How to build a mob farm
16×16
Place tiles to fit the chunks
Spawn tiles are counted per 16×16 chunk, split by world coordinates. Tiles that cross a chunk border may not add up.
13 tiles
13 tiles give 99% for common enemies
For an enemy with a 30% chance, 13 tiles in one chunk give a 99% spawn chance per event. To get more, add more chunks.
6 tiles
Wait more than 6 tiles away
Nothing spawns within 6 tiles of a player. But if you go too far, the chunk stops being active, so wait nearby.
What is a mob farm?
A mob farm is a setup where you place spawn tiles (floors that spawn enemies), let enemies spawn at spawn events about every 15 minutes, kill them with traps or similar, and collect the drops. It is separate from summoning bosses or clearing dungeons, and the big advantage is that you can kill the same enemy over and over. Chances for each tile are in spawn tile chances and the tile calculator.
How to build a mob farm (step by step)
- Pick the enemy that drops what you want: find the spawn tile for that enemy in the chance tables and check its drops on the enemy page.
- Find a 16×16 chunk: tiles are counted per chunk (how to find them). If you split 3 and 3 across a chunk border, neither side meets a 6-tile minimum.
- Place the tiles: put at least each enemy's minimum number of tiles inside the same chunk. For a common enemy (30%), 13 tiles give 99% and a full row of 16 gives 99.67%.
- Keep the tiles clear: a torch or other object on a tile stops spawns on that tile. Put lights off the tiles (light level itself doesn't matter).
- Build the killing and collecting setup: kill and gather with traps and conveyor belts (how to kill them).
- Make a waiting spot: more than 6 tiles from the tiles, but close enough that the chunk keeps running.
- Test one chunk: wait one full cycle (15-22 minutes) and check that enemies spawn, die and get collected. Then copy the layout to other chunks.
Killing enemies and collecting the drops
- Traps: the Spike Trap and Galaxite Trap attack enemies standing on them (trap types and damage).
- Conveyor belts: a Conveyor Belt moves both enemies and dropped items, so you can push them to a kill spot or a collection point.
- Make enemies fight each other: some farms spawn enemies that attack each other in the same place. However, they won't always kill each other, and some enemies break your machines. Test with the actual enemies and difficulty before scaling up.
- Clear leftover enemies: if the same enemy is still around, it is less likely to spawn at the next event (each one present multiplies the chance by about 0.2).
Finding the 16×16 chunks
Chunks are split every 16 tiles in world coordinates: 0-15, 16-31…. The corner of your room isn't necessarily a chunk corner. Check coordinates on the map, or place tiles generously so they don't cross a border, and test. Even a large room is often split across chunks, with no chunk reaching the minimum.
Scaling up your mob farm (common and rare enemies)
- More common enemies: each chunk has a cap on spawns per event. Adding tiles to the same chunk doesn't raise the cap, so build the same layout in another chunk.
- Rare enemies: for low-chance enemies, add more of that tile. Example: with 13 tiles of Stone Moss, the Caveling Brute has a 6.31% chance, but with 256 tiles it is 72.29%.
- Several kinds: you can mix different tiles in one chunk. Meet each one's minimum (each enemy has its own cap).
- Mushrooms and other resources: harvest mushrooms that grow from tiles such as Fungal Soil regularly.
The tile calculator works out how many of each tile to place for balanced spawns.
Recommended spawn tiles for mob farms
Ground Slime, Ground Poison Slime, Ground Slippery Slime, Ground Magma Slime, Chrysalis, Clay Moss, Lush Moss, Valley Moss, Crystal Crust, Mold Block, Ravine Coral are the tiles that work in a battle-royale style farm (enemies fighting each other) in the current version. For slimes see the slime farm guide, and if nothing spawns see why your farm isn't spawning.
Mechanics from the Core Keeper Wiki (Fandom) pages "Guides/Mob farming", "Spawning tiles" (CC BY-SA 3.0), game 1.3 mechanics.
More automation guides
Unless a note on the page says otherwise, numbers are read from the game files of Core Keeper 1.3.0.6 (prefabs, configuration files, drop tables and the game's program) and calculated by this site, including upgraded (per-level) values, sell prices and mana costs. Names and descriptions are the game's official English text. Only reinforcing materials, minion and pet attacks and some food values are based on the Core Keeper Wiki (Fandom) data (CC BY-SA 3.0). Core Keeper and its images are © Pugstorm. This is an unofficial fan site.