Core Keeper

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-VG- Napster Sep 28, 2024 @ 10:11am
shrooman brute how to avoid spawn?
any way to avoid them spawning?
and are there walls they cannot break?
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Showing 1-14 of 14 comments
Yasahi Sep 28, 2024 @ 10:12am 
Digging a ditch is an easy way to contain them and any other non-ranged enemies for mob farms or in general.

You can also dig up the fungal ground, it will prevent shrooman and mushroom spawns too.
Last edited by Yasahi; Sep 28, 2024 @ 10:13am
-VG- Napster Sep 28, 2024 @ 10:14am 
Originally posted by Yasahi:
Digging a ditch is an easy way to contain them and any other non-ranged enemies for mob farms or in general.

You can also dig up the fungal ground, it will prevent shrooman and mushroom spawns too.

yeah i want mushroom and maybe small shrooms spawning but not big ones ^^
i need food XD
SertanDoom Sep 28, 2024 @ 10:14am 
Random spawn. They won't go past pits and water. can be used for target practice when spawned.
Casual Amateur Sep 28, 2024 @ 11:25am 
That basically what I did to stop big mushroom from breaking my stuff. Just dig a lot of holes or holes that have water in it. For some reason enemy mob don't jump over holes and so far enemy mob don't swim in water for some reason.
Let Sep 28, 2024 @ 11:41am 
They wont break stone walls, unless they hit it 2 or 3 times in the exact same spot which, Ive never seen happen.

I have a room outside of my base that I surrounded in stone walls and covered the ground in the fungal ground so I can farm mushrooms and the brutes have never broke the walls.
Last edited by Let; Sep 28, 2024 @ 11:44am
Morkonan Sep 28, 2024 @ 12:12pm 
They will not charge the player if they do not have a viable path. So, dig a trench or put up a wall between you and them so they can't see you.
FSHerrante Sep 28, 2024 @ 1:11pm 
Use temple walls to contain these.
-VG- Napster Sep 29, 2024 @ 7:36am 
Originally posted by Morkonan:
They will not charge the player if they do not have a viable path. So, dig a trench or put up a wall between you and them so they can't see you.


Originally posted by SertanDoom:
Random spawn. They won't go past pits and water. can be used for target practice when spawned.

so i still need to go in and kill it at some point so if fight him he will destroy stuff still
if i would range attack him over a pit that would only do 1 dmg right?
so it would take ages to kill this thing

what am i missing here?
EchoSON Sep 29, 2024 @ 8:07am 
Originally posted by -VG- Napster:
Originally posted by Morkonan:
They will not charge the player if they do not have a viable path. So, dig a trench or put up a wall between you and them so they can't see you.


Originally posted by SertanDoom:
Random spawn. They won't go past pits and water. can be used for target practice when spawned.

so i still need to go in and kill it at some point so if fight him he will destroy stuff still
if i would range attack him over a pit that would only do 1 dmg right?
so it would take ages to kill this thing

what am i missing here?

It can't destroy any wall which requires decent mining damage to break , anything harder than stone - he won't break

You don't 'need' to kill it, if you have a moat (hole) around your base

But if you want to kill them , yeah you make them run into any wall then they lose their shell
-VG- Napster Sep 29, 2024 @ 8:12am 
Originally posted by EchoSON:
Originally posted by -VG- Napster:




so i still need to go in and kill it at some point so if fight him he will destroy stuff still
if i would range attack him over a pit that would only do 1 dmg right?
so it would take ages to kill this thing

what am i missing here?

It can't destroy any wall which requires decent mining damage to break , anything harder than stone - he won't break

You don't 'need' to kill it, if you have a moat (hole) around your base

But if you want to kill them , yeah you make them run into any wall then they lose their shell

hmpf seems there is no way around it and i have to kill it at some point

i only wanna grow mushrooms but these brute spawning makes it annoying to do so
N.A.T. Sep 29, 2024 @ 8:52am 
If you want a more AFK mushroom farm:
1. Outside layer: put walls up (doesn't matter if they are dirt, or manufactured) - it creates a light barrier so the mushrooms can spawn in the dark
2. Dig a trench inside the walls - 1 row all the way around show be enough
3. Add 1 row of wooden spikes all around next to the trench, all the way around
4. Fill the rest of the area inside with Fungal Soil (you can put them on top of spikes, but I don't, especially near the entry way
5. I leave 1 space to access the farm, and it has spikes on it.

