Hoik! [Guide] - Rapid player/NPC/etc transport using only sloped tiles.

Discussion in 'Guides' started by ZeroGravitas, Aug 11, 2014.

  1. ZeroGravitas

    ZeroGravitas Bunny

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    [UPDATED guide on the new Terraria Community Forums.]

    Wiktionary - "hoik" Noun 1. a wild hook shot played without style (cricket).
    Dictionarist - v. pull or move with a sudden jerking motion; lift up suddenly; yank.

    Key points:
    • Fastest possible "elevator".
    • Travel (without moving) through entirely solid areas using only a hammer.
    • Rapidly reposition any sprites that collide with tiles (players, Mobs, NPCs, dropped items).
    • Easily automate AFK movement of player.
    • Massive range of new possibilities for wire creations.
    • Free and available from first spawn.
    • Bizzaro-fun!:)
    • Sloped blocks required (using a hammer), so PC & console only, not mobile.
    Promo video:


    History (of hoik type elevators and credit where it's due):
    Click to (open)

    + Slopes introduced with version 1.2 PC patch on 30 Sept 2013. http://terraria.gamepedia.com/1.2.0

    + Metalsonic3's "Insanely fast one-way Elevator" (forum post Nov 2, 2013). Entirely solid state. His video:


    + Design refined by Airborn on the same thread (Nov 7 2013).
    + Sloped block uplift glitch/feature in Dratex's post about his spiffy 2-step, alternating, actuated elevator (posted April 6, 2014). How I first discovered the useful phenomenon.
    [​IMG]

    + Sono's thread on glitching into the Jungle Temple ( Oct 28 2013) with doutheart and nattyice's screen shots of sideways jumps. Helped inspire me to look for a lateral 'elevator'.

    + EpicThingy's "Strange teleport bug" (from Jan 8, 2014). I couldn't replicate it as described, I think the 1.2.3 update (Feb 13), which added upside down slopes, *might* have changed things slightly.

    + Pink Robot Army posted a Youtube video of "Breaking into the lihzahrd temple..." using what I would now call a 'Top hoik'. (Did not see this until 23-september-2014.)

    Description of Function:
    • Displacement occurs instantaneously when a (player) sprite is overlapping a solid sloping block (i.e. deliberately inserted on top of of a slope, see Diagram 4 for all examples).
    • This may be considered a game glitch, but such issues are somewhat unavoidable, due to the fundamental difficulty of coding efficient collision detection. It also opens many creativity options (like liquid duplication did) and doesn't break the game's economy (like chest duplication did) or game progression (not really). However, the forthcoming 1.3 update could make this guide inaccurate or entirely irrelevant. (I'd love to receive any nudges or winks from beta testers, or devs!)
    • A 'hoik' is (my name for) a sawtooth series of sloped tiles ('teeth'), which rapidly bounce a sprite along at one 'tooth' per game 'tick' (60 ticks per second, in line with screen refresh rate).
      6stepHoikDiagram1(sml).jpg
    • ThreeFour distinct types of hoik:
      1. Up - elevators (figures 1-8, below).
      2. Top - AKA: Horizontal held-against-ceiling (figures A-D, below).
      3. Bottom - AKA: Horizontal held-against-floor (figures E-I, below).
      4. Down (Also, up hoiks built upside-down work with gravity inverted. Mostly.)
      5. No single step diagonal displacement, only right-angle zig-zags (i.e. orthogonal; right-angles). And yes, I've now named these in-line with quark flavours, so would love an excuse for 'strange' and 'charm' hoiks!
    Inside Loop1 (labeled).png
    • ThreeFOUR known ways to hook onto an initial 'tooth' (i.e. ways to mount a hoik):
      1. Step up (figures 1 & D, below).
      2. Actuate the sloped tile off. Position (player) sprite in front. Turn tile back on (figures 5, 6, A, B, G).
      3. Place a sloped platform or sloped inactive block (or inactive platform) against the upright edge of the first tooth. The game's collision detection then ignores the adjacent horizontal surface. As per the technique to ghost through any door or single brick wall. (Figures 2, 3, 4, 7, 6, C, E, F, H, I, below)
      4. Teleport onto a hoik tooth (credit to DicemanX, in comments below).
      5. Chaining hoiks work fine, as long as the last jump of the first hoik leaves you on a tooth of the next one; each jump is just another link in a chain!
      6. Special case: on a foot-height bottom hoik (with 1 tile gap between teeth, e.g. Diagram 3 - Figs H & I) hold down while running after run speed boosting equipment has kicked in. Use Hermes Boots or above or dash with Tabi/Master Ninja Gear. (Found by DicemanX, below.)
    Diagram1 - Up Examples.jpg
    Diagram 1 - UP Hoik Examples
    Click to OPEN explanation...
    Up Hoik - Elevator Variants (figures 1-9):
    1 - Step-up mounted "insanely fast elevator". Jumps up 3 tiles per game tick.
    2 - Sloped platform mounted hoik elevator.
    3 - Join elevator anywhere along length. Hold {down} while falling to bypass sloped platforms(including avoiding fall damage).
    4 - Inactive sloped tile mount.
    5 - Actuated first tooth mount.
    6 - Sectional elevator (up one section per click). Actuate all teeth for 2 way use in 2 block wide helevator, or just the 1 tooth at each mounting point, if used in a 3 wide shaft.
    7 - Tooth spacing variations: a single gap can be left (e.g. to help adjust exact starting/ending points).1 tile gaps can only be used on alternate teeth, otherwise player's hed will jam against the third tooth.
    8 - Tooth width variants: step up through entirely solid rows (up to 2 thick). E.g. to hold water/lava/npcs in place.
    9 - Walk past entrance or hold up while walking left to mount.
    Diagram 6 - UP and DOWN plain.jpg
    (UP and DOWN diagrams without grid or wiring.)

