SPAWN TILES

Core Keeper Spawn Tiles: Spawn Chances per Tile and Mob Farm Calculator

All spawn tiles (mosses, larva hive, slime ground and more), the enemies they spawn and the chance per tile. Pick tiles and target enemies, and the calculator tells you how many tiles of each to place in one 16×16 chunk so every enemy spawns in balanced numbers.

Data: the game files (version 1.3.0.6)

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Spawn tile calculator for mob farms (how many tiles per chunk?)

Choose the spawn tiles you want to place and the enemies you are after. The calculator works out how many tiles of each to place in one chunk (the 16×16 spawn area) so your target enemies spawn in balanced, equal numbers. Choose "2× wanted" or "3× wanted" to get them in that ratio instead.

All selected tiles are mixed into a single chunk for the calculation (the tool is for checking the ratio of spawns). It does not account for enemies that attack each other or how the trap is built, so we don't recommend building a farm that mixes everything as-is.

Guidelines when building a real farm

  • Put tiles whose enemies attack each other in separate farms

    Keep tiles whose enemies fight each other, such as slimes and cavelings, out of the same farm.

  • Fungal Soil, Mossy Soil build with Galaxite Trap

    The mushrooms that grow there have to be broken, so build a dedicated farm with Galaxite Traps.

  • Muddled Moss build with Drill and Radiation Crystal

    The mushrooms that grow there have to be broken, and some enemies there destroy traps, so build a dedicated farm with drills and radiation crystals.

1Choose the spawn tiles to place (any number)

The 11 tiles selected by default are the ones that work in a battle-royale style farm (enemies fighting each other) in the current version (Ground Slime, Ground Poison Slime, Ground Slippery Slime, Ground Magma Slime, Chrysalis, Clay Moss, Lush Moss, Valley Moss, Crystal Crust, Mold Block, Ravine Coral).

2Choose your target enemies and the ratio you want (set unwanted ones to "Not wanted")

How it is calculated: each tile rolls for each enemy at that enemy's chance, and the result is the expected value capped by the per-event limit and the density limit. It assumes you clear the enemies from the previous event every time (none left over). Leftover enemies lower the chance (see "How it works" below). The split is chosen to "make the rarest enemy as common as possible": tiles are added one at a time to the floor of whichever enemy is currently lowest (compared after dividing by the wanted ratio).

Summary

How many spawn tiles should you place?

  1. 16×16

    Tiles are counted per chunk

    Chunks are fixed areas split at every multiple of 16 in world coordinates. Tiles that cross a chunk border are counted separately.

  2. 13 tiles

    13 tiles is enough for common enemies

    An enemy with a 30% chance spawns at most 1 per chunk per event. 9 tiles give 95%, and 13 tiles give 99%. Beyond that, building in another chunk gets you more.

  3. 0.5%

    Use more tiles for rare enemies

    Stone Moss: Caveling 30%, Caveling Shaman 1%, Caveling Brute 0.5% (per tile). Enemies like the Brute become more likely the more tiles you place.

  4. 15 min

    Spawn interval and what blocks spawns

    Spawn events happen about every 15 minutes (15-22 in practice). Nothing spawns within 6 tiles of a player, and blocks, furniture or torches on a tile stop it too (conveyor belts and spike traps are fine).

  5. Use the calculator for the split

    Pick tiles and target enemies in the calculator to see how many tiles of each to place per chunk so your targets spawn in balance.

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What are spawn tiles? Floors that spawn enemies for farms

Spawn tiles are floors that can spawn enemies or resources (such as mushrooms) during each periodic spawn event. Place them on any ground and enemies start appearing there. They are used for mob farms (traps) that kill enemies for materials, and for leveling skills.

  • If you stack two spawn tiles on the same tile, only the top one counts.
  • Light level doesn't affect spawning. However, placing a torch on a tile stops spawns from that tile.
  • Placing blocks, walls or furniture on a tile also stops spawns. Conveyor belts and spike traps are fine to place on top.

Mechanics from the Core Keeper Wiki (Fandom) pages "Spawning tiles", "Guides/Mob farming" (CC BY-SA 3.0), not confirmed in the game files.

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Spawn tile types: enemies, chances and where to get them

For each spawn tile: the enemies and resources it spawns, and where to get the tile (biomes where it grows naturally, enemies that drop it, and scenes and dungeons where it is placed). The numbers are in the spawn chance tables.

