Amadeo4444 Posted April 18, 2025 Report Posted April 18, 2025 (edited) I've noticed that the spikes found in the locust nests also damage stragglers, so I'm wondering if anyone has tried making an effective mobgrinder for time storms? Water causes mobs to impale themselves on the spikes over and over. I'm also considering boiling water from hot springs since it seems to be more effective at dealing damage. Edited April 18, 2025 by Kacper Tuszyński 2
LadyWYT Posted April 19, 2025 Report Posted April 19, 2025 1 hour ago, Kacper Tuszyński said: I'm also considering boiling water from hot springs since it seems to be more effective at dealing damage. This is probably the most effective method of making a mob grinder, outside of using mods anyway. It does require you to find and build on a hot spring though. How effective it is at getting the stuff you want versus running around hunting specific targets during a storm, I don't know, but it's probably much lower risk. 1
Bumber Posted April 19, 2025 Report Posted April 19, 2025 The hotsprings reduce drops now. Pit kilns still work well, I think.
Fey Shadow Posted January 19 Report Posted January 19 Can you not just build a place that gets dark and then a hole they all drop down into and you kill them that way? Some kind of battle tower?
LadyWYT Posted January 19 Report Posted January 19 11 minutes ago, Fey Shadow said: Can you not just build a place that gets dark and then a hole they all drop down into and you kill them that way? Some kind of battle tower? You probably could, but it would be very expensive and difficult with very little return. Flax is more easily farmed, rusty gears are easier to trade for or loot in ruins, and temporal gears are more easily acquired from temporal storms or treasure hunters. Monster spawns also depend somewhat on the current rift activity, so unless the current activity is very high and there happens to be a rift near the spawn box, it's not likely to produce many monsters. Monsters are also fairly decent at pathfinding, so unless the player is close enough to notice, they're probably not going to fall in the trap. For the player to be noticeable, I think the player would need to be fairly close, so the monsters aren't likely to suffer much damage from falling. Not that you'd want to kill them with fall damage; crushed targets yield less loot. It's also worth considering that monsters aren't intended to be farmed for loot, so a functional grinder would likely be patched rather quickly.
Distilled Spirit Posted January 21 Report Posted January 21 (edited) On 1/19/2026 at 6:59 PM, LadyWYT said: It's also worth considering that monsters aren't intended to be farmed for loot, so a functional grinder would likely be patched rather quickly. Stilt/Bellhead shivers are. At least considering the amount of loot they drop. Building a mob farm in the caves, near the mantle, is the best way to go. Just collect all you can find in a pit/pits, separate abovementioned shivers, kill them and seal the pit. New ones will spawn. Rinse and repeat. 4 gears on average per shiver and tons of Jonas parts will earn you a ton of gears, both ordinary and temporal, in no time. And you'll get closer to that sweet terminus teleporter. Temporal storms are surprisingly bad as a source of any resources. As for the pit design, it's best to hit enemies from below. Turn the bottom into a fishnet with a chisel, but be wary - mobs do walk through chiseled blocks at times. They can push each other through 2+ block wide solid walls of chiseled blocks. Most noticeable in shivers, so make a pit at least 3x3. I have made a main pit (5x5) and connected it to 4 smaller pits (3x3). You can use fences and gates to lure enemies inside. Just make sure that the cave is no wider that pit width + 1-3 blocks on each side. Helps funnel the shivers inside. Some distant extra pits can be useful to trap bowtorns, if unable to lower the ceiling. Edited January 21 by Distilled Spirit
Fey Shadow Posted Friday at 05:24 AM Report Posted Friday at 05:24 AM On 1/19/2026 at 8:59 AM, LadyWYT said: You probably could, but it would be very expensive and difficult with very little return. Flax is more easily farmed, rusty gears are easier to trade for or loot in ruins, and temporal gears are more easily acquired from temporal storms or treasure hunters. Monster spawns also depend somewhat on the current rift activity, so unless the current activity is very high and there happens to be a rift near the spawn box, it's not likely to produce many monsters. Monsters are also fairly decent at pathfinding, so unless the player is close enough to notice, they're probably not going to fall in the trap. For the player to be noticeable, I think the player would need to be fairly close, so the monsters aren't likely to suffer much damage from falling. Not that you'd want to kill them with fall damage; crushed targets yield less loot. It's also worth considering that monsters aren't intended to be farmed for loot, so a functional grinder would likely be patched rather quickly. Yeah, that makes sense. I usually only play up to the stone age (I've made black bronze in molds due to RP, but other than that I don't do blacksmithing most the time) and just continue like doing that. I have played the game for 2 years and only recently done farming so when I was making my place and had so many spawns because I was making a quarry cause I felt like being a dwarf so was like "Can you make something like in Minecraft using the dark". I'm not really looking to farm the mobs I just want somewhere I can do pottery or something during storms but can kill things safely. This year is my "seek out knowledge" year lol
Corsair_Evelion Posted Saturday at 07:07 PM Report Posted Saturday at 07:07 PM Im definitely gonna have to try this. Always wondered how mob grinders worked in this game tbh.
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