    Diagram2 - Down & Bi-directional Examples.jpg
    Diagram 2 - DOWN and Bi-directional Hoik Examples
    Click to OPEN explanation...

    Down Hoik Variants (figures 10-14)
    10 - Hold down while walking slowly through sloped platform. Continue holding down over the edge (otherwise player will step up on top of the mounting tooth).
    11 - Mid-run mounting. (No known way to walk through a down hoik, like Diagram 1.9, without actuating a tooth.)
    12 - Just walk in from left, uses inactive sloped block and ceiling. Like UP hoiks, every other DOWN tooth can have 1 vertical space, instead of 2, but the first gap must be 2 tiles.
    13 - All tiles except the row directly below the each tooth can be filled in.
    14 - Actuated mount. First tooth comes in as block/platform directly underneath is actuated out. Much be a 1 tile gap beneath, otherwise player will just step down.
    Bi-directional Hoik Variants (figures 15-17)
    15 - Clik up, click down. Actuated UP teeth (and mounting teeth) to allow two directional travel through a 2 tile wise shaft.
    16 - 3 tile wide step in UP&DOWN hoik. (Stands on sloped platform at bottom on way down.)
    17 - 4 tile wide, step in Bi-directional, where UP and DOWN are totally independent.
    Diagram 6 - UP and DOWN plain.jpg
    (UP and DOWN diagrams without grid or wiring.)


    Diagram3 - Top and Bottom Examples.jpg
    Diagram 3 - TOP and BOTTOM Hoik Examples
    Click to OPEN explanation...

    Top Hoik - Horizontal Against Ceiling (figs. A-D):
    • All transport left > right.
    • No floor is necessary (for A-D), as sprite is held against the ceiling. Once hoik is mounted, all tiles, except the sloped teeth shown, are irrelevant. This allows a horizontal slide through entirely solid ground. Actuated against-ceiling variants are more compact (so shown first).
    A - Waist height teeth variant. Jumps 1 tile per tick.
    B - Head height variant (actuated mount). Jumps 2 tiles per tick.
    C - Head height, sloped platform, 1 step elevator mount.
    D - Waist height, step-up elevator mount. (Elevator section of any length can be use, provided the last step up put the player's head directly under (against) the 'ceiling'.