Ground Slime

Spawns

For rare enemies, place more tiles: Red Slime 12% with 13 tiles, 92% with 256 (chance per spawn event). Details

Where to get it

Grows naturally
The Undergrounds
Placed in

Chrysalis

Spawns

For rare enemies, place more tiles: Big Larva 12% with 13 tiles, 92% with 256; Cocoon 12% with 13 tiles, 92% with 256 (chance per spawn event). Details

Where to get it

Grows naturally
The Clay Caves, Larva Hive (Small Larva Hive, Main Larva Hive)
Placed in

Stone Moss

Spawns

For rare enemies, place more tiles: Caveling Shaman 12% with 13 tiles, 92% with 256; Caveling Brute 6% with 13 tiles, 72% with 256 (chance per spawn event). Details

Where to get it

Grows naturally
The Forgotten Ruins (on Stone Block ground, 0.5% per tile, grows in clusters)
Enemy drop
Caveling Brute 3.9%, Caveling 3.7%, Caveling Shaman 3.3%
Placed in
Unknown biome: Stone Melody Room

Rust Pile

Spawns

For rare enemies, place more tiles: Geobot Scourer 12% with 13 tiles, 92% with 256; Geobot Miner 3% with 13 tiles, 40% with 256; Geobot Patroller 3% with 13 tiles, 40% with 256 (chance per spawn event). Details

Where to get it

Grows naturally
Breaker's Reach (rocky ground, 2% per tile, grows in clusters)
Placed in

Muddled Moss

Spawns

For rare enemies, place more tiles: Void Larva 41% with 13 tiles, 100% with 256; Void Caveling 3% with 13 tiles, 40% with 256; Void Caveling Brute 3% with 13 tiles, 40% with 256; Void Caveling Shaman 3% with 13 tiles, 40% with 256; Void Larva Cocoon 3% with 13 tiles, 40% with 256 (chance per spawn event). Details

Where to get it

Grows naturally
Breaker's Reach (void ground, 2% per tile, grows in clusters)
Breaker's Reach (void ground, 5% per tile, single tiles)

Ravine Coral

Spawns

For rare enemies, place more tiles: Wingling 33% with 13 tiles, 100% with 256 (chance per spawn event). Details

Where to get it

Grows naturally
The Undergrounds (on any ground, next to pits, 5% per tile, grows in clusters)
Enemy drop
Wingling 5.3%

Natural locations (ground and chance when the world is generated) and enemy drop chances are calculated from the game's config files (Conf folder Spawn/Initial and Loot, version 1.3.0.6). Drop chances are per enemy. "Placed in" (scenes and dungeons), and the area shown for tiles that do not grow naturally, are from the Core Keeper Wiki (Fandom) scene data and spawn tile pages (CC BY-SA 3.0).

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Farming rare enemies: how to lay out spawn tiles for low-chance enemies

Unlike common enemies, enemies with a low chance per tile (under 10%) become more likely the more tiles you place. If you want a specific rare enemy or its drops, it is worth covering all 256 tiles of a chunk (16×16) with that tile.

