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When a dead creature is placed on a pipe entrance, the game will try to throw it back out. If this fails, or the creature gets too far into the pipe entrance, it will enter the pipe. This is most useful on pipes with long tunnels above them, such as in some shelters. Bats, including [[batspear|batspears]], can also enter pipes in this way. This can be used to [[wrongden]], but the timing is extremely tight.
Copy file name to clipboardExpand all lines: content/Exploits/Misc/multispawn.md
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socialImage: embedheaders/multispawn_header.gif
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socialDescription: One of the moves in Rain World 3
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![[content/Files/multispawn_header.gif]]
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![[multispawn_header.gif]]
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## Overview
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When a new campaign is started, creatures do not spawn in each region; the game only populates regions when they are loaded for the first time. Upon entering a region for the first time, one set of creatures will spawn from all dens in that region. When slugcat hibernates, all those spawns will save and become permanent. However, if a region is loaded multiple times before its spawns are saved, one set of creatures will spawn for each load. A region can be loaded by:
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For example, if Outskirts is triplespawned, 3 green lizards will spawn from this den.
On the next cycle, two are killed. Both pass the respawn check, but only one is able to respawn. The lineage fails on each.
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![[multispawn_1.png]]![[multispawn_1.png]]
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The next cycle, one is killed, and the lineage succeeds. One passes the respawn check, but the den is at an empty lineage stage. The lizard that was not killed remains a green lizard.
Next cycle, both lizards attempt to respawn, and one passes the empty lineage check, progressing to the pink lineage. Only one is able to respawn. The green lizard has not been killed, so it doesn't lineage.
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![[multispawn_1.png]]![[multispawn_2.png]]
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Next, the two pink lizards are killed. They both pass the lineage check, bypassing the cyan lineage entirely and skipping straight to the red. One passes the respawn check and respawns the next cycle.
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![[multispawn_1.png]]![[multispawn_3.png]]
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Finally, the green lizard is killed and respawns. It skips straight to the red lizard, as the den has progressed to that stage of the lineage tree. The other lizard does not pass the respawn check.
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![[multispawn_3.png]]![[multispawn_3.png]]
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Killing a creature and having it pass the lineage check, then multispawning the region by leaving and reentering it, will cause the multispawned creature to be one step higher in the lineage tree. This is referred to as [[onecyclelineaging|One Cycle Lineaging]].
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## Examples
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## Downpour DLC
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[[chainstarve|Chainstarving]] is a Jolly-Coop exclusive tech that tricks the game into allowing multiple starve cycles in a row. By setting Jolly-Coop's difficulty to easy, a cycle is considered successful if the number of player Slugcats in a shelter is equal to or greater than the number of living player Slugcats when the cycle ends. If there are no living player Slugcats when the door closes, this condition is still met. There are at least two ways to achieve this:
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- By having Slugcat be destroyed in the shelter room (such as by the deathplane after getting [[outofbounds|out of bounds]]).
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- By exiting the shelter (such as by clipping though the shelter pipe or using a [[link]] to get out of the shelter) and being killed outside the shelter.
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Once the cycle ends, if there is not enough food for a successful hibernation, a starve cycle will trigger. Starve cycles caused by chainstarving function identically to normal starve cycles. If Slugcat dies or visit an Echo, all consecutive starve cycles are rolled back. Like regular starving, chainstarving can be used to multispawn regions arbitrarily many times.
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## Watcher DLC
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While playing as the Watcher, starving does not trigger spawns to multiply. However, since portals can be used multiple times in a single cycle, it is possible to multiply the spawns in any region indefinitely simply by standing in the portal and repeatedly reentering it. This is referred to as [[portalmultispawning|Portal Multispawning]].
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## Region Guides
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These routes are for the vanilla slugcats and assume that MSC is not enabled.
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##### Outskirts:
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Survivor/Monk: 2x
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Hunter: 3x (LF-SU-DS-GW-HI-SU-Starve)
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Survivor/Monk with DAKR: 3x (SU-DS-GW-HI-SU-Starve)
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##### Industrial Complex:
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All: 4x (Gatewarp into GATE_HI_SH-HI-SH-SL-GW-HI-Starve-CC-SI-LF-SU-HI)
As Watcher can reenter portals indefinitely, it is possible to multiply the spawns in any region by any amount, simply by standing in the portal and repeatedly reentering it. This is referred to as [[portalmultispawning|Portal Multispawning]]. However, Watcher is unable to multispawn by starving in these regions.
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## Notes
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## Performed from
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## Allows for
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## Chains to
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All: Unlimited (See [[portalmultispawning|portal multispawning]])
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