    Bottom Hoik - Horizontal Against-Floor (E-I):
    • Again, all tile spaces other than teeth are irrelevant (after mounting area).
    • Ceiling not required (except for specific mounting instances).
    E- Foot height variant. Jumps 2 tiles per tick. Hold down before reaching sloped platform to mount (otherwise will walk over top).
    F - Inactive sloped block mount. Just walk towards it (block above prevents stepping up). Waist height teeth (jumps 1 tile per tick).
    G - Actuated teeth mount variant. Waist height mount preferable to actuated foot height which will push up sprite (unless ceiling is placed) and requires more precise positioning.
    H - Bi-directional, foot height turbo runway. Automatic mounting in either direction, just walk towards it.
    I - Ultimate runway: hold down while approaching, otherwise will just walk straight over the top, in either direction.
    Diagram 5 - TOP and BOTTOM plain.jpg
    (TOP and BOTTOM diagrams without grid or wiring.)


    • All designs work equally well in the opposite horizontal direction when mirrored (i.e. left to right), provided block slopes are also mirrored, of course.
    • Game's preferred displacement directions (when block overlap is detected) are indicated by the 2 sharpest points of the sloped block (or the outside edge of the sloped surface, if you like):
      • Straight up for top side slopes (provided no blocks directly above head).
      • Straight down for bottom side slopes (provided no blocks directly under feet).
      • If either of the above are blocked (by blocks directly above or below, respectively) then sideways displacement occurs (in direction pointed) ignoring any solid blocks to side.
      • Exception: step-up is always first choice for blocks at foot height. Blocks directly above head (or holding {down} direction) negate this.
    All useful sloped block displacements1.jpg
    Diagram 4 - Look-up table for (single) sloped tile overlap collisions
    Click to OPEN explanation...

    • Hoik-useable instances highlighted in color:
      • Upward displacement (for elevators): B = up 3 (tiles), D = up 2.
      • Top Hoik (Horizontal against-ceiling): G = right 2, I = right 1.
      • Bottom Hoik (Horizontal against-floor): K = right 1, O = right 2.
    • Unhelpful instances show incomplete displacements (A, C, E), jams (H, J), no effect (L, P), or a single tile rise which can not be strung onto further hoik steps (F, M, N).
    • Diagram created by actuating a sloped block into existence behind player's sprite, having started by standing in the middle of the 2 glass block bass, in each case.
    • Square blocks or half-tiles in any of the empty spaces behind the player, or to the sides, have no effects.
    • So, hoik created by stringing together a series of these displacements, with each jump landing the player on top of another sloped tile. Game then detects the new collision on the next 'tick' (1/60th second later).
    • Equally, this table shows the jump made by hammering a previously square tile into the depicted shape (whist behind the player).

    • Vertical hoiks (up and down) must therefore have a gap after each successive 'tooth'. Regular (square) tiles or platforms can be placed (in rows) adjacent to the sides of each tooth without affecting an elevator's function. Hence you can hoik up through a solid floor. Non-gap rows can also be filled with solid blocks.
    • Horizontal (top and bottom) hoiks can be filled entirely solid! (After entrance area.) Only the shaped teeth blocks are necessary, hence these can be 'built' very rapidly (while moving through solid terrain).
    • With player's gravity inverted, a hoik built upside down will 'elevate' toward hell. (However, the step up insertion method does not seem to work inverted, so other things may be changed too.)
    • Minecarts can also be hoiked:
      • The larger sprite size appears to allow gaps of 3 tiles between elevator teeth (big enough to walk through), and gaps of 2 tiles between horizontal teeth (wide enough to fall between). The further spaced teeth make for a faster hoik transport too.
      • Hoik distance is still indefinite, provided the player does not try to move while in transit (reverting back to their walking sprite).
    Advantages/Disadvantages of Hoiks Verses Alternatives:
    Hoiks are really a separate type of thing, rather than an out and out replacement for conventional ways of moving about. But here's some comparisons anyway...
    Minecarts | Rope | Teleporters | Another magic elevator... Click to (open)
    Compared to minecarts:
    - Higher top speed which is achieved immediately.
    - Less flexible path and not intrinsically 2 way (possible, but more fiddly).
    - Difficult to manually dismount a top hoik mid-run (but one can step out of the more recently discovered bottom hoik at any point, if there's no ceiling).
    Minecart, dart, skeleton race2 (sml).png
    Compared to rope:
    - Far faster travel, and no acceleration lag.
    - So fast it's hard to dismount at the right point without inserting gaps.
    - Mid-run entry and break points need to be engineered in.
    - A hoik's foreground blocks can get in the way.