  • Within one chunk: more tiles means a higher chance per spawn event (table below).
  • If you have room: only 1 spawns per chunk per event, so for the same number of tiles, splitting them across chunks gives more spawns. For example, 128 tiles in each of 2 chunks beats 256 tiles in one chunk (second column from the right).
  • Enemies with a 0.2% chance (Geobots, Void Cavelings, etc.) only appear about 40% of the time per event even with 256 tiles. Plan on using several chunks.
Enemy (tile, per tile) 13 tiles 64 tiles 128 tiles 256 tiles
whole chunk
128 tiles × 2 chunks Notable drops (per kill)
Geobot Miner Rust Pile, 0.2% 2.6% 12% 22.6% 40.1% 0.45 Mechanical Part 18.1%, Relucite Ore 9.2%, Relucite Key 0.94%
Geobot Patroller Rust Pile, 0.2% 2.6% 12% 22.6% 40.1% 0.45 Mechanical Part 41%, Flamethrower 2%, Relucite Key 0.65%
Void Caveling Muddled Moss, 0.2% 2.6% 12% 22.6% 40.1% 0.45 Black Charm Necklace 7.8%, Oblivion Fragment 65.3%, Void Club 7%
Void Caveling Brute Muddled Moss, 0.2% 2.6% 12% 22.6% 40.1% 0.45 Black Charm Necklace 7.8%, Oblivion Fragment 65.3%, Void Club 7%
Void Caveling Shaman Muddled Moss, 0.2% 2.6% 12% 22.6% 40.1% 0.45 Black Charm Necklace 7.8%, Oblivion Fragment 65.3%, Void Club 7%
Void Larva Cocoon Muddled Moss, 0.2% 2.6% 12% 22.6% 40.1% 0.45 Oblivion Fragment 21.4%
Caveling Brute Stone Moss, 0.5% 6.3% 27.4% 47.4% 72.3% 0.95 Crystal Skull Shard 18.4%, Ancient Gemstone 9.5%, Mechanical Part 9.5%
Core Sentry Urban Moss, 0.5% 6.3% 27.4% 47.4% 72.3% 0.95 Core Sentry Figurine 0.43%, Sentry Helm 0.11%, Octarine Ore 14.3%
Shrooman Brute Fungal Soil, 0.5% 6.3% 27.4% 47.4% 72.3% 0.95 Ancient Gemstone 10.3%
Mold Tentacle Mold Block, 0.5% 6.3% 27.4% 47.4% 72.3% 0.95 Mold Vein Necklace 0.68%, Mold Ring 0.68%, Vicious Ring 0.68%
Red Slime Ground Slime, 1% 12.2% 47.4% 72.4% 92.4% 1.45 Crown Summoning Idol 0.22%, Ancient Gemstone 1.1%
Big Larva Chrysalis, 1% 12.2% 47.4% 72.4% 92.4% 1.45 Shiny Larva Meat 0.5%, Grub Egg Necklace 0.08%
Cocoon Chrysalis, 1% 12.2% 47.4% 72.4% 92.4% 1.45 —
Caveling Shaman Stone Moss, 1% 12.2% 47.4% 72.4% 92.4% 1.45 Shaman Skull 2%, Crystal Skull Shard 19.5%, Ancient Gemstone 4.9%
Geobot Scourer Rust Pile, 1% 12.2% 47.4% 72.4% 92.4% 1.45 Mechanical Part 18.4%
Wingling Ravine Coral, 3% 32.7% 85.8% 98% 100% 1.96 Ancient Gemstone 5.3%
Void Larva Muddled Moss, 4% 41.2% 92.7% 99.5% 100% 1.99 Black Charm Necklace 0.99%, Oblivion Fragment 9.9%
Orbital Turret Crystal Crust, 5% 48.7% 96.2% 99.9% 100% 2.00 Arcane Monk Blindfold 2.4%, Arcane Monk Cloak 2.4%, Arcane Monk Leggings 2.4%

The tile-count columns are the chance that at least one spawns in one chunk per spawn event. "128 tiles × 2 chunks" is the expected number spawned across both chunks per event. All values assume none of the same enemy is left over from earlier events. Drops show up to 3 items of Rare or higher, as the chance per kill.

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How spawn tile chances work

At each spawn event, every spawn tile makes a "roll". Each enemy has its own chance, and each enemy is rolled separately.

  • Spawn chunk (16×16): tiles are counted per 16×16 chunk, split at every multiple of 16 in world coordinates (coordinates 0-15 are the first chunk, 16-31 the second…). The corner of your room isn't necessarily a chunk corner.
  • Chance per tile: each tile spawns the enemy at this chance.
  • Minimum tiles: a chunk needs at least this many of the tile (with fewer, nothing spawns).
  • Per-event limit: the most that can spawn in one chunk per event. Each enemy has its own limit.
  • Density limit: the most of that enemy that can be in the chunk: "density value × number of tiles", rounded up. Enemies of the same type already there count toward it.
  • Reduction from leftover enemies: if the same enemy is already present, the chance drops (chance × (1 − decay)number present). For most enemies each one present multiplies it by 0.2; Void Larvae by 0.3 and mushrooms by 0.9. Infected Cavelings and Mold Tentacles have no reduction.
  • No-spawn zones: nothing spawns within 6 tiles of a player or within 12 tiles of the world center (0, 0).
  • Interval: chunks are checked in turn, and one full cycle takes about 15 minutes (15-22 minutes in practice).

Chance, decay, limit and minimum-tile values are from the game's config files (Conf folder Spawn/Respawn, version 1.3.0.6). Chunk size, no-spawn zones and the interval are from the Core Keeper Wiki (Fandom) pages "Spawning tiles" and "Guides/Mob farming" (CC BY-SA 3.0); we could not confirm them in the game files.

