Video Index :



01:21 - Jellyfish Farm Hoik (separate necklaces from glowsticks)



02:27 - Shark Shredder (separate fins from helmets)









05:50 - Pumpkin Moon Grinder Pit Health Extractor









08:48 - Antlion (Mandible) & Vulture Auto-Farm









11:11 - Fallen Star Hoik/Trawler

11:39 - Mushroom Vending Machine

(Application Examples in Bold 00:32 - Item Size Categories(separate necklaces from glowsticks) 01:46 - Size 1 Horizontal Hoik(separate fins from helmets) 03:20 - Notes: [1] Active stone looses shape [2] lava disappears 04:11 - Health & Mana Star Hoiks 04:40 - Teleporter Float Glitch 05:16 - Size 1 Active Vertical Hoik 06:20 - Size 2 & 3 Verticals 07:06 - Down Hoiks 07:39 - Size 3 Horizontal Hoiks 08:23 - Size 2 Horizontal Hoiks 09:25 - Universal Horizontal Hoiks (inc. souls) 09:59 - Ghost Wall Glitch 10:19 - Examples of Size 1, 2 and 3 items 10:47 - Item Hoik Loopin Bold

Theory:

With an upward facing sloped block inside a sprite, the game will instantly jump that entity to sit on top of the sloped surface.



But if there's a solid block directly above the sloped block (or rather, directly , above the sprite's current position) it will place the entity to the side instead.



above the sloped block (or rather, , above the sprite's current position) it will place the entity to the side instead. If the sloped surface is on the underside, then it will place the entity below the sloped surface.



the sloped surface. Again, if there's a solid block directly below, a sideways displacement occurs. To the side faced by the sloped surface.

Spoiler: Descriptions of Each Figure & a Wiring Diagram). Item sizes compatible - Technical Name

{A} - 2, 3, player (while holding {down}) - Bottom Foot-Height (Right)



(while holding {down}) - {B1} - 1 in small steps (all others pushed up) - Top Foot-Height (Right)

in small steps (all others pushed up) - {B2} - None (size 1 goes right only) - Top Foot-Height (Left)

(size 1 goes right only) - {C} - 3, player - Bottom Waist-Height (Right)

- {D} - 2 only (3 & player pushed up, 1 untouched) - Top Waist-Height (Left)

(3 & player pushed up, 1 untouched) - {E} - None - Bottom Head-Height (Right)

- {F} - 3, Player (1 & 2 untouched) - Top Head-Height (Left)

(1 & 2 untouched) - {G} - All (inc, souls, other size 1 in small steps) - Universal Top (Right)



(inc, souls, other size 1 in small steps) - {H} - 2, 3, Player - Universal Bottom (Left)

- {I} - 1 (e.g. hearts mana stars) - - Note : some hearts will get stuck on the plinth and prevent further spawns, beyond 3. Mana star statue has been suspended in mid air, using the floating teleporter pad glitch ( creddit to Scheper ). See [B1]

(e.g. hearts mana stars) - {J} - 3, Player - Bottom Foot-Height (Left)

{K} Actuated Square Blocks, 2 High - None. 1 High - Player only - Note : Items are never hauled up by square blocks, since they are not expected to move!)

{L} - 3, Player - Up (Size 3)

{M} - 2 (3 & Player ejected to side, 1 untouched) - Up (size 2)

{N} - 1 only - Active Up (Size 1) - Note: size 2 items will zip straight up if inserted. Teeth can be switched as fast as 60 times/s, in theory.

{O} - 2 only - Full Hoik Loop (size 2) - Note : extra space or extra teeth at the ends of the transitions are needed, depending on the width of the size 2 item being hoiked. These size differences will cause a slight separation of items upon each transition (e.g. horizontal to vertical).

{P} - 2 only - Down (Size 2) - Note: for some reason, many size 2 items do not like to down hoik from a standing start (although some will), best to use an adjoining horizontal to ease mounting.

Diagram 1B - Wiring - Hoik 'teeth' must be actuated to pick up items. KEY: {Digram Figure} -- Wiring - Hoik 'teeth' must be actuated to pick up items.

Item Size Categories:

Size 1

Examples

Size 2

Example

Size 3 Examples

Size 5 (Special case)

Gabriel Iobagiu for this suggestion on YouTube). (Thanks tofor this suggestion on YouTube).

