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The search function on this forum is terrible, but the search in the link below works pretty well, even searching archived threads.

https://www.google.com/search?q=site:forums.kleientertainment.com/forums/topic/ keyword

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On 10/6/2025 at 1:26 PM, shadowDigga said:

Misshapen birds (the ones that spit on you in lunar moonstorm) can be placed within 3x3 electric fence pen to be stunlocked indefinitely. These birds have a decent insanity aura which can be converted into sanity aura using bee queen crown. They can also be placed on top of each other to create a cheap, permanent (one-time resource investment), compact (less than a tile in size) and indefinitely extendable (place as many birds as you want until you reach desired sanity output) sanity station in any location of your choice.

Make sure all nodes are linked so birds can't be pushed to unprotected sides. If you have mobs nearby that can attack those birds make sure to put an extra external layer of electric fence for protection (9x9 should suffice for most mobs like hounds or pigs).

Optional: place steering wheel at the center and steer it while quick-dropping birds and standing at them to perfectly adjust your and their position in the pen and maximize sanity output with any given amount of birds. It can be tricky to click on steering wheel if there are already birds inside so make sure to keep your hand slot empty while doing so to avoid accidentally killing your birds.

sanity station.png

Ah yes. Avian torture for a survivor's enjoyment.

On 10/7/2025 at 12:35 AM, SilverSpoon said:

The search function on this forum is terrible, but the search in the link below works pretty well, even searching archived threads.

https://www.google.com/search?q=site:forums.kleientertainment.com/forums/topic/ keyword

omg thank you, I hate using forum search function so so much. Glad that there is another alternative.

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13 hours ago, wormwood123 said:

Everyone still can do that 

No, Walter is the only one who is able to cheaply kill them on day 1 without any risk of losing health. Everyone else has to risk the potential of getting hit.

Edited by Cheggf
Unless maybe Abigail can 1v1 them. Not sure. Probably not. 
10 hours ago, Cheggf said:

No, Walter is the only one who is able to cheaply kill them on day 1 without any risk of losing health. Everyone else has to risk the potential of getting hit.

Well yeah sure but like tentacles are fairly easy to kite and also like this isn’t a “unknown mechanic” it’s just Walter starts with a ranged weapon 

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6 hours ago, wormwood123 said:

Well yeah sure but like tentacles are fairly easy to kite

Tentacles are one of the hardest enemies in the game to dodge. Most people don't even know you can dodge their attacks. 

6 hours ago, wormwood123 said:

and also like this isn’t a “unknown mechanic” it’s just Walter starts with a ranged weapon 

Most of the things posted here are obvious garbage, but other people have the common decency to not trash on people who are just trying to share something they found. 

On 10/24/2025 at 12:31 PM, mima_ said:

woby helping horns can chop boulderbough without risking player any head injury XD.
just chop once and woby will safely knock all the boulder to the ground :love_heart:

Including this post by someone who hearted you saying it's obvious that Walter has a ranged weapon. As if it was any less obvious that the skill "Woby will chop things on your behalf" will make Woby chop things on your behalf. 

Edited by Cheggf
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2 hours ago, Cheggf said:

As if it was any less obvious that the skill "Woby will chop things on your behalf" will make Woby chop things on your behalf. 

well since woby cant get hurt, not like wurt workers or maxwell minion that can take damage so its actually different than other char ..
ive post once too if u can manage ur distance and send woby to chop poison birch woby can easily counter them too :apthy:
many might missing when choosing this really handy skill..

Tingle nodes are capable of indefinitely triggering Deadly brightshade's spikes effect that outranges most mobs in game. They also do so without damaging Brightshade itself. Pairing that knowledge allows creation of AOE killing chambers in post-rift worlds for various mob farms.

First, plant an infestable plant on wall grid so Deadly brightshade that spawns on it will have wall symmetry as well.

Second, leave a bait that mobs you farm will come for on a wall spot next to plant. Don't leave it on plant itself since brightshade will push it out when it spawns.

Now, add a 7x7 disk-like wall protection for our murderous plant. It serves two purposes: 1) preventing mobs from reaching and harming the plant back, 2) preventing loot that drops from these mobs from falling inside the pen - we don't want to miss out something valuable!

