340 truffle worms per hour [old V1.2.4.1 figure] and is also fun!:

Detailed video tutorial for an (AFK) farm that can collect about[old V1.2.4.1 figure] and is also fun!:

1.3.0.5 UPDATE NOTES!:

Truffle Worms can now be killed by other mobs (previously immune). So output has been roughly halved to ~192 T-worms/hour (60 minute test) .



(previously immune). So output has been roughly halved to ~192 T-worms/hour . Flame trap cooldown time increased from 3s to 3.33s, so firing pattern is now spread out over 4 seconds (instead of 3s) . This doesn't affect things much, just stagger the starting times a little more, to even it out, or add a 4th timer and 4th circuit if you are keen on continuous flame action.

from 3s to 3.33s, so firing pattern is now spread out over 4 seconds (instead of 3s) stagger the starting times a little more, to even it out, or add a 4th timer and 4th circuit if you are keen on continuous flame action. Skeleton Merchant will spawn periodically, bringing little white bunnies in place of monster spawns, but he should get burned up quickly.



will spawn periodically, bringing little white bunnies in place of monster spawns, but he should get burned up quickly. On the plus side, truffle worms now sell for 10 gold each . So as a money farm you can make about 19 platinum/hour from T-worms, 3.5P/h in coins, 1.5P/h selling other item drops. So ~ 24 platinum per hour total . All items from the 1 hour test: 107 glowing blue snails, 38 (regular) snails, 2 jungle key moulds, 6 mechanical boss summons, 18 red husks, 1 metal detector, etc...



. So as a money farm you can make about 19 platinum/hour from T-worms, 3.5P/h in coins, Note: no banners, may mean they no longer drop from trap damage alone. Could try mixing in a few (flying) minions (provided they don't seem to kill the worms too).

Spawn Zones:

Spawns below the player allow the full height of the game's spawn zone to be used. A large area above a valid spawn surface will virtually guarantee that no 'spawn events' are wasted. (These events occur at a random tile of the spawn zone area, where there is no player placed walls, before travelling down to find a valid surface. Details in NPC spawning page on Wiki.)

A narrow farming surface can be used (because of the high open space above it). This means you could line up a series of farms next to each other, like a row of books on a shelf, saving map space and saving time excavating separate chambers in the cavern layer.

Truffle Worms can be hoiked up much faster than sideways. This, coupled with the shorter distance from player by spawning below (35 tiles verses over 62 tiles horizontally to the inner boarder of spawn zone) means that worms go from mushroom grass to net as fast as possible. (However, this speed has little practical benefit, since the worms have only a 0.135 weighting in the spawn count towards the cap of 15-16 total mobs.)

The surplus mobs can be seen spawning, jumping about and getting killed. More entertaining than everything happing off-stage, so to speak.

Cover the entire spawn area (around where the player will stand) with background walls. These must be placed by the player (natural walls do not count). This is generally impractical, as the total size of the spawn area is over 15000 tiles. Block up any openings with solid blocks, such that there are no spaces 2 wide x 3 tall (or bigger), anywhere. This may take almost as much effort as the background wall approach, depending on equipment, but requires fewer material resources (if you back-fill in rows leaving a 2 tile gap between, for example). It's also very difficult to be certain you've found all the gaps, even with a rod of discord and minions/weapons that tell you find caverns. (You can of course use TEdit, but that'd be cheating ;o) Explode and/or mine out all the blocks and line the bottom of the area with lava. Probably the fastest, least stressful, most reliable method.



Spawn Rate (Maximised):



[see new 1.3 item drop selection and T-worm rate, top of post] 'Info-gram' on the farm posted up to imgur in conjunction with video.[see new 1.3 item drop selection and T-worm rate, top of post]

Trap Configuration:

To keep their numbers down and maintain maximised spawn rate.

To stop the Giant Fungi Bulbs firing spore projectiles. These pass through walls and hit for a lot of damage. However, the odd one isn't deadly, since they are consumed upon impact.

Hoik Setup:

Related Information (Links):