Example Applications:

Related Information:

It's a pretty self contained, covering all the facets (that I know of) related to moving loose items around in a world by using the sloped block ' hoik ' glitch. There is, however, a lot of information whizzing by pretty fast, so I've laid out a few key snap shots with notes here.feel free to askrelated question, however big or small.ask me to check the size of any particular object you're interested in hoiking. And,suggest any new or modified uses for this idea!.)When the sprite (graphic) of an item (or player, or monster) overlaps a square shaped block, nothing happens. But if that block has been hammered so that it is sloped, strange things may occur!:Each time a sprite is jumped, it can be made to land on another sloped block, and then another, in a chain that I've called a 'hoik'. For more diagrams with detailed explaination, see my original Hoik Guide , aimed more at player transport hoiks, but also discussing all other applications.- Example Item HoiksHere, the 'size' refers to the height of the item's collision box (i.e. how tall is). In general this roughly matches the size of it's image (or sprite), with some exceptions. '' are under 1 tile tall, '' are between 1 and 2 tiles tall, and '' are 2 to 3 tiles tall. The height doesn't just determine weather an item (or other game entity) is tall enough to reach a hoik 'tooth', it also determines how far sideways the item will be displaced, on a horizontal hoik. Each jump along a horizontal hoik = (item height) - 1, rounded up to nearest whole number of tiles.- Low value mob drops (including gel, not shown), coins, captured critters, souls, flower material,torches, small furniture, blocks and walls. (Unexpectedly small exceptions bottom left - late game pickaxes.) Also: presents.- Common mob drops, mushrooms, all banners, fallen stars, potions, trophies, bigger furniture, rarer item drops, most swords, rods, staffs, bars. Actuators look smaller, but are size 2. Death sickle, and some swords, look huge, but are only size 2.- Very rare, high end weapons. Only dropped (non-crafted) examples are from pumpkin and frost moon events.Also: Night's Edge and Venom Staff (credit @jinjoohat below).- While most big swords make for surprisingly small, size 2 items (e.g. Fiery Greatsword) the Breaker Blade turns out to be ridiculously big in that department too!. Necklace (and banner) hoik (size 2), leaves pesky glowsticks behind.with fin/helmet separator hoik. Size 1 items go right (in 3 tile steps), size 2 go left.. Sand spawn surface is actuated, dropping antlions into lava pit below. Dropped mandibles (and banners) are picked up by a size 2 hoik. The spawn surface actuation occurs every 3 seconds (on a timer), but the pulses come via a bunny powered 'flip-flop' circuit. This sends a second pulse soon after the first, ensuring the surface is able to spawn monsters for more of the time (than if it were just on a timer, at 50% on/off). Lihzahrd temple blocks make this area count as jungle, raising the spawn rate massively! (80 Jungle grass blocks can be used instead).. Not an item hoik, just an efficient farm. Improvement over previous example, since spawns may occur at all times (2 sand surfaces).- antlions can only be picked up (with hoiks) by their heads; blocks anywhere else will just cause them to burrow upwards slowly. Also, some vultures (spawned on upper surface) may escape the hoik and just fly to the pit, slowing things down slightly.The demonstrator (left) uses a single crab engine to actuate the size 1 active hoik lift at ~1 cycle/s (i.e. about twice as fast as with a 1s timer). The vertical part probably only needs to be 1 tile wide. The horizontal part lifts all the monsters up for half of the time, so may slightly reduce the pit's killing efficiency. Also, it must be left in thestate when re-loading the world, otherwise the lava in front of the blocks will disappear.. Falling stars are the only items that can insertinto a hoik. This special case means that you can build an entirely passive hoik structure to collect them; just augment an existing sky-bridge with a layer of sloped blocks directly on top (as shown). Be aware that these stars do not spawn from the very top of the world, so some stars will get past, and fall to the ground below, unless this structure is built below the bottom of the space biome level (low gavity + space music).My tests on a small world showed that about 40 stars fall each night, and they are distributed evenly (though very randomly) right across the entire width of the map (). At just over 4000 tiles wide, this means that each 100 tile length of star trawler will yield an average of 1 star per night. So, given all the hammering necessary, I consider this to still be a fairly labour intensive way to collect fallen stars (unless you are happy to copy-paste in TEdit). I also find unsupported sky-bridges ugly, but that's just a personal aesthetic taste.. Consecutive rows of grass (or mushroom grass) are actuated, much like Yrimir's bait farm . Any mushrooms that have grown then drop off to the bottom, re-actuating the growing tiers also brings back the size 2 horizontal hoik teeth, underneath, which pick up the 'shrooms, sending them leftwards, to a vertical hoik that rises them all to the vending machine dispenser. Unfortunately, vines are not destroyed by actuating the blocks they grew from. Yrimir's fix was a second layer of blocks below, but this doubles the requirement for actuators and reduces the farm's useful growing area by 33%, so I've used a series of dart traps to strim them at each collection.