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wildforester

Vintarian
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Everything posted by wildforester

  1. I’ll have to see whether walls block the projectiles, currently it’s all fence to allow greater visibility to the outside
  2. I haven't gotten any count on the loot... but since boiler rooms are now 1/4 as effective in 1.20.5 and I've seen (though now I can't find it) that storms may preference one enemy over the other on random. It should be fair bonus.
  3. The tower is there to allow drawing in bowtorns, in the case of a drifter/shiver getting in it probably would be a good hidey place. The gap between the outside of the pit and fences hasn't caused any issues for me, shivers and drifters seem to enjoy dropping in, though as seen in the video bowtorns, aren't too thrilled with it (which is why there are trapdoors in the corners, to make them think they can cut the corner). The gap between the fence and the inside of the farm is also fine, though stones can get through. It's not very common. Items can't fall through because their hitbox is too large for the gap, that's why your farm isn't losing items to the gap. As for bowtorn projectiles, in previous testing on a different varient I had bowtorns shooting through the walls. I suspect the hitbox of their projectile is too small and occasionally can pass through the fence. Walls won't make a difference there since they're the same thickness. But bowtorn projectiles shouldn't be an issue as the bowtorns will hold off fire untill they have a clean line of fire. One thing to be careful of is their stab attack. If you get too close, they can stab through the walls. That's why in the video I stand on the inner edge of the path.
  4. I went with the last idea I mentioned, so here's what could possibly be the first bowtorn compatible trap. It's heavily based off this design (really smart how they only allow bodies to go through so you can collect the drops before the bodies decompose. I simply modified it to work with the shivers and prevent crawling drifters from getting into the center part). 8mb.video-Jfa-vutxdyYM (online-video-cutter.com) (1).mp4 8mb.video-fPT-zgGD3e2c.mp4 Schematic (If I exported it correctly): ActiveAggressionAllEnemyTrap.json Should note I just finished this and haven't gotten around to testing it in an actual temporal storm (due to the creative world). If drifters and what not spawn in the center adding grass clumps should stop that.
  5. If the AI changes yeah, stuff will break. Anyway only way I think this concept could be continued is to find some really complicated layout of locks and drops and streams and what not that force the bowtorn toward the player. That or having them run up ladders while far from the player and getting pushed over while up high enough not to be scared. I just though of using rafts as well, sink them in the water streams as I imagine the walking logic can’t deal with going up other entities… I think the current best method would either be to make a tunnel that the player can run about and collect all the bowtorns with for bringing to the killing chamber or climbing up a ladder to encourage the bowtorns to come into the killing chamber (their standing range is spherical so going up will make them come closer because they really like staying within shooting range of the player). Those are my ideas right now.
  6. Sorry, is it cheesing enemy AI that worries you? I’m having trouble making sense of that sentence…
  7. With 1.20 and the new enemies, the bowtorn has been the largest pain, so while I'm sure someone else will come up with something eventually I wanted to try my hand at designing a trap that can get bowtorns to the player. My concept sort of works, the pit is about the minimum distance that bowtorns will shoot from and has "staircases" to encourage moving towards the player. If the player stands still the bowtorns will eventually let water carry them to the player. bowtorn trap.mp4 While making this I also discovered that limiting a bowtorn's side to side movement will make them more likely to get to the player and try stabbing them. If the initial stretch on the pathways towards the player could move the bowtorns just enough they'd come themselves (Unfortunately, they get quite skittish if the player makes any movement). bowtorn funneling.mp4 Anyway, I'd love to see what other people have done to take care of bowtorns during temporal storms.
  8. Improved performance around forests is something I'd love to see.
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