    Compared to teleporters:
    - No annoying sound effect.
    - Free and available at all points of game progression.
    - Does not despawn the player, so will not auto-relocate NPCs (and mobs?), if that's an issue.
    - Does not require long wire routes that may interfere with other devices.
    - Not absolutely instantaneous.
    - Kills momentum (as each displacement counts as a collision with a tile), so can't carry running/minecart speed out the other end.
    - Far more fiddly to construct for any significant distance (especially for bi-directional travel).
    - Less flexible.

    Compared to platform + half-platform elevators:
    As per PochyThePirate's video demo -
    - Hoiks are faster to use and make (~3 times, perhaps).
    - Have horizontal and downwards options.
    - Less precise control and harder to cross.

    Mobs tested:
    Needs flushing out... Click to (open)

    + HOIKED {maximum upwards displacement step} {max lateral} (note)
    • Zombies 3, 2 (some shorter than player sprite)
    • Skeletons 3, 2
    • Bats
    • Harpies
    • Sharks 2, 1 (sometimes 2)
    • Birds, fireflies (slow, 1 tile horizontal only, and haphazard to initiate)
    • Slimes (various)
    • Wall Creeper
    • Antlions 2, 2 (provided their lower half does not overlap any (active) blocks).
    + NOT HOIK-ABLE
    • Mantraps (during vertical extension...)
    • Eye of Cthulhu (and other (pre-hard-mode) bosses)
    + Drops
    • Wire 2, 2
    • Jellyfish necklace 2, 2
    • Fallen stars 2, 2
    • Coins, Heats, Mana starts - limited 1, 1 (3 tiles per hoik actuation)
    • Swords, Pickaxes, everything...
    + Misc:
    Waterbolt projectile? (1 space vertical, maybe)
    Minions - Spider Queen, Twins

    Suggested Uses:
    True Hellevator | Arena Mobility | Mob & Item Transport | Rail | Water | Wiring (open)

    + A True Hellevator - return from (or travel to) the bottom of the world 4.5 times faster than falling the same distance. The elevator part is arguably pointless in a central location (right below your base/spawn point) once you have recall potions or a magic mirror. It is more useful towards the edges of a world, though, when staying far from current spawn point.

    Adopting this development could turn your world upside down, building your base deep underground, but still having immediate surface access.

    Down Hoik Promo Shows 2-Way Hoik Hellevator at 35s.

    + Short, repeated, rapid movements:
    • Dodging in boss fights (install on edges, bottom and/or top of arenas).
    • Rapid, cheap transit around a large bases (pre hard-mode, or for those concerned about the the long term effects of being repeatedly disintegrated and re-assembled...).
    + Through solid walls (into housing/base).
    • Entry OR exit through un-acctuted ceiling/floor (1 block thick).
    • Bi-direction through walls.
    • Caution needed with passively mounted hoiks, as player sized mobs (zombies/skeletons) can use them too.
    + AFK farms/grinders:
    • Grab mobs:
      • Reduce number of kill boxs/traps, have all drops fall in range of player.
      • Increase output by saving on travel time of mobs from edge of screen.
    • Automatically move the player around:
    • Hoik in dropped loot:
      • Can selectively hoik the bigger, higher value items (like jellyfish necklaces) while leaving smaller, less valuable ones (like glowsticks) behind (e.g. in a lava pit).
    + 'Humane' defences:
    • Hoik mobs WAY off screen to auto-de-spawn them.
    • Imprison monsters in a cell, preventing more from being spawned.
    + Collecting fallen stars. (Requires hoik augmented sky-bridge.)

