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Crimson

Crimson is created from various sources that produce it, such as the Crystal Tower, Crimsonator terrain or custom units. It is not a separate liquid, rather, it is a modifier applied to existing Creeper that reduces the damage dealt by friendly weapons by 5 times. AC damage is not affected.

Although weapons are weaker against Crimson and AC is not, mathematically, energy from Miners spent on weapons used to deal with Crimson is still more damage efficient than having those Miners on Bluite and using it on AC instead.

Crimson spread

Crimson is stored as a value per tile separate from the amount of Creeper, though if the amount of Creeper is reduced to 0, Crimson is also set to 0.

When Creeper flows from one tile to another, it takes a certain amount of Crimson with it. This transfer is capped at 0.08 Crimson per direction per frame, up to 0.16 per frame when flowing diagonally. The relation between Creeper flow rate to Crimson flow rate is identical until Crimson hits the cap. Every tile of Crimson loses 0.0003 Crimson per frame, which is why Crimson slowly decays over time.

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 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.

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