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Spawn chances by tile (spawn rate per enemy and items you get)

For each tile: the chance of each enemy, and the items you get from killing them (chance per tile). Open "Items from kills" to see the full list.

Ground Slime spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Orange Slime 30% 1 +0.15 per tile 6
Red Slime 1% 1 +0.05 per tile 6
Items from kills (14) Slime 18%, Scrap Parts 3.6%, Heart Berry Seed 2.5% and more

Ground Poison Slime spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Purple Slime 30% 1 +0.15 per tile 6
Items from kills (11) Poison Slime 28%, Ancient Gemstone 0.47%, Scarlet Key 0.33% and more

Ground Slippery Slime spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Blue Slime 30% 1 +0.15 per tile 6
Items from kills (9) Slippery Slime 28%, Ancient Gemstone 0.48%, Octarine Key 0.34% and more

Ground Magma Slime spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Lava Slime 30% 1 +0.15 per tile 6
Lava Butterfly 10% 1 +0.08 per tile 6
Items from kills (12) Magma Slime 14%, Ancient Gemstone 0.7%, Galaxite Key 0.35% and more

Chrysalis spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Larva 30% 1 +0.15 per tile 6
Big Larva 1% 1 +0.05 per tile 6
Cocoon 1% 1 +0.05 per tile 6
Items from kills (24) Slime 7.3%, Fiber 2.7%, Larva Meat 2.6% and more

Stone Moss spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Caveling 30% 1 +0.15 per tile 6
Caveling Shaman 1% 1 +0.05 per tile 6
Caveling Brute 0.5% 1 +0.02 per tile 6
Items from kills (38) Crystal Skull Shard 6.7%, Fiber 3.4%, Copper Ore 3.3% and more

Clay Moss spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Caveling Skirmisher 30% 1 +0.15 per tile 6
Caveling Spearman 30% 1 +0.15 per tile 6
Items from kills (20) Larva Meat 14%, Fiber 14%, Grub Kapok Seed 5.2% and more

Lush Moss spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Caveling Gardener 30% 1 +0.15 per tile 6
Caveling Hunter 30% 1 +0.15 per tile 6
Items from kills (20) Lush Moss 2.1%, Heart Berry Seed 2%, Glow Tulip Seed 2% and more

Urban Moss spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Caveling Scholar 30% 1 +0.15 per tile 6
Core Sentry 0.5% 1 +0.02 per tile 6
Items from kills (25) Octarine Ore 3.9%, Coral Wood 3.9%, Scarlet Ore 2% and more

Valley Moss spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Caveling Assassin 30% 1 +0.15 per tile 6
Items from kills (7) Ancient Gemstone 0.56%, Concealed Blade 0.28%, Assassin Hood 0.28% and more

Crystal Crust spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Mimite 30% 1 +0.15 per tile 6
Orbital Turret 5% 1 +0.05 per tile 6
Items from kills (16) Ancient Gemstone 5.2%, Solarite Ore 4.5%, Sunrice Seed 3% and more

Fungal Soil spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Mushroom 20% 2 +0.6 per tile 4
Shrooman 10% 1 +0.08 per tile 6
Shrooman Brute 0.5% 1 +0.02 per tile 6
Items from kills (14) Mushroom 25%, Scrap Parts 1.1%, Heart Berry Seed 1.1% and more

Mossy Soil spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Moorshroom 20% 2 +0.6 per tile 4
Items from kills (1) Moorshroom 20%

Rust Pile spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Geobot Scourer 1% 1 +0.1 per tile 6
Geobot Miner 0.2% 1 +0.05 per tile 6
Geobot Patroller 0.2% 1 +0.05 per tile 6
Items from kills (16) Corrupted Alloy 0.51%, Mechanical Part 0.3%, Fire Grenade 0.049% and more

Muddled Moss spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Glowing Mushroom 20% 2 +0.6 per tile 4
Void Larva 4% 1 +0.1 per tile 6
Void Caveling 0.2% 1 +0.05 per tile 6
Void Caveling Brute 0.2% 1 +0.05 per tile 6
Void Caveling Shaman 0.2% 1 +0.05 per tile 6
Void Larva Cocoon 0.2% 1 +0.05 per tile 6
Items from kills (11) Glowing Mushroom 20%, Corrupted Alloy 1.3%, Oblivion Fragment 0.83% and more