How it works:
Mushrooms and mobs will spawn when the room is dark. The mobs, they sense the player they charge, but they will hit the spikes next to the trench. No walls get damaged and the spikes eventually kill the mobs. Player can walk in and collect mushrooms with a hoe for faster harvest, especially on higher tiers. If you accidentally pick up the Fungal Soil instead, just place back down, and it will start the grow cycle again.

I do this kind of farming for all types of soil/slime that spawns mobs. The larger the spawn area the more mobs, the higher the yields of goods produced. My farm size is standard: the Fungal Soil (inner most part) is the size of a Hoe at higher levels 5x5 and double that so I use the hoe twice to pick up the harvest. You can work out the rest...

Hope this helps
Last edited by N.A.T.; Sep 29, 2024 @ 8:58am
-VG- Napster Sep 29, 2024 @ 9:20am 
Originally posted by N.A.T.:
If you want a more AFK mushroom farm:
1. Outside layer: put walls up (doesn't matter if they are dirt, or manufactured) - it creates a light barrier so the mushrooms can spawn in the dark
2. Dig a trench inside the walls - 1 row all the way around show be enough
3. Add 1 row of wooden spikes all around next to the trench, all the way around
4. Fill the rest of the area inside with Fungal Soil (you can put them on top of spikes, but I don't, especially near the entry way
5. I leave 1 space to access the farm, and it has spikes on it.

How it works:
Mushrooms and mobs will spawn when the room is dark. The mobs, they sense the player they charge, but they will hit the spikes next to the trench. No walls get damaged and the spikes eventually kill the mobs. Player can walk in and collect mushrooms with a hoe for faster harvest, especially on higher tiers. If you accidentally pick up the Fungal Soil instead, just place back down, and it will start the grow cycle again.

I do this kind of farming for all types of soil/slime that spawns mobs. The larger the spawn area the more mobs, the higher the yields of goods produced. My farm size is standard: the Fungal Soil (inner most part) is the size of a Hoe at higher levels 5x5 and double that so I use the hoe twice to pick up the harvest. You can work out the rest...

Hope this helps

i thought light has no effect on spawning.
as far as i have read about its only the mob spawning grid 16x16 cells matter.

wouldn´t brutes destroy they spike traps?
N.A.T. Sep 29, 2024 @ 9:36am 
Originally posted by -VG- Napster:
Originally posted by N.A.T.:
If you want a more AFK mushroom farm:
1. Outside layer: put walls up (doesn't matter if they are dirt, or manufactured) - it creates a light barrier so the mushrooms can spawn in the dark
2. Dig a trench inside the walls - 1 row all the way around show be enough
3. Add 1 row of wooden spikes all around next to the trench, all the way around
4. Fill the rest of the area inside with Fungal Soil (you can put them on top of spikes, but I don't, especially near the entry way
5. I leave 1 space to access the farm, and it has spikes on it.

How it works:
Mushrooms and mobs will spawn when the room is dark. The mobs, they sense the player they charge, but they will hit the spikes next to the trench. No walls get damaged and the spikes eventually kill the mobs. Player can walk in and collect mushrooms with a hoe for faster harvest, especially on higher tiers. If you accidentally pick up the Fungal Soil instead, just place back down, and it will start the grow cycle again.

I do this kind of farming for all types of soil/slime that spawns mobs. The larger the spawn area the more mobs, the higher the yields of goods produced. My farm size is standard: the Fungal Soil (inner most part) is the size of a Hoe at higher levels 5x5 and double that so I use the hoe twice to pick up the harvest. You can work out the rest...

Hope this helps

i thought light has no effect on spawning.
as far as i have read about its only the mob spawning grid 16x16 cells matter.

wouldn´t brutes destroy they spike traps?
I have never had brutes destroy the spike traps. You want the darkness for the mushrooms to grow...
Yasahi Sep 29, 2024 @ 10:10am 
Originally posted by N.A.T.:
I have never had brutes destroy the spike traps. You want the darkness for the mushrooms to grow...

Mushrooms grow in a lit space too. My Shroomen carousel is fully lit and the ground is covered with mushrooms where the spawn tiles are.
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Date Posted: Sep 28, 2024 @ 10:11am
Posts: 14