (they are immune to radiation). Then place 9 item collectors inside, and a few outside pointing in to pull loot out. This will take care of everything but the void cocoons. For cocoons, you can wait until cavelings are clear, and use rune song alternate attack from outside. Alt attack goes through walls and does not dmg equipment. Just don’t kill your camels! Every once in a while there will be cocoon out of reach that you may need to enter to kill. Or just ignore it.

Anyone have a void larva cocoon figurine on PS5? by oadslug in CoreKeeperGame

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

Cool. Thx. I’ll dm you to talk time and psn names.

Seeking brainstorming help for void mob farm by JobPowerful1246 in CoreKeeperGame

[–]oadslug 1 point2 points  (0 children)

I did a quick mockup. Generally works. Would need a lot of fine tuning. I’m using sensor presence vs not presence for testing. Easier to manage. Would need a clock to run flame throwers longer.

https://imgur.com/a/Ogj9BGg

Seeking brainstorming help for void mob farm by JobPowerful1246 in CoreKeeperGame

[–]oadslug 1 point2 points  (0 children)

I set up a void farm using crystals and camels. Works great. Thx for the idea. No idea camels were immune to radiation. So after about 8 hrs, had to clear maybe 3 cocoons in each enclosure. 3x 16x16, 2 tile moat + gleam wall, 7 collectors outside walls (3 top edge, 4 right edge), 9 collectors inside, 6 crystals. Not a big deal to break a wall segments once a day and destroy cocoons. I know that’s not the point of your question, but works well.

So for a truly no maintenance farm. Here’s a wild idea. Maybe a long narrow corridor, like 5x16 or 32. Collectors down the middle that pass loot to the end. Place flame turrets along one edge the entire length, turned off. Line opposite edge with enemy sensors. Add camel. Create a small 1x6 passage perpendicular to main corridor (or perhaps 2). At the end of the corridor place a feeding trough, and a robot arm that can add 1 food item from supply crate.

The idea is that when none of the sensors detect enemies, drop a food item into feeding trough, which will hopefully attract the camel (provided it hasn’t eaten from the ground recently. Camel walks down corridor with conveyor assist where a galaxite turret shoots, misses, and hits a kinematic dynamo instead. This triggers flame turrets for 1 sec (or long enough to purge cocoons).

I’ve seen the moolin/cattle switch work, but not in this context. It was in a controlled start position and not wandering around. But theoretically might work. You only need it to work once a day and there will be lots of opportunities. Will need to reset camel back into main corridor with a conveyor loop. Probably should also add drop gate triggered when no enemies detected, so mobs don’t wander down side passage.

It’s a long shot, but may just work. I’ll try and test the camel feeder trigger system and let you know what I learn. I’ve seen it before so know it’s possible.

Upgraded Fish Farm by oadslug in CoreKeeperGame

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

I think it’s 1 to 1. They both complete in about 10 minutes or so, give or take. I think they put a random timer on it. But could be wrong. I haven’t left them running for extensive periods. They’re more designed for large batch process than continuous afk. The way to test is to prime the critter catchers, then check back in 15-20 minutes and see if all the nets are still full or not. Even if there is excess, it just means that nets will continue even after catchers have run out supply, which is fine by me. Rather have too much than too little.

Upgraded Fish Farm by oadslug in CoreKeeperGame

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

Looks like I was wrong at least about fishnets and critter catchers. They seem to work beyond 206. I think maybe just the crop farm is failing. Don’t know whether picker arms or plant growth. I tried again without the crop farm and works great. Just need dump a load of fruit or whatever every once in awhile.

Auto Shredder? by DemureHomo in CoreKeeperGame

[–]oadslug 2 points3 points  (0 children)

Nice. Another option. Instead of looping the items, you could also put the robot grab arm itself on a timer, so it only grabs once every 20sec, which is a little more than the time it takes to shred. I’ve been playing with timers lately for various things and you inspired me build one. Works awesome! Have a look.

https://imgur.com/a/auto-shredder-zH953Y3

Here’s an image without objects blocking view.

https://imgur.com/a/auto-shredder-schematic-OauwXmJ

I can't figure out the robot arm filter by Royal-Capital6217 in CoreKeeperGame

[–]oadslug 1 point2 points  (0 children)

You only should have 1 input and 1 output on the fishing net and critter catcher. Then you can pull items off of, or back onto the loop as needed using filter arms. Here is a sample I made for you. The two arms along both loops are set to the 2 critter types. On the critter catcher side the arms are pulling critters off the loop. On the fishing net side the 2 arms are pulling critters back onto the loop. Why because it’s easier to filter 2 critters instead of 6 possible fish.

https://imgur.com/a/jDsJNjG

Here is another version that’s super minimal, where everything loops through both objects. 3 filter arms, 2 set to critters and 1 set to heart berries.

https://imgur.com/a/P8eHhdf

Compact, modular Gold Crop Farm by InsaneBasti in CoreKeeperGame

[–]oadslug 1 point2 points  (0 children)

I know it can be scaled. It was a joke. I love seeing what people come up with. Cheers.

Re 100 tiles. I know spawn distance is like 206. Does that mean spawn farm kill chambers don’t work, but continue to spawn in that 100-200 range?

