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cw4:info:crimson [2022/01/02 02:09] – credit to Auri for the Crimson spread technical explanation Grabzcw4:info:crimson [2025/02/14 14:57] (current) – external edit 127.0.0.1
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 Source tiles (e.g. Crystal Tower / Crimsonator) set their Crimson value to a certain level every frame. A Crystal Tower sets the Crimson value underneath to 8, and Crimsonator sets it to 1. In practice, this difference is largely irrelevant due to the Crimson flow cap. Crimson produced by the Crystal Tower would take longer to dissipate if the Crystal Tower were suddenly destroyed, but that can only really be caused by a custom script. Source tiles (e.g. Crystal Tower / Crimsonator) set their Crimson value to a certain level every frame. A Crystal Tower sets the Crimson value underneath to 8, and Crimsonator sets it to 1. In practice, this difference is largely irrelevant due to the Crimson flow cap. Crimson produced by the Crystal Tower would take longer to dissipate if the Crystal Tower were suddenly destroyed, but that can only really be caused by a custom script.
  
-The Crimson flow cap ensures that it doesn't just completely clog up the entire map, and combined with the decay means that a single tile Crimson source, no matter how strong, is effectively capped on the number of terrain tiles it can occupy, because if it spreads out too much, the decay will add up to more than the source is putting out from the flow of Creeper.+The Crimson flow cap ensures that it doesn't just completely cover the entire map.  That combined with the decay means that a single tile Crimson source, no matter how strong, is effectively capped on the number of terrain tiles it can occupy. If it spreads out too much, the decay will add up to more than the source is putting out from the flow of Creeper.
  
  
cw4/info/crimson.1641089340.txt.gz · Last modified: 2025/02/14 14:56 (external edit)