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miru and thing like to show up when you dont want them to like when handling extractors or chests. for those cases they have presets checking for nearby extractors or chests.
On the night of this video I had no weapon on me so I decided to go taunt a Thing just for laughs. It was a spontaneous recording, it was late, I was a little intoxicated. I forgot to even turn off the HUD until several minutes in. So it may not be worth sitting through all five minutes but near the end when the sun comes up you can see how I set it up. You can also see that corrupt mobs survive the sunrise, so while they only spawn at night there is no rush to harvest by dawn. A roof is not necessary.
For spreading corruption, bombs work great. Water can be useful for spreading if strategically placed but it can get out of hand and can be a pain to clean up. I added a lot of water but mostly for cosmetic purposes in areas I had already corrupted.
Bottom line, you do not have to build a certain size box or whatever. Just get some corrupt bombs and go corrupt some largish area of dirt, wood, water, leaves and stone. As long as you meet the chunk requirements someone mentioned above, corrupt mobs as well as diamond chests will spawn there at night.
http://steamcommunity.com/sharedfiles/filedetails/?id=851980959
Corrupt Bombs on the surface is strictly Verboten on PG2G Metropolis
that is why i am building this underground... also i tried corrupt bombs but im to much of a control freak to not do it by hand...
I hear you. Lots of worlds have that "No Corruption" rule. The thing is, it doesn't spread out of control like it may have in the past. In fact mine hasn't "spread" at all. It is where I put it for the most part, and has been for weeks or even months. I tried to apply it to look like it was spreading but it is not. And the mobs pretty much stick to that 4-claim area. I actually wish corruption was a little more dangerous. Maybe we can have Enhanced Corruption as a world option or as part of a Survivalist DLC in the future.
I've made them varying sizes from 16x16 to 128x128. The more blocks you place the more potential you have to spawn a mob.
Personally, I clear one claim in the fossil layer and do 16x64 stripes of wood alternating with igneous, one layer. I don't touch the walls or ceiling. I do a few plugs of corrupted wood in my regular wood stripes which then spread rather quickly. Then everyday when I come on I go clear the area. I have plenty of tourmaline and C-dust to last a long while. All mobs for corruption and lava layer spawn there and i get a couple of chests everyday too.
I am now going to put two more layers of corrupted stone underneath
So it depends entirely on what you are wanting from your mob spawner. Since mob count is a variable it is wise to ensure the entire chunk is available for spawning and not just "most of it". This includes the verticle spacing. There are many ways to figure out chunks.
I tend to just flatten out an area in the layer I am wanting to make a spawner for, and then just use teleporters to take me to biomes that have what I need.