Finally, add 2 tingle nodes exactly a tile (4 wall spots) away from Brightshade opposite of each other. It's important that they're placed exactly like that because otherwise they will be too far from each other. These will serve as a toggle for the farm - once all mobs are baited, toggle both nodes on and watch the massacre. Once all mobs are dead, toggle either node off and collect your precious loot. Make sure to approach nodes from side opposite of brightshade, otherwise you will be farmed as well.

Do note that despite being constantly electrocuted Deadly brightshade will still be able to target you with its vine, so dodging is required and orange amulet will be of great help for loot collection.

I provided screenshots of a sample farm for your reference.

farm_set_up_cropped.jpg

farm_in_use_cropped.jpg

Reanimated Skeleton (both forest and cave) can be used to both chop and mine Boulderboughs in biomes of your choice. Use Shadow thurible to lead him onto these trees. They will damage and eventually kill him - however, this is not a problem since you can rebuild and respawn skeleton with no cooldown and cave skeleton will drop some nightmare fuel as well as a bonus.

Farming like that may cause some lag due to lots of stuff on the ground - make sure to add winbots and elastichests to your farm to clean promptly. In caves, make sure your farm is also inside Support pillar range so falling rocks won't destroy farm loot.

boulderbough_farm_cropped.jpg

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47 minutes ago, shadowDigga said:

Tingle nodes are capable of indefinitely triggering Deadly brightshade's spikes effect that outranges most mobs in game. They also do so without damaging Brightshade itself. Pairing that knowledge allows creation of AOE killing chambers in post-rift worlds for various mob farms.

First, plant an infestable plant on wall grid so Deadly brightshade that spawns on it will have wall symmetry as well.

Second, leave a bait that mobs you farm will come for on a wall spot next to plant. Don't leave it on plant itself since brightshade will push it out when it spawns.

Now, add a 7x7 disk-like wall protection for our murderous plant. It serves two purposes: 1) preventing mobs from reaching and harming the plant back, 2) preventing loot that drops from these mobs from falling inside the pen - we don't want to miss out something valuable!

Finally, add 2 tingle nodes exactly a tile (4 wall spots) away from Brightshade opposite of each other. It's important that they're placed exactly like that because otherwise they will be too far from each other. These will serve as a toggle for the farm - once all mobs are baited, toggle both nodes on and watch the massacre. Once all mobs are dead, toggle either node off and collect your precious loot. Make sure to approach nodes from side opposite of brightshade, otherwise you will be farmed as well.

Do note that despite being constantly electrocuted Deadly brightshade will still be able to target you with its vine, so dodging is required and orange amulet will be of great help for loot collection.

I provided screenshots of a sample farm for your reference.

farm_set_up_cropped.jpg

farm_in_use_cropped.jpg

Reanimated Skeleton (both forest and cave) can be used to both chop and mine Boulderboughs in biomes of your choice. Use Shadow thurible to lead him onto these trees. They will damage and eventually kill him - however, this is not a problem since you can rebuild and respawn skeleton with no cooldown and cave skeleton will drop some nightmare fuel as well as a bonus.

Farming like that may cause some lag due to lots of stuff on the ground - make sure to add winbots and elastichests to your farm to clean promptly. In caves, make sure your farm is also inside Support pillar range so falling rocks won't destroy farm loot.

boulderbough_farm_cropped.jpg

The brightshade trap is wonderful. I will try this out!

I tried using the reanimated skeleton on boulderboughs before. It worked ok, but I didn't like it much. You really have to rebuild it a lot.

My favorite method is just using weather pains.

16 hours ago, shadowDigga said:

Tingle nodes are capable of indefinitely triggering Deadly brightshade's spikes effect that outranges most mobs in game. They also do so without damaging Brightshade itself. Pairing that knowledge allows creation of AOE killing chambers in post-rift worlds for various mob farms.

First, plant an infestable plant on wall grid so Deadly brightshade that spawns on it will have wall symmetry as well.

Second, leave a bait that mobs you farm will come for on a wall spot next to plant. Don't leave it on plant itself since brightshade will push it out when it spawns.

Now, add a 7x7 disk-like wall protection for our murderous plant. It serves two purposes: 1) preventing mobs from reaching and harming the plant back, 2) preventing loot that drops from these mobs from falling inside the pen - we don't want to miss out something valuable!