Usually mob farms rely on spawns out to either side of the player. After all, humans are very horizontal thinkers, evolved walking the plains, wide screens and wide spawn zones in game. However, this vertical farming paradigm turns things sideways for a few reasons:The most important part of setting up any farm is controlling the spawning locations. All the fancy wiring is window dressing in comparison. A monster spawned outside the farm is one you could have had. But these will disappear after about 12 seconds. Worst is if a monster spawns and is then able to move into the 'safe zone' around the player (roughly the dimensions of a 1920x1080 screen). They will then stay there indefinitely, taking up one of the spawn slots. As more friends inevitably join him, the spawn rate (bonus) will also be reduced until no monsters will appear in you farm.There are only 3 ways to block monsters from appearing where you don't want them:Spawn blocking dimensions around truffle worm farm. Method 2: Method 3: Wiki's spawn zone dimensions (slightly different and less specific than my findings, in the vertical dimensions): Truffle worms are created as one possibility when a spawn event lands on mushroom grass. Thus a higher spawn rate, and higher number of spawn events, will make for a higher production rate of Truffle Worms.The is a 1 divided by {spawn rate} chance of a 'spawn event' on each game tick (60 ticks per second, in line with the normal frame rate). So a big spawn rate number is slow (e.g. 540 at the surface, in a 'pure' forest biome, hardmode), while a smaller number is faster (e.g. 97 in Jungle dirt layer, 86 in Jungle stone layer, hardmode) [ Wiki - Spawn Rates ]. The rate is capped at 60. So 1/60 is the highest chance of spawn event (under regular conditions), meaning that you are odds on to get at least 1 monster appear within a second (63.5% chance, to be precise).The pure cavern layer rate is 216, and a mushroom biome has no effect on spawn rates at all. So adding jungle blocks instead (80 grass or Lihzahrd Temple bricks) is a smart move, since this will raise the rate to 86. An increase of: (1/86)/(1/216) = 2.51 times (or 251%, an increase of +151%). A water candle multiplies rate by 0.75 (an increase of 25%), which is still worth having. This takes our rate to: 86 x 0.75 = 64.5. Very close to the cap. Hence battle potions are pointless with this setup.In addition to these factors, a lack of monsters increase the spawn rate a little too: e.g. if there are fewer than 3 (20% of the capped number), the rate is multiplied by 0.6 (an increase of 40%). Hence it's always worth while killing these monsters as quickly as possible, to keep them replacing as fast as possible. Even when there are 80% of maximum there is still a bonus factor of 0.9, so in practice our rate should always be right up against the hard cap of 60. Thanks to DicemanX for reminding me of this factor. However, I haven't verified this empirically (in game), so am only quoting the wiki here.Killing the mushroom mobs as fast as possible is desirable on two counts:Flame traps are perfect for covering the space in the chamber (out to 23 tiles) and will do 40 damage to each mob in the flame, every 10 ticks. That's 240 damage per second (plus fire de-buff damage). With a flame duration of 1s, and firing cool-down time of 3s, there needs to be a rotation of 3 traps, fired one after the other, to have continuous flames. [See trap characteristic cheat sheet for more detailed info on traps ( T-MEC ).] Unfortunately, three cascading 1s timers don't work for this purpose (see this old forum thread ). Instead, I've kept the 1s timers independent and just positioned them close to the player so they can to be started and stopped manually. You could make reliable timing mechanisms, but I judged it not worth the added complexity.The flames themselves are 3 tiles wide, hitting mobs one tile above and below the trap's vertical position. This is great for coverage, allowing the traps to be fairly spread out (so you don't need too many). Sopositioning of the lowest flame trap, as you don't want to roast half of your truffle worms! Ensure there is a 1 tile safe zone above the upper spawn surface, for the little fellows.: youtry using a series of (rapid fire) spear trap batteries, again being very careful with how far down they reach (19.5 tiles extension). In theory you could get a more rapid kill rate, but at the expense of far greater complexity. It probably wouldn't even speed up worm collection, since the spawn rate should be continually maxed out already.For using rapid fire dart traps I tried a horizontal hoik configuration at the prototype stage (back in November), but it proved slow. The size 1 horizontal hoik has to continually alternate actuation state, halving maximum speed. The worms were also wiggling back the way they had come, too. This is because the size one hoik length must be unbroken; objects/worms just stop at any joins between actuated and de-actuated lengths.In this farm configuration the monsters mostly got killed off screen too, which is a little boring and has already been done better by DicemanX in his, very solid, truffle worm farm Note the little up hoik at the end. This is so the player's position is raised, causing the fungi bulbs to stretch up into the dart stream and die (avoiding need for secondary traps).An important note is that the size 1 hoiks (for transporting objects or mobs less than 1 tile tall) must go from left to right, due to game engine nuances not yet understood. The setup I've used here is very similar to the "pit health extractor" from my Item Hoik Guide (example 4) . Size 1 hoiks explained in the Item Hoiks video guide: horizontal The up hoik teeth have to have alternating actuation so that a tile is always free above each tooth for the mob to move upwards (instead of kicked out sideways). While the horizontal hoik must be toggled because these objects only travel a couple of tiles sideways each time. Although, under some circumstances, along mysterious lay lines more commonly found in bigger worlds, they may zip right down an entire length !...The up hoik in this farm is very carefully configured for the worms. The shaft is 3 tiles wide so that there is a 1 tile gap either side of the up teeth. This lets the worms wiggle back and forth a little without quite falling off. In narrower shafts they tended to get jammed against the sides a lot. Alternating the teeth at the full speed of the hoik engine (60 activations per second) also seems to run the risk of jamming, with some worms getting permanently stuck.The join between horizontal and up hoiks needs to be very carefully replicated to transport both worms and coins, etc. Even so, the odd heart, coin or other item may get deposited in there.Under very rare circumstances mobs may also fine a way in, assisted by the horizontal hoik. I have died while AFK from fire damage afte several hours, so am assuming there was a Skeleton Archer involved.The hoik engine used to drive the active up hoik is Skeleton powered, much like the flip-flop cells in my hoiktronic counter (video) . A skeleton was selected since friendly (town) NPCs each reduce spawn rate (by 33%, I think...). Also, while the player could be used, it's probably better that they (and the screen) stays still. You coulduse the net effectively while oscillating back and forth in an engine, if you wanted to make a statue-free version... Ironically, this engine design (and the entire build) is console and mobile compatible, with no upside-down sloped blocks needed anywhere. Ironic because they also lack truffle worms (and the duke)!Player & GeneralDicemanX's