    + Rail
    • Elevator (for very tight widths).
    • Continue route on through otherwise impenetrable tiles, pristine scenery or watertight walls.
    • Automated track selector/router (if you fancy an engineering challenge).
    • Note: Hoiks instantly kill all momentum, so need booster track arrangement to auto-resume rail travel afterwards.
    + Water (or honey or lava!)
    • Rapid transport while immersed (hoik speed unaffected).
    • Underwater base: pass through water-tight walls without an airlock.
    • Note: design of elevator needed a slight mounting tweak, most details untested.
    + PvP traps for LuLz (work even when not in PvP mode).
    • Down hoiks can lead to massive 'fall' damage very rapidly (as if one had dropped from entrance to exit height).
    • Jam player in oscillating position (where even grapple doesn't help). Can still teleport out (could camp/trap spawn point too...).
    • Note: being stuck inside solid silt/sand/slush, etc causes damage as if it's falling.
    • Drop them into a hidden kill-boxpacked with traps (with tough/unbreakable walls).
      • (Up) into the bottom of a deep lava pool, or even just an ocean (for drowning).
    • Use concealed pressure plate pick-up or manual switch. Alternatively, just hide the destination off-screen and con them (may only work once though, if they're bright...).
    + Extend wiring systems:
    • Extremely fast 'engines' by including pressure plates mid hoik run (on platforms, unless using against-floor type), or in specialised reciprocal sections.
    • Force sequential activation of a series of plates using any mob (no semi-random wandering or influence from player location).
    • Zombie diodes (i.e. one-way hoik through a wall/ceiling).
    • Rapid priming of traditional statue based engines - hoik new spawns to the trigger plate area quickly, so it can be far away, allowing a greater number of mobs to be spawned per (engine) statue. (Up to 6 when first 3 over 10 tiles away. Up to 10 when first 6 over 37 tiles away. i.e. Wiki is wrong.)
     
    #1
  2. JanoS

    JanoS Cave Bat

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    Wow! This sounds fantastic.
    I'm very interested in hoiking items -- like fallen stars, or separating jellyfish necklaces from glowsticks...
     
    #2
  3. DicemanX

    DicemanX Blood Crawler

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    Great guide - I'm already thinking of some ways in which this can be incorproated into several AFK farms :).

    I'll be testing this myself later, but I'm curious if you know whether you can "hoik" Pumpkin Moon and Frost Moon trash mobs?
     
    #3
  4. Metalsonic3

    Metalsonic3 Piranha

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    Dayuum this is awesome! Mad props!
     
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  5. Murphmario

    Murphmario Corruptor

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    I want a hoik!

    How much do they cost?

    Joking. Probably a bug.
     
    #5
  6. darthmorf

    darthmorf Fire Imp

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    I wish the momentum carried onto frozen slime blocks. That would be amazing!
    A while ago, I found that these hammered blocks were quite glitchy, in fact I made a thread about it. In this case, monsters would get trapped whenever they walked on it.
     
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  7. rubeszilla

    rubeszilla Tortoise

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    HOIK!

    That BSOD in your video actually freaked me out for a second. :eek:

    So much work put into the guide. Thanks.
     
    #7
  8. DicemanX

    DicemanX Blood Crawler

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    OK I've started looking into Hoiks for farming. I want to create a continuous loop that doesn't require any keyboard or mouse inputs. I managed to create this:

    [​IMG]

    I walk into the sloped platform in the bottom right corner, which zips me to the left, then up, then to the right without having to input anything. Then I fall back down to the ground. I want to know if anything can be constructed with pressure plates when I fall back down that would immediately zip me to the left and create a continuous loop. Right now I have to hold left on my keyboard for this loop to be continuous.

    If I can get this to work, I will create a gigantic version for boss farming :).
     
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  9. ZeroGravitas

    ZeroGravitas Bunny

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    Thanks for posting, I'm interested to know if people are able to understand what my guide's going on about. I know it's pretty dense, trying to detail all aspects of this phenomenon. Trying to work on a more straight forward video guide, although I think I've ruled out narrating in game (can't think a lot of the time, let alone talk and play!).