Finally, add 2 tingle nodes exactly a tile (4 wall spots) away from Brightshade opposite of each other. It's important that they're placed exactly like that because otherwise they will be too far from each other. These will serve as a toggle for the farm - once all mobs are baited, toggle both nodes on and watch the massacre. Once all mobs are dead, toggle either node off and collect your precious loot. Make sure to approach nodes from side opposite of brightshade, otherwise you will be farmed as well.

Do note that despite being constantly electrocuted Deadly brightshade will still be able to target you with its vine, so dodging is required and orange amulet will be of great help for loot collection.

I provided screenshots of a sample farm for your reference.

farm_set_up_cropped.jpg

farm_in_use_cropped.jpg

Reanimated Skeleton (both forest and cave) can be used to both chop and mine Boulderboughs in biomes of your choice. Use Shadow thurible to lead him onto these trees. They will damage and eventually kill him - however, this is not a problem since you can rebuild and respawn skeleton with no cooldown and cave skeleton will drop some nightmare fuel as well as a bonus.

Farming like that may cause some lag due to lots of stuff on the ground - make sure to add winbots and elastichests to your farm to clean promptly. In caves, make sure your farm is also inside Support pillar range so falling rocks won't destroy farm loot.

boulderbough_farm_cropped.jpg

Have you tried the brightshade trap on spiders? Or do they just break the walls too easy?

10 hours ago, Dingle said:

Have you tried the brightshade trap on spiders? Or do they just break the walls too easy?

I didn't try it at the time I wrote it. Spiders are tricky to work with for a couple of reasons:

1) they break walls

2) their dens spawn special enemies - spider warriors and spider queens which are able to reach Brightshade before they die.

I made another design that uses water gaps that spiders can't break and decorated spider dens which don't turn into queens and are placed safe distance away from slaughter to avoid warriors. It's somewhat more complex because it requires both Webber and Winona to make but afterwards any character can use it. It's also fully automatic and produces loot continuously without the need to activate and harvest.

How it works:

Spiders from docks' dens are lured to tallbird egg at the center of end tile of middle dock line which is within their meat detection range. The only way for them to reach the egg is to walk around through the shore where they are killed in one hit by a brightshade plant. Brightshade spikes out faster than spiders can ever hope to attack it so no protection is needed for it. Spiders are also killed far enough so their dens don't lose decor that makes spiders neutral to players. Winbots don't have health and are safe from brightshade's spikes and collect loot promptly to store it into elastichest nearby.

The boat next at the end of docks is a safe path to tallbird egg should a player decide to move it to stop the farm. Place an egg at the edge of middle dock line as close to boat as possible to break spiders' pathfinding and make them hug the water gap forever. Return the egg to middle of end tile to turn the farm back on.

How to make it:

Start by finding a suitable place on a shore and plant a sapling 1.5 wall units away (.375 tiles) from middle of land tile just before the death corridor in the opposite direction. Add 2 tingle nodes at least 2 wall units away from the sapling on opposite sides of it, tilt them 1 wall unit away. Turn them on, make sure they can link, then turn them off for now.

Switch to Winona and place gemerator with a crown shard in it for an infinite energy to recharge winbots, 6-8 winbots in 2 sets of 3-4 in corners of gemerator range with their picking area covering loot area (refer to screenshot for reference). Build a chest equal distance away from 2 sets of winbots and gemerator, use elastispacer on it. Place 1 monster meat, 1 silk, 1 spider gland in the chest to let winbots know what to store in it. Wait for Brightshade to spawn.

Switch to Webber, build death corridor (middle dock line) and side dock lines. Dock lines should be 1 tile wide and 1 tile in between. Middle dock line should be 1 tile shorter, place a boat there, leave a tallbird egg at the center of end tile of middle dock line. Make sure you can reach the boat from every line, then turn on tingle nodes to activate brightshade. Be careful not to get killed doing that, approach from opposite direction.

Place spider dens on side lines 1 wall unit away from tile crossings, 2 wall units from each other. Mind the minimum distance to land as shown on screenshot. Don't decorate them yet. If you done stuff correctly prior to this point, farm should be fully functional by now. Don't force spiders out with webby whistle or by punching/setting dens on fire as that can spawn warriors at later stages. Wait for spiders to walk out naturally at dusk and watch them get killed as they head towards their death.

Make sure to visit the farm occasionally and decorate dens which have reached level 3 promptly before they turn into queens. Once all dens are level 3 and decorated, consider farm done and swap back to your character of choice.