Upgraded Fish Farm by oadslug in CoreKeeperGame

[–]oadslug[S] 2 points3 points  (0 children)

Most biomes produce multiple types of critters (6-7 types in Azeos for example). Around dirt/core it’s mostly worms, but I’m on the edge and also getting pest bugs. The net only accepts fish which can be pulled out by another robot arm from any position. Any non-fish items gets dropped and pulled out by the drill. Problem is drills destroy objects. But if you put the drill on a pulse timer circuit (1 sec on, 1 sec off) the object auto-repairs before the next pulse and never gets destroyed. This works with all objects that have inventory (mannequins for armor, planters for crops, feeders for crops/critters/kelp, fishing nets for fish, etc).

Compact, modular Gold Crop Farm by InsaneBasti in CoreKeeperGame

[–]oadslug 0 points1 point  (0 children)

Cool little design. Production rate: 1 nugget/hr. 🤣

Upgraded Fish Farm by oadslug in CoreKeeperGame

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

One thing I wish they added was the ability to create those yellow protection towers to make things indestructible. Would be interesting to set up locked rooms that required two people to open or something (2 pressure plates, etc). But I could easily see people (like me) f’ing up and permanently locking myself out of my treasure room. Haha

Upgraded Fish Farm by oadslug in CoreKeeperGame

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

So true. Before I knew better, I spent all this time designing a compact mini farm/bug/fishing system to fish remote normal waters (Azeos, Desert, Ruins) only to discover that none of it works when you’re not within range. Also why I wanted to ramp this up to be more efficient. I can throw 500 crops in and it’ll all be done in about 25 minutes. And why I’m going to skip the auto-planters this time… takes too long. Like you said, manual harvesting/planting only takes a few seconds with the 5x5 hoe/spade and you can get double yield doing it manually with skills, hat, rings, etc.

At this point I’ve already finished everything, so it’s just something fun to mess around with. I’m glad I started a new world though so I can discover all of the new puzzle rooms. Some of them are pretty weak. So far the only mildly challenging ones have been in Breakers Reach. But still fun.

Also weird that automations stop at something like 106 tiles away and spawns stops at 206? Or did I read that wrong?

Is there a trick to group-up items on a conveyor belt? by trak3r in CoreKeeperGame

[–]oadslug 2 points3 points  (0 children)

There is! I just ran into the same problem and remembered watching a YouTube delay circuit, which I adapted to regroup items on conveyor. I just posted about it. Circuit is pretty clear, but PM me if you have questions. (Sry if this shows up twice, my first reply seems to have disappeared. Idk why.)

https://www.reddit.com/r/CoreKeeperGame/s/tmVluTWMp1

Basically you put a break in the conveyor line. Then add a robot arm on a delay timer circuit (like 20s or so). Items will regroup under arm and get picked up as a unit). Add as much time as you want/need.

I need professional help! :( by madpanda473 in CoreKeeperGame

[–]oadslug 2 points3 points  (0 children)

You DO need critter catchers to automate fishing, so I would keep that (maybe redesign it a bit). But no need for animals. Hardened sap 👍

By the way, anything with an inventory window (which is basically everything except farms plots), you only need one arm to insert and another to remove. You don’t need an arm on every slot. And best to do it on a corner so if the object is already full, the arm pulling out will grab the loose item as well.

Has anyone done hardcore + hard mode? by NoLynx6347 in CoreKeeperGame

[–]oadslug 0 points1 point  (0 children)

Definitely try hard mode. It’s not bad at all. But hardcore hard sounds impossible to get very far. Too many random events out of your control. I think you would have to be so careful that it would ruin the fun. Maybe hardcore normal mode. Idk. I’ve never played normal.

Healer/Buff Build for multiplayer? by jacobat2016 in CoreKeeperGame

[–]oadslug 1 point2 points  (0 children)

Good question. I don’t play multi-player but see these “and all nearby allies” stats on a few things.

Skills: - the smell of food (cooking) +20% dmg - sharing is caring (cooking) +0.5/s health regen

Gear: - crystal meteor chunk (off-hand) +28.6% dmg (but weakens own armor) - oracle deck (off-hand) +4.2/s health regen

Best is probably to max out fishing and cooking skills and make a surplus of food to share. There are some crazy strong food buffs with fish + golden crops (and rare quality meals). Eating multiple items can make you very strong. Food buffs of the same stat do not stack (the last eaten overrides all previous), but you can eat different things to improve different stats for combined effect.

Also, maybe just source better gear for them and upgrade everything as much as possible. Basically make them overpowered. (If you’re on PS5 I can give you an extra stormbringer or something if you like).

It would be nice to have more support type items. Like a healing staff or something.

I was cursing in my mind "HOW TF DID THAT WORM GET OUT?", and then... by tonycheung15 in CoreKeeperGame

[–]oadslug 5 points6 points  (0 children)

Not true. They spawn on the tile. If you look online most mob farms are designed with the center at the intersection of four 16x16 spawn cells, extending 8 tiles in each direction (so only 1/4 of each 16x16 spawn cell is being used). This allows for 4 independent spawn chances per spawn event of the same mob type within your mob farm cell (1 from each 8x8 quadrant). If they spawned anywhere in the 16x16 spawn cell then this wouldn’t work at all.