Mold Block spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Infected Caveling 10% 4 +0.2 per tile 4
Mold Tentacle 0.5% 1 +0.05 per tile 6
Items from kills (13) Scrap Parts 0.86%, Ancient Coin 0.5%, Fungal Bone 0.25% and more

Ravine Coral spawn chances

SpawnsChance per tilePer-event limitMax in chunkMin. tiles
Wingling 3% 1 +0.15 per tile 6
Items from kills (12) Mushroom 1.4%, Fiber 0.79%, Ancient Gemstone 0.16% and more

The chance in "Items from kills" is the chance of getting that item per tile per spawn event (= chance that enemy spawns from one tile × chance it drops at least one when killed, summed over the enemies from this tile). For mushrooms and similar, it is the amount you harvest. Per-event limits and the reduction from leftover enemies are not included. Hover over a name to see which enemies drop it.

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How many spawn tiles are most efficient? (one 16×16 chunk)

The expected number spawned per spawn event when you place n tiles (each tile rolls, capped at the per-event limit). For enemies capped at 1, this equals the chance of at least one spawning.

How many Ground Slime to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Orange Slime 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles
Red Slime 5.9% 8.6% 14.9% 27.5% 47.4% 72.4% 92.4% Not reached even at 256

How many Ground Poison Slime to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Purple Slime 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles

How many Ground Slippery Slime to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Blue Slime 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles

How many Ground Magma Slime to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Lava Slime 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles
Lava Butterfly 46.9% 61.3% 81.5% 96.6% 99.9% 100% 100% 29 tiles

How many Chrysalis to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Larva 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles
Big Larva 5.9% 8.6% 14.9% 27.5% 47.4% 72.4% 92.4% Not reached even at 256
Cocoon 5.9% 8.6% 14.9% 27.5% 47.4% 72.4% 92.4% Not reached even at 256

How many Stone Moss to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Caveling 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles
Caveling Shaman 5.9% 8.6% 14.9% 27.5% 47.4% 72.4% 92.4% Not reached even at 256
Caveling Brute 3% 4.4% 7.7% 14.8% 27.4% 47.4% 72.3% Not reached even at 256

How many Clay Moss to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Caveling Skirmisher 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles
Caveling Spearman 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles

How many Lush Moss to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Caveling Gardener 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles
Caveling Hunter 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles

How many Urban Moss to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Caveling Scholar 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles
Core Sentry 3% 4.4% 7.7% 14.8% 27.4% 47.4% 72.3% Not reached even at 256

How many Valley Moss to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Caveling Assassin 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles

How many Crystal Crust to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Mimite 88.2% 96% 99.7% 100% 100% 100% 100% 9 tiles
Orbital Turret 26.5% 37% 56% 80.6% 96.2% 99.9% 100% 59 tiles

How many Fungal Soil to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Mushroom 1.08 1.43 1.83 1.99 2.00 2.00 2.00 19 tiles
Shrooman 46.9% 61.3% 81.5% 96.6% 99.9% 100% 100% 29 tiles
Shrooman Brute 3% 4.4% 7.7% 14.8% 27.4% 47.4% 72.3% Not reached even at 256

How many Mossy Soil to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Moorshroom 1.08 1.43 1.83 1.99 2.00 2.00 2.00 19 tiles

How many Rust Pile to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Geobot Scourer 5.9% 8.6% 14.9% 27.5% 47.4% 72.4% 92.4% Not reached even at 256
Geobot Miner 1.2% 1.8% 3.2% 6.2% 12% 22.6% 40.1% Not reached even at 256
Geobot Patroller 1.2% 1.8% 3.2% 6.2% 12% 22.6% 40.1% Not reached even at 256

How many Muddled Moss to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Glowing Mushroom 1.08 1.43 1.83 1.99 2.00 2.00 2.00 19 tiles
Void Larva 21.7% 30.7% 48% 72.9% 92.7% 99.5% 100% 74 tiles
Void Caveling 1.2% 1.8% 3.2% 6.2% 12% 22.6% 40.1% Not reached even at 256
Void Caveling Brute 1.2% 1.8% 3.2% 6.2% 12% 22.6% 40.1% Not reached even at 256
Void Caveling Shaman 1.2% 1.8% 3.2% 6.2% 12% 22.6% 40.1% Not reached even at 256
Void Larva Cocoon 1.2% 1.8% 3.2% 6.2% 12% 22.6% 40.1% Not reached even at 256