1-cropped.jpg

2-cropped.jpg

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9 minutes ago, shadowDigga said:

Make sure to visit the farm occasionally and decorate dens which have reached level 3 promptly before they turn into queens. Once all dens are level 3 and decorated, consider farm done and swap back to your character of choice.

Webber can upgrade dens immediately with silk.

5 minutes ago, Bumber64 said:

Webber can upgrade dens immediately with silk.

That can be done of course for just 10 silk per den or just 240 silk for the entire farm. If you happen to have these resources and are willing to sacrifice them to swap back from webber earlier feel free to do so.

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On 10/25/2025 at 6:28 PM, Cheggf said:

No, Walter is the only one who is able to cheaply kill them on day 1 without any risk of losing health. Everyone else has to risk the potential of getting hit.

Wendy can do it too. I don’t think Abigail can 1v1 tentacles until her health is higher, but if you let her take the first hit, they’ll never go for Wendy. Also works for Tallbirds.

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13 hours ago, shadowDigga said:

I didn't try it at the time I wrote it. Spiders are tricky to work with for a couple of reasons:

1) they break walls

2) their dens spawn special enemies - spider warriors and spider queens which are able to reach Brightshade before they die.

I made another design that uses water gaps that spiders can't break and decorated spider dens which don't turn into queens and are placed safe distance away from slaughter to avoid warriors. It's somewhat more complex because it requires both Webber and Winona to make but afterwards any character can use it. It's also fully automatic and produces loot continuously without the need to activate and harvest.

How it works:

Spiders from docks' dens are lured to tallbird egg at the center of end tile of middle dock line which is within their meat detection range. The only way for them to reach the egg is to walk around through the shore where they are killed in one hit by a brightshade plant. Brightshade spikes out faster than spiders can ever hope to attack it so no protection is needed for it. Spiders are also killed far enough so their dens don't lose decor that makes spiders neutral to players. Winbots don't have health and are safe from brightshade's spikes and collect loot promptly to store it into elastichest nearby.

The boat next at the end of docks is a safe path to tallbird egg should a player decide to move it to stop the farm. Place an egg at the edge of middle dock line as close to boat as possible to break spiders' pathfinding and make them hug the water gap forever. Return the egg to middle of end tile to turn the farm back on.

How to make it:

Start by finding a suitable place on a shore and plant a sapling 1.5 wall units away (.375 tiles) from middle of land tile just before the death corridor in the opposite direction. Add 2 tingle nodes at least 2 wall units away from the sapling on opposite sides of it, tilt them 1 wall unit away. Turn them on, make sure they can link, then turn them off for now.

Switch to Winona and place gemerator with a crown shard in it for an infinite energy to recharge winbots, 6-8 winbots in 2 sets of 3-4 in corners of gemerator range with their picking area covering loot area (refer to screenshot for reference). Build a chest equal distance away from 2 sets of winbots and gemerator, use elastispacer on it. Place 1 monster meat, 1 silk, 1 spider gland in the chest to let winbots know what to store in it. Wait for Brightshade to spawn.

Switch to Webber, build death corridor (middle dock line) and side dock lines. Dock lines should be 1 tile wide and 1 tile in between. Middle dock line should be 1 tile shorter, place a boat there, leave a tallbird egg at the center of end tile of middle dock line. Make sure you can reach the boat from every line, then turn on tingle nodes to activate brightshade. Be careful not to get killed doing that, approach from opposite direction.

Place spider dens on side lines 1 wall unit away from tile crossings, 2 wall units from each other. Mind the minimum distance to land as shown on screenshot. Don't decorate them yet. If you done stuff correctly prior to this point, farm should be fully functional by now. Don't force spiders out with webby whistle or by punching/setting dens on fire as that can spawn warriors at later stages. Wait for spiders to walk out naturally at dusk and watch them get killed as they head towards their death.

Make sure to visit the farm occasionally and decorate dens which have reached level 3 promptly before they turn into queens. Once all dens are level 3 and decorated, consider farm done and swap back to your character of choice.

1-cropped.jpg

2-cropped.jpg

I like how expandable this is, too. That is, it could just be a catapult farm until the brightshade grows in, or it could revert back to a catapult farm if the brightshade somehow dies.

