This Madhouse plays a wide range of games spanning decades of gaming and multiple genres. We focus heavily on tutorials and guides for the survival game Core Keeper, but you'll also find rogue-likes, journeys, platforming, metroidvanias and so much more!
if I make it the same size as the steam one I'll have double the roots. Its not possible to have the same root number and same size. Our designs are just too different.
The food buffs in this game are so huge lmao. But it's kinda cool. Cause although you can make a build and food set that makes any boss super easy, you have to to put in the time to figure it out and plan it. It's kinda like choosing your own difficulty
@DakonsMadhouse I've still not actually beaten the game, but a while ago I took at ra akhar and it was an insanely easy fight, I had no where near the food stats you showed in this video. It's kinda cool tho, cause it means that if you're not very good at the game, you always have the option of finding better gear and better buffs to make it easier. It's just that it does get silly and let skilled players trivialize any challeng in the game
it is not updated no. hopefully the author of the site will update someday, but last time I spoke to him about it he didn't have plans to update it at this time. The main aspect that is still useful is the spawn cell part.
I feel so dumb. I was so into finally finding an obliteration ray that I did not think to destroy/take the materializers with me…I just went away. As I kind of finished the game, I thought I wont put that much effort into maxing all the combat skills, but with this? This is easy. Thank you so so so so so much. I can finally get more achievements in this game :D
No one explains how to get past the very first bit right at the start, where it says core has no power, spent half HR in this tiny area n have no clue how to get out of it.
Great video! Could you maybe explain how the mining dmg to melee dmg correspondence is working? I dont understand if i should prioritize melee or mining for my endgame melee build..
I know this is the first boss and it’s probably not too difficult for most players, but if you are still struggling despite doing everything in this guide especially with the orange slime on the floor slowing you down, there is a really good way to fight Glurch without the need of chessing him. So what you need is a fish called the Yellow Blister Head which can be fished with a fishing rod in acid water/normal water(in the clay caves), this fish gives you a buff of immune to slowness effect of the orange ground slime and make dodging Glurch an easy task.
I just put the fungus and farm animals together in a large pen and collect everything from time to time. It’s mostly automatic and I know when it’s time to harvest when my frame rate drops 😂
Hey, some questions: 1. without the mapping tool, we dont know where the cell boundaries are, right? So it worth to build narrow but long spawn chambers instead of rectangle or square sized... 2. does it worth to mix spawn tiles like a chesboard? Eg to place red and blue slime spawners in the same cell? or its better to go with a single type...? 3. it is important to kill the spawned mobs as fast as possible (with spikes for example), because existing mobs reduce the spawn chance of a new mob, right? 4. is it known what is the frequency of spawns in seconds?
hey man I'll see if I can answer to the best of my ability. 1. if you can't use the map tool then you could count out the tiles. the waypoint is 0,0 and you can see the coords and tile distance when you have the map open. top right corner. every 16 tiles is a new spawn cell. 2. both designs have their pros and cons. mixing makes the most out of each spawn cell, but dividing them by type offers a bit more control in design. 3. it is important to kill the mobs, or move them out of the spawn cell with conveyors into a kill room. yes spawn chance decreases as it fills up, but the numbers are very large so unless you're letting it build up I wouldn't worry about it. 4. I dont do math well so I'll let you convert to seconds...but its 15-20 minutes. the formula has a variable in it that randomizes and there are other things that factor in to spawn speed.
@@DakonsMadhouse Thank you, all is clear, except the last one.... maybe I asked incorectly, so how often a mob spawn? Surely not once in 15 minutes, its faster (so now Im interested what is the 15 minutes mark)
Man this is a great guide!! Gonna help me so much to max skills. Building mine without the plank addition for now due to not having a good Scarlett source yet
it pulls any item that doesnt go into the trough backwards so that the other robot arm can grab it and put it back in the chest. This creates a loop so that all the extra items you have in your chest will keep getting put into the trough and extras continue to cycle through. The logic prevents the drill from running nonstop. If it runs nonstop it breaks the trough. The logic creates a pause that prevents the trough from breaking. Because stack sizes have gone up in 1.0 I'm beginning to think this entire process is unneeded. But back when stacks were only 999 it was helpful.
ya this tool is outdated and doesn't work in 1.0 yet. None of the distances are accurate anymore. You can still use the spawn cell info though. That is still accurate. The map tool's author said he has no plans to update it at this time. But maybe someday.
yes thats true of many rings but not all. For example the gold crystal ring has more ranged dmg on the unpolished version, but the polished version has attack speed that the unpolished doesn't have. Then there's the glow tulip ring, where the polished one is an upgrade to the unpolished one in every way. It entirely depends on the jewelry.
going to be honesty i think strolly poly and dodo should be diffrent design with root seeds and drills for infite food rather then input feeder that is manual labor and farm like this is based on automation ontop insect on the floor can be turned of in gameplay setting to not get sqeazed and they ignore belts soo having this design but input beaing replaced with like root seeds instead of input chest would be way smarter and then lead bugs into with corridor with belts the drills destroy growing root and bug get leaded inwards trough belts so cattle cant get out but bugs can get in only downside with that is technically u could siphon the root ur farming what might make it little bit less compact i would add if any of cattle eat mushroom input chest should be replaced with shrooman mob farm input directly i think cow and goats are under that but dont quote me cuz i didnt mess with those 2 specafic
ya apparently thats a console limitation I was completely unaware of (I don't own any consoles so I wasn't able to check myself). But apparently consoles can't rebind controls right now. Though I've been told that this will be changing in an upcoming patch. I just don't know when.
Im honestly not sure I thought it was default like that for everyone. It might be a display setting? Are you on console or PC? I am on PC. Not sure if there's a difference in console.
How is the Ivy set the best its so limitting. You can only use the sickle and it's not that good of a weapon. If you could apply poison with any weapon then we can talk.
the blowpipe also applies poison, but there's now also the Druidra ring which also applies poison so you no longer have to use the sickle with the poison build. Though I disagree about the sickle being a bad weapon. I found it very effective at lvl 19. its speed makes up for its lack of damage.