User:Krious/HostileMeatPartsFarm
THE HOSTILE MEAT AND PARTS FARM FOR YOUR BASE
How do you make something like this, you may be wondering.
Indeed. Mass Monsters, Bubbles, and Cubes have been nerfed due to being exploitable.
But you know what hasn't been? Zealots of Fire and Executioners.
Did you know that the summons of hostile mobs still drop items?
To be straight to the point on how to set this up:
- You need the following:
- A build board
- at least 5+ training dummies
- a manual generator (human generator or wheel of pain)
- a free/useless resident that can be used for generators
- a "trapped" hostile mob that can summon
- How you do "trap" a hostile mob?
- You need a build board, then you just raise the height of the tile the hostile mob is in to 10+ compared to the level of the floor you are on
- Don't worry, the hostile mob will not attack you once it is at a different level
- How do I get these specific mobs to appear at my base?
- There will be times when you receive packages in your base. Sometimes, the package may contain a free hostile executioner just for you as a "thank you" gift from one of the good-natured citizens of Ylva.
- Using Scroll of Summon Monsters in your base, but this is based on chance
- Just random spawn in your base, but this is based on chance and player level
- Prepare your set up like this:
- Now why set it up like this?
- The resident in the manual generator shall serve as an aggro trigger for the hostile mob. The resident must be at the same height level as the hostile mob.
- The training dummies are not considered as "obstacles", which means both the resident and the hostile mob will target each other.
- Make sure the resident has no ranged equipment or spells.
- The 4-tile distance is for safety:
- In order to lessen the chance for the two to kill each other
- In order for summoned mobs to be properly contained
- The training dummy that is beside the hostile mob (acting as a lowered/raised bridge) activates the set up:
- If its UP to the same level as both resident and hostile mob, this makes both mobs "accessible" to each other, thereby activating aggro (but they can't move because of the training dummies)
- If its DOWN, aggro is turned off and hostile mob eventually stops summoning
- Why is there are on/off switch? Because the hostile mob can overcast and can potentially kill itself in the process if its tries to keep on summoning despite having 0 mana.
- Make sure that the summoned mobs have no alternative pathing areas and are locked in an enclosure below the summoner
- You can then kill the summoned mobs using magic, ranged or throwing (preferably throwing; if you keep missing, use magic)
- To collect the dropped items, you can use the build board to select drops and move it some place else
I recommend activating this farm once a day. If you have multiple of these summoners, then more potential meat/parts/organs for you.
Also, once you start getting the cards of these summoned mobs, drop chance of items increases up to +2 for that mob if you deposit multiple of the same cards in your journal.
Additional Tip: In case your hostile summoner overcasts, get ready to "lower the dummy bridge" then use your healing spells to heal the hostile summoner.