Hey everyone,
I recently finished my automatic Plantera Farm and wanted to give this post thing a try. I was inspired by a post by Vazilin (Fully automated Plantera Farm (4-5 Planteras per Hour)), so thank you to him.
Overview:
The farm summons and kills Plantera continuously without any player input (aside from initial activation). It averages around 8-9 kills/hour, but can be increased by expanding the size. This farm is already pretty big, but hypothetically could max out at around 50 kills/hour if expanded to an absurd 6x its current size... plus more to account for the random chance of a Plantera Bulb spawning.
* Zoomed out view of the entire farm
* Zoomed out view of the entire wiring
Hoik Tunnel:
~ The bulk of the farm consists of two hoik tunnels 541 blocks long 186 blocks apart.
~ Above and below each tunnel is a repeating pattern of five 2x1 patches of jungle grass stacked on top of each other that allow the Plantera Bulbs to spawn.
~ Pressure plates are spaced 2 blocks apart along the hoik track that actuate the jungle grass directly above and below them.
* Hoik tunnel and bulb spawning spaces with its wiring
* Map view diagram of whole farm
Checkpoints:
~ Along each tunnel are six "checkpoints" spaced 87 blocks apart. These checkpoints will stop the player to try and detect a Plantera spawn.
~ If there was no spawn (meaning no bulb was broken) the player is sent along the tunnel to the next checkpoint after 18 seconds.
~ If she does spawn, the player will get hit and teleported to an invincibility machine directly above or below the checkpoint.
* One of the checkpoints and its wiring
Invincibility Machines:
~ An invincibility machine hoiks the player into the ground causing them to take 1 tick of fall damage and giving them 0.33 seconds of immunity frames. The player is then teleported back to the top where they get hoiked again to continue the immunity frames, thus making the player invincible! ~ So, after the player is initially damaged in the checkpoint, they are teleported into one of these machines directly above or below the checkpoint. Plantera enrages and charges the player, but does no damage. Summons are now easily able to kill her and the player will collect the treasure bag. ~ Spear traps are added to help damage Plantera's Tentacles during her second form. ~ The player will stay in the machine for 30 seconds before being teleported to an "escape chamber."
* Invincibility machine and its wiring
Escape Chambers:
~ The escape chamber is an area that gives the player a chance to deactivate the farm and return home if they choose.
~ They have 10 seconds to flick a lever and get sent back to base, or else they'll get sent to the checkpoint they were last on. (See Diagram)
* One of the escape chambers and its wiring
* Return to checkpoint diagram
~ The whole process above is repeated over and over until the player finally reaches the end. They are then sent to another escape chamber, but this one has a 5 minute delay (to allow Plantera Bulbs to respawn)
~ After 5 minutes the player is sent to the beginning again.
* 5 minute escape chamber and its wiring + teleport hub (torches on side for visibility)
Farming:
1)
After initial activation the player is teleported to the top left of the farm and starts to get hoiked to the right. As the player is moving, they activate pressure plates that only actuate the jungle grass directly above and below the pressure plate - this is to ensure Plantera does not get instantly despawned by activating all the jungle grass at once.2) The player will then reach the first checkpoint. If no bulb was broken they will get hoiked to the next checkpoint after 18 seconds, actuating more jungle grass along the way and deactuating the previous jungle grass. If a bulb was broken the player will get hit by Plantera and teleported to an invincibility machine.
3) Plantera is killed and her loot is collected.
4) The player is then sent to an escape chamber after 30 seconds, where they have a chance to deactivate the farm. If there is no input, the player gets teleported to the checkpoint they were at previously and gets hoiked to the right again.
5) This is repeated over and over until the player reaches the end of the first tunnel.
6) They are then teleported to the bottom left of the farm and get hoiked to the right as the process continues.
7) This repeats until the player reaches the end of the second tunnel, where they are then teleported into an escape chamber with a 5 minute delay.
8) If there is no input after 5 minutes, the player will get teleported back to the top left and the farm will cycle all over again.
And that's the whole farm! Let me know if there are any questions or I need to explain something better. I've worked on this farm for so long some of the components seem like second nature, so I might've missed something.
* Full cycles of the farm diagram
Other Information:
+ Usually 3 bulbs will spawn in each tunnel, even though it is possible for 4 bulbs to spawn maximum. (Farm holds ~6 bulbs max)
+ The lowest/highest jungle grass are spaced 150 blocks apart so bulbs can spawn on both simultaneously without breaking the 150 block maximum concentration.
+ Chlorophyte is placed in the hoik tunnel to prevent any of the jungle grass from randomly converting into chlorophyte ore.
+ I added conveyors to collect life fruits, jungle spores, dye plants, etc. but aren't necessary for farming Plantera.
+ Walls are added behind the jungle grass areas to prevent monsters like Man Eaters and Angry Trappers from spawning.
+ Chests with an item in them are placed on the floating teleporters in the tunnels to prevent the thorns from breaking them.
+ The bottom tunnel is an upside down version of the top - makes wiring easier and everything more symmetrical.
Notes:
- I've tested this farm using both the Stardust Dragon and Terraprisma. The Stardust Dragon does significantly higher single target damage and will kill Plantera's first form much faster than the Terraprisma, but is also drastically more inconsistent when it comes to her second form (because the Plantera's Tentacles take a long time to kill individually). There are <15 second kills and 25+ second kills, which is why I have a 30 delay in the killing area. The Terraprisma is consistently around 20 seconds, so I just went with that. The inconsistent Stardust Dragon was starting to cause me issues.
- I currently have the waiting timer at 5 minutes to give a chance for bulbs to respawn. Although, every second full cycle seems to have very few kills (i.e. one cycle will have 2-4, the next will have 0-1, the next 2-4 again). Maybe adding more time would increase how many bulbs spawn, but judging from this odd cycle pattern it doesn't seem like actuating the jungle grass resets the chance of a bulb spawning there. So, keeping it at 5 minutes for now seems fine? I'm not really sure to be honest.
- I worked on this project purely for the fun/challenge of it, but hypothetically this could be used as a hardmode treasure bag farm. Any sort of Golem farm is going to be way more efficient than my farm. However, farming Golem can't be done completely AFK (you need to click to spawn him in), so this farm has a leg up there. Other than that, this farm has no advantages over farming Golem.
Video:
World Download:
steamcommunity.comSteam Workshop::Rarretia