    For now I've made a shorter, simple, video just respoding to Diceman's "continuous loop" question. (Another couple video bits in the pipe too.)


    This is a minimal modification of your screen-shot loop (slightly tweaked a couple actuated teeth since the video, but same functionality):
    Diceman's Loop Modified.png

    And here's the slightly prettier version I made:
    My Neater Loop.jpg
    It uses an agaist-floor hoik, the last kind I discovered, while making the guide diagram, after I'd published my promo video! They're pretty cool since you can jump out at any time and just walk over the top if you prefer.

    It'll be interesting to see how the various bosses behave with the player looping them at high speed. I was was wondering particularly if it would be quick enough to make an alternative to your teleporter based Dungeon Guardian farm... I think the hoik setup would need to be symmetric (a loop with a long, slow fall would cause him to gravitate to one side). Given that even spear traps do only 1 damage per hit, you could use darts just as well instead. But the sticking point to pulling this off in a single world is the wire wrench...

    I've not played T1.2 past WOF yet, so you'll have to tell me about any of the cool, new stuff (or save the spoilers ;o). If it bounces off solid blocks, or rests on top of them, it can probably be hoiked (although things smaller than a single tile are uncooperative/fiddly).
     
    #9
  10. JanoS

    JanoS Cave Bat

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    I just wanted to report that I managed to farm Pirates more effectively using HOIK :)
    However the Pirate Captain is not hoikable, and he gets ejected after first two tiles in it.

    However is there a solution for when two enemies want to enter one hoik, one enters, but actuates the entrance to be blocked, and the second one then walks on top of the hoik? Does the step-up variant works for enemies?
     
    #10
  11. DicemanX

    DicemanX Blood Crawler

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    Excellent, thanks for posting your video guide for the continuous loop! That was exactly what I was looking for! I'm beginning to grasp the theory more and more, especially the idea that I don't need multiple mounts in a continuous loop.

    OK I'll have to now put the loop to a test by building a huge version complete with traps in the center to see how it works. It might work better than Teleporters against Fishron since Fishron actually cheats by being able to change momentum on a dime and move towards the player even if the player teleports. Hoiking might be the solution.

    It'll be a little more difficult to implement versus the Moon events since continuous motion would require expanding spawning zones, and it might cause minions to stop attacking if they are in follow mode. Still, there is much to experiment with, especially if the trash mobs can be Hoiked across the screen from the spawn zone!
    --- Double Post Merged, Aug 17, 2014, Original Post Date: Aug 17, 2014 ---
    EDIT: OK tried this arena:

    [​IMG]

    The arena features a fourth way of mounting a hoik: teleporting into a sloped block.

    I managed to beat Fishron with a Megashark and Chlorophyte bullets by spamming shots downwards when I would slide across the top (I purposefully used a Megashark because of all the tears about RNG and how people "need" top tier weapons to beat Fishron). I couldn't make it work when sliding across at the bottom, since the tornados would touch down where I was sliding unless I built a 2 block thick barrier (as shown). Even then sometimes a tornado would touch down below that barrier.

    I had to nix the ascension with hoiks because tornados would touch down anywhere along the ascent.

    I tried spear traps in the middle of the arena, but annoyingly Fishron can touch down tornados on top of actuated blocks, so spear traps are a no-go. Instead, dart traps can be set up on the sides, but they are weaker than spear traps so it'll take longer to kill Fishron. However, if I use regular Dart Traps then this arena is effectively pre-hardmode, which means that Fishron could be beaten first thing in hardmode!

    Fishron still randomly hits the player at various times, so Heart Statues are necessary - I have 9 up top.

    I also started recording a video, but the FPS dropped to 1-10 so I had to stop the recording.
     