How many Mold Block to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Infected Caveling 0.58 0.84 1.58 2.84 3.84 4.00 4.00 61 tiles
Mold Tentacle 3% 4.4% 7.7% 14.8% 27.4% 47.4% 72.3% Not reached even at 256

How many Ravine Coral to place

Spawns 6 tiles 9 tiles 16 tiles 32 tiles 64 tiles 128 tiles 256 tiles Tiles to reach ~limit (95%)
Wingling 16.7% 24% 38.6% 62.3% 85.8% 98% 100% 99 tiles

Summary: efficient spawn tile layouts for farms

  • For common enemies (30% chance, limit 1): about 9 tiles gets spawns per chunk close to the limit (about 96%). Rather than one big area, place small patches in separate chunks to get more spawns.
  • For low-chance enemies (Brutes, Shamans, etc.): their chance is 0.5-1%, so more tiles means more spawns. Even with 256 tiles the chance per event is only a few tenths up to about 70% (table above).
  • Mushrooms (limit 2, 20% chance): a few tiles (4 or more) reach close to the limit of 2 per event.
  • For any enemy: below the minimum tile count (usually 6), nothing spawns at all.

Each enemy is rolled separately, assuming none are left over from earlier events. Each leftover enemy lowers the chance (×0.2 for most enemies).

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Tips for building a mob farm

  1. Decide your target enemy or resource: pick its spawn tile from the list. Check what the enemy drops (on its enemy page) first.
  2. Think in 16×16 chunks: minimum tiles are counted per chunk. If you split a 6-tile patch 3 and 3 across a chunk border, neither chunk has enough.
  3. Meet the minimum in every chunk: for a 30% enemy, 6 tiles give about 88% chance of at least one, and 13 tiles give over 99%. One full row (16 tiles) gives about 99.7%.
  4. Wait more than 6 tiles away from the tiles: too close and nothing spawns. But stay near the farm so its chunk doesn't stop being active.
  5. Keep a path clear for collecting: build one small chunk first, check it works, then copy the layout to other chunks.

More spawns, or rare enemies?

  • More common enemies: once one chunk reaches its per-event limit, build the same tiles in another chunk. Adding tiles to the same chunk doesn't raise the limit. For example, 256 tiles of a 30% enemy in one chunk still gives at most 1 per event, but 16 tiles in each of 16 chunks gives 16 chances.
  • Rare enemies: add more of that tile. For example, the Caveling Brute has about a 6.3% chance with 13 tiles of Stone Moss, but about 72% with 256 tiles.
  • Many kinds of enemies: mix different tiles in one chunk and meet each one's minimum. For example, 13 tiles each of Chrysalis, Clay Moss, Ground Slime, Ground Poison Slime (52 in total) leaves 204 tiles for paths and traps. Enemies won't necessarily kill each other, so build a way to contain them first.
  • Mushrooms (Mushroom, Glowing Mushroom, Moorshroom): harvest them regularly. If you don't, new ones become less likely to grow.

Clear leftover enemies (they lower the spawn chance)

Leftover enemies of the same type lower the next spawn chance and fill up the density limit. Kill them with spike traps or carry them to a collection point with conveyor belts so none are left. Expanding the tiles won't increase spawns if collection stops.

Mechanics from the Core Keeper Wiki (Fandom) page "Guides/Mob farming" (CC BY-SA 3.0), for chunk borders, the 6-tile no-spawn range and what blocks spawns (not confirmed in the game files); tile counts and chances are from the game files.

Spawn tiles and mob farms: FAQ

Q. Why don't enemies spawn in my mob farm?

Check the following: does the same 16×16 chunk have the minimum tile count (usually 6)? Are there torches, blocks or furniture on the tiles? Is a player within 6 tiles? Are enemies of the same type left over from before? Spawn events are 15-22 minutes apart, so wait one full cycle before deciding (see the no-spawn checklist).

Q. How many spawn tiles should I place?

For common enemies (30% chance), 13 tiles per chunk gives 99%. To get more, build the same thing in other chunks. For rare enemies, place more of that tile. The calculator works out tile counts that spawn your chosen enemies in balance.

Q. Can I mix different spawn tiles in one chunk?

Yes. Each enemy has its own limit, so as long as each tile meets its minimum, enemies spawn from all of them.

Q. Does lighting the area stop spawns?

Light level doesn't matter. However, a torch placed on a tile stops spawns from that tile. Put lights off the tiles.

Q. Can I put spike traps or conveyor belts on spawn tiles?

Yes. These two don't block spawns when placed on top.

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.