On 10/26/2025 at 3:33 PM, shadowDigga said:

Tingle nodes are capable of indefinitely triggering Deadly brightshade's spikes effect that outranges most mobs in game. They also do so without damaging Brightshade itself. Pairing that knowledge allows creation of AOE killing chambers in post-rift worlds for various mob farms.

First, plant an infestable plant on wall grid so Deadly brightshade that spawns on it will have wall symmetry as well.

Second, leave a bait that mobs you farm will come for on a wall spot next to plant. Don't leave it on plant itself since brightshade will push it out when it spawns.

Now, add a 7x7 disk-like wall protection for our murderous plant. It serves two purposes: 1) preventing mobs from reaching and harming the plant back, 2) preventing loot that drops from these mobs from falling inside the pen - we don't want to miss out something valuable!

Finally, add 2 tingle nodes exactly a tile (4 wall spots) away from Brightshade opposite of each other. It's important that they're placed exactly like that because otherwise they will be too far from each other. These will serve as a toggle for the farm - once all mobs are baited, toggle both nodes on and watch the massacre. Once all mobs are dead, toggle either node off and collect your precious loot. Make sure to approach nodes from side opposite of brightshade, otherwise you will be farmed as well.

Do note that despite being constantly electrocuted Deadly brightshade will still be able to target you with its vine, so dodging is required and orange amulet will be of great help for loot collection.

I provided screenshots of a sample farm for your reference.

farm_set_up_cropped.jpg

farm_in_use_cropped.jpg

Reanimated Skeleton (both forest and cave) can be used to both chop and mine Boulderboughs in biomes of your choice. Use Shadow thurible to lead him onto these trees. They will damage and eventually kill him - however, this is not a problem since you can rebuild and respawn skeleton with no cooldown and cave skeleton will drop some nightmare fuel as well as a bonus.

Farming like that may cause some lag due to lots of stuff on the ground - make sure to add winbots and elastichests to your farm to clean promptly. In caves, make sure your farm is also inside Support pillar range so falling rocks won't destroy farm loot.

boulderbough_farm_cropped.jpg

I did some more experiments using this and the spider version you posted. I wanted to post some findings:

The spider dock system seems pretty overkill! You can simply set up a brightshade and put an electric fence around it close to spider nests. No docks required. You can drop a pigskin, monster meat, etc to attract one spider. Once it dies, all the other spiders will run straight to the brightshade to die. Then more spiders may run to the monster meat, to restart the cycle.

As Wortox, I can skip using winbots and just use a knabsack. When I want to collect all the loot, I can just attack the vine to stun the plant. All the loot being in one tiny spot makes getting it with knabsacks very easy. I can also pick up most of the loot from the edges without doing this, thanks to the knabsack range. For the wall versions of the farm, the knabsack also outranges the AOE!

Frogs don't seem to need walls, either. They have a long attack range, but not long enough, and their attack is slow enough that they never seem to hit the brightshade.

I want to try this on tallbirds next. I think their attack range is pretty short, so maybe just a 2 wall diameter disk would be best.

Edit: tried a 2 wall disc on tallbirds, they can attack and kill the brightshade pretty fast.

For all of these farms, it seems like the vine can never actually hit you as long as the electric fence is up. Shocks to the plant also interrupt the vine. It will try to attack, but never seems to be able to finish the animation.

Thanks again for these ideas, it's really going to change my plans when I play Wortox. The electric fence brightshades are really superior soul farms, even better than previous spider dock setups.

Edited by Dingle
2 diameter disc doesn't work on tallbirds
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On 9/18/2025 at 6:11 AM, Baguettes said:

If your hands are quick enough, you can shoot your friends in the face with an ice staff while they're on fire even when PvP is off.

Not too useful, rather funny in fact; the other characters give you their attacker quotes disagreeing on what you did.

...Well, I saved a life, and it didn't even hurt them!

With ice staff upgrades you can now freeze players outside PvP. Is it any more useful than what I wrote? No! Is it a fun prank? Yes!

Earlier I was using some astral detectors as decorations in base, only to be frustrated when I found out you can’t place them on the corner of a tile that’s facing the ocean. However, if you place some docks by the corner tile, place the astral detector, and then destroy the docks, the astral detector will actually stay on the corner tile. Idk if this applies to other structures, but it’s really jank and idk why I couldn’t just place it right next to the water in the first place.

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