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  12. rileyk64

    rileyk64 Unicorn

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    Can you get into the Lihzard Temple with this? If so, show me. :p
     
    #12
  13. ZeroGravitas

    ZeroGravitas Bunny

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    Please?... Yes, you can start a horizontal hoik (via any method in Diagram 1, A-I) and then just slide through the blocks (as shown briefly in the promo video) by repeatedly hammering blocks on the back side of the player.

    Even easier:
    But entry doesn't necessarily get you much (other than dead) and the intended route may well be more fun in the long run! :)
    --- Double Post Merged, Aug 17, 2014, Original Post Date: Aug 17, 2014 ---
    Awesome!
    Ok, a screenshot (shots, or video) will help us see what's going on, and what might work best. I'm hoping to get around to posting some more complex hoik designs (maybe in a new thread). But for now, hoik implementation's still a bit of an art...

    For a start, if the type of hoik you're using doesn't work (well) with the mob you want to grab, try a different one. I've found the most generally compatible horizontals are the waist level types, with a continuous string of sloped teeth. To cope with any mobs that have jumped on top, you could actuate the entire length (e.g. on a one second timer), so they fall through and get grabbed regardless. Else use a vertical wall to stop them jumping over the entrance area.

    You can also have a pressure plate switch before the actuated entrance, too (as my first AFK farm does in the promo vid). This way the mobs will sometimes close the entrance in front of themselves, but jumping (or a second mob) will open it again. Error tolerance might be preferable to perfect function...
    --- Double Post Merged, Aug 29, 2014 ---
    CHANGELOG - Major update to guide 2014-08-29:
    • Added DOWN Hoik diagrams and split others.
    • Added plain diagrams (without wiring or grids) in explanation sections.
    • Tweaked terminology - 4 types of hoik now: UP, DOWN, TOP, BOTTOM.
    • Added new basic hoik explanation diagram: View attachment 134491
    • Added link to speed comparison video: View attachment 133380
    • Embedded down Hoik annoucement video:

    • Made many small additions and changes throughout.
    • Probably introduced many errors, so corrections and critique welcome.
    • Not added yet:
      • Diagram 4 not updated with down hoik examples.
      • Explanation of making a hoik through solid blocked areas.
    --- Double Post Merged, Aug 31, 2014 ---
    Added loop diagram showing all six hoik types: Up, Top*2, Down, Bottom*2:
    [​IMG]
     
    #13
  14. DicemanX

    DicemanX Blood Crawler

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    Here's a fifth way of mounting a hoik:

    You can mount a bottom hoik (E in your first post) by using boots that increase run speed and pushing down into the hoik (when running over the teeth) once the acceleration kicks in. I've used this when I got trapped inside a continuous loop, and it's a good alternative to actuators in case wiring is not accessible.

    I wish we had more active builders that would use some of these cool discoveries in Terraria! In the meantime I'm trying to find a way of fighting against all 8 pre-hardmode bosses (which includes the WoF). The issue is with Skeletron, because it is easy enough to bait the DG to hell and summon a WoF there along with the rest of the bosses, but Skeletron has to be pulled a long distance. In the meantime I managed to AFK 7 pre-hardmode bosses with hoiks so far.

    I really hope the devs don't "fix" any of this - it's not really abusable, and gives many more options to standard play.

    EDIT: just realized that I can hoik the old man (tested it and it works). This means I can get the old man to hell to fight the WoF there. 8 pre-hardmode bosses are just around the corner :). The issue though is that the down hoik doesn't work for the old man completely (but I can just let him fall at a regular fall rate). I'm not sure why the down hoik doesn't work - the old man gets stuck at some point on one of the teeth even though there's a wall that prevents mobility normally. I think it's because the old man starts to move horizontally once displaced from his fixed position at night, and once he moves slightly in the downward hoik he gets stuck.
     
    #14
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  15. ZeroGravitas

    ZeroGravitas Bunny

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    Sweet. Nice find!
    Yeah, I've not gotten around to testing NPCs in down hoiks much yet, but they seem a little easier to move out of and have a narrower horizontal range in which they will work. You could try a 2 teeth per step setup: pressuming you already have a 2 tile wide shaft (?), make it symmetric, so if he slides off the left side it should engage on the right...

    Good luck. I've got no idea how you plan to fight the WoF while in a hoik loop... Presumably that wouldn't stop the boss pulling you back in line with it, when falling behind? So you'll have to drop the voodoo doll and then hoik ahead to the general purpose arena?...
     
    #15
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  16. DicemanX

    DicemanX Blood Crawler

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    Interesting - that might work. I'll give it a try! (and yes the shaft is 2 tiles wide)


    I'm still working out some of the details, but I'm pretty confident I'll end up making it work. My biggest obstacle was Skeletron, but now that the old man can be moved to the underworld that problem is completely solved.

    Look for a video soon ;).
    --- Double Post Merged, Sep 12, 2014, Original Post Date: Sep 10, 2014 ---
    Here's something that might be of some interest:

    [​IMG]

    In my pre-hardmode world I'm playing around with hoiks to move around the various areas on the map (instead of using teleporters). I came up with a junction splitter pictured above.

    My home base is on the right, and the dungeon is on the left. In the current state, there are bidirectional hoiks connecting the base to the dungeon. However, if a switch is activated at the base, it will actuate some blocks and de-actuate others, so that instead of proceeding to the left, the player ends up going down to the underworld arena. When the player comes back up, the player will automatically end up moving to the right and back to the base.

    Here's the wiring:

    [​IMG]

    The green wire on the right connects to the switch at home base that decides whether the player will go to the dungeon or to the underworld arena.

    This can lead to some efficient hoiking within a pre-hardmode world - there could be a main horizontal bidirectional hoik, and many vertical hoiks along the way that lead to various points of interest below ground.

    Perhaps there's a way of making the junction more efficient?

    Here's the world download for anyone that wants to see it for themselves:

    http://www.filedropper.com/dicemanx-pre-hardmode8bossautofarm
     
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  17. ZeroGravitas

    ZeroGravitas Bunny

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    That's pretty cool, in terms of automation. But long wire lengths needed, so looses an advantage over teleporters, etc. Personally, I'd just have connection points/hubs where you manually select the next hoik. It's not like a minecart track where it may take half a minute (or more) to get to your desired drop.

    I was thinking about making a standardised, universal junction, with up-down-left-right options all built in, and a convention for whether top or down hoiks go left or right (and which side is up verses down). Yet another aspiration, heh. :rolleyes:

    Guide Changelog: Added bottom hoik mounting technique to list. Added someone's video of using latteral hoik-age to enter temple (from February) to history section.
    --- Double Post Merged, Oct 2, 2014, Original Post Date: Sep 23, 2014 ---

    Just posted up a new video that demonstrates a (1 of a kind) boss hoik. This example also happens to be a good guide to the general principles of the sloped tile glitch. :)
     
    #17
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  18. 4fortytwo2

    4fortytwo2 Angel Statue

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    Just made an Account to thank you for this awesome Stuff ZeroGravitas :) (great Videos too!)

    + While trying to figure out the Basics i ended up with this at some point:
    [​IMG]

    Interestingly, the left side works fine, while you get stuck on the right side:

    [​IMG]

    Jumping in this position will get the thing going. I dont know if this is a stupid question, but i thought if i mirror something exactly it should work in the same way? So why do i get stuck going right but everything works on the other side? (I know i can just remove the block i get stuck on since it doesnt do anything (apart from getting me stuck) but thats not the point^^)
     
    #18
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  19. ZeroGravitas

    ZeroGravitas Bunny

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    Very nice to hear from you, Mr Answer to Life the Universe and Everything (42).
    To be frankly honest, I don't know exactly why there is symmetry breaking here. I have, however, noticed it in other hoik applications where things only work one way. It might have been deliberately programed to avoid the code getting stuck on borderline conditions, or whatever. Or could be unintended...

    I'd love to hear any more interesting glitches you find with this glitch. Also, I'm not sure how much to push people towards the new forum's hoik thread, at this point, but I guess I should change the links on all my videos...
     
    #19
  20. IanBoy141

    IanBoy141 Angel Statue

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    This found is really funny and handy together, good job on this! ;)
     
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