Creativerse
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J's Useful Data (dicontinued, see note)
Da J's
Spoiler alert, game details and statistic are included (under collection). It's many notes on data on usefull topics (new and experienced player alike).
   
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Discontinuation notice
This guide and associated data won't be updated further. Sorry.

Some of the concern within arose from early gameplay. The rest need time better left on other project (Creativerse related in the foreseable future) or compiling data to non-guide restricted format.

In any case, most of that stuff is intiutous enough after a while that it does not need that level of predictability.

I will make one exception : I will check (at some point) the sapling growth over time and update once (s.II). I did on 08-05-2016.
TL/DR
If you want to skip reading, you can go directly to the data collected J's File share/Creativerse[www.mediafire.com].
Version detail, short version.
With a few addition to the initial subjects of mining cells (thanks to author) and leaves, I think I'm ready to start working on an improved version (still work in progress).

Some sections will be moved and renamed, or even joined in larger theme. See "Version detail, long version" at the end.
Intro/Context
The origins (v1)
I orignaly tought to post (chronological order) usefull data, on specific topics that I wished to document to better understand the game and the odds. It presented a conclusion first (if applicable) then, the usefull data, then maybe some notes.

It is my first of two real guide on Creativerse and intended as some form of note.

The trigger
But after a few additions, I realized that with more addition would come utter chaos and the guide would be near unreadable (efficiently). That's why I beleive an update is in order.

The objective
My goal with v2 is to :
  • Group subject together, thus expect (somewhat) frequent change in structure.
  • Present all subtopics in the same section and use more titles and such.
  • Put only resumed data in the guide, see s.II for an example.
  • Give access to the full data through file sharing, id. Same goes for a few tools.

The method

General section structure

J's Conclusion
There you will find a conservative expression of the data (ex.: roughly 1%) based on the data collected. You will also find general considerations such as what is or is not included in the data.

The data (summary)
You will find one or more table that summarize the collected data (min, max, average,...).

Suggestion for contributors & Method
This is where I explain how the data was collected, in case any of you want to help out or want to check the method.

Suggestion from contributors or readers
This is where I keep track of suggestions, if applicable.

Link to data folder
This is where I give the link for specific folders to access full ongoing data table (.ods, .xls) and archived table (.pdf, by date yyyy-mm-dd). You can also access those folder by browsing through the creativerse common directory :J's File share/Creativerse[www.mediafire.com]

Link to external guides
I may still refer to other guides that cover the topic adequatly, if available.

Contributors
Contributors are always welcome and credit will be given. Data, conclusion suggestion... everything is welcome even if it does not make the cut or has limited visibility such as raw data. For data communication, i would prefer you drop them in specific contributor file drop directory (a link each).

v3... coming soon
I've noticed that I don't use the last formating (see section below). It got me thinking that, pursuant to v2 objective (see section above), I would benefit from transfering that unused hierarchy to the sections title. Essentialy, it's minus one rank to all existing notation, with a lot of care in sections titles for grouping.

TL/DR : Sections will now be named as example, I a) - ..., where I is the common theme, and a) is the specific theme.

The first section of a group will usually end up as the conclusion and summary of other sections (thus creature last section will go first).

As some sections already show, I'm working to include both main (standardized or personal data), and other data. This will facilitate data inclusion from contributors. Although my original spreadheets are available (model), a simple text or image suffice. Oh, and we'll discuss color preference for source marking.

TL/DR : The first section of a group, a), will be the conclusion/summary. Data contributor still welcome/needed.

I also intend to have a table of content in early sections (I know there is the lateral table, but face it... this is gona get complicated). Maybe even a very brief summary (TL/DR, yeah!).

This brings me to the fact that an offline downloadable version would be a great idea (for organization purpose).

TL/DR[/b] : Coming soon.
Guide structure & formating
Sections division and title formatting
All data sections and subsections will use the following prefix for reference purposes :

  • Level 1 : Roman numerals in large cap (I, II,...) - Correspond to guide sections that cover a topic and that are available through the tible of content on the right side of the screen - Automaticaly formatted.
  • Level 2 : Letter (modern greek) in small cap followed by a right bracket (ex.: " a) ") - Main division of a section for text organisation or sub-topic division - Use of header formatting.
  • Level 3 : Roman numerals in smal cap between brackets (ex.: " (i) ") - Secondary division for further text organisation or sub-topic within a division - Use of bold formatting.
  • Level 4 : Arabic numbers with a right side bracket (ex.: " 1) ") - Division for sub-topics, usualy to group notes by theme. - Use of italic formatting.
  • Level 5 (rare to unexistant) : Letter (modern greek) in small cap between bracket (ex.: " (a) ") - Occasional last level for separating sub-themes. No formatting.

Reference to any specific part of the guide will always be "s._", where _ is the target division with all preceeding levels. Ex.: s.II b) (i) would refer to the Cragwood table in Grown Sapling Yield, per type.

Other formatting
Use of underline or bold in text aim to draw attention to specific words or expression. In the paragraph below, it shows the exact structure an explicit mention would have.

Use of italic in text aim to draw attention to a world specificaly used somewhere else and that may have a deeper meaning.

Use of any of underline, bold or italic in a table aim to differentiate elements and help to read them efficiently.

You may experience "explicit mentions", such as pending author authorisation, preliminary conclusion or some such.
I - Other ressources (link to external guides)
I a) - Common traits to external guides

All the linked guide cover one topic or closely knit group of subjects that could have been the object of a section of this guide. But the author(s) and/or contributor(s) cover that subject adequately (my opinion), so why bother doing it again. If you have any comments or wish to participate in the discussion regarding those topics, I encourage you to do it there to avoid confusion or repetition.

I b) - Mining cells charges

http://steamproxy.net/sharedfiles/filedetails/?id=599948264
Why to look it up : The guide provide usefull data on how many charges are used while mining, and most importantly, when they are not expended.

I c) - Crafting and prerequisite

http://steamproxy.net/sharedfiles/filedetails/?id=637281965
Why to look it up : What's needed to unlock a craft recipy and where to get it.

I d) - World admin setup
http://steamproxy.net/sharedfiles/filedetails/?id=434844104
Why to look it up : Everyone should read it once carefully. It explain in detail, yet simply, what you need to know about setting up worlds (or world settings). It's not that long, quite pleasant to look at and professional looking (my opinion).

I e) - Troubleshooting and fixing known issue
http://steamproxy.net/sharedfiles/filedetails/?id=637204193
Why to look it up : Everyone that have trouble with the game or want to help friends should read it once carefully. Same comments as s.I d), but for troubleshooting and maybe fix a few small known issues.

I f) - Bug reporting
Article on bug reporting[www.chiark.greenend.org.uk]
Why to look it up : It is a nice complement to s.I e) if the issue can't be fixed by the user. This non-steam, non-creativerse article cover bug reporting (do and don't do). It is an interesting read for the tester type amongst you, as it give perspective on the subject.
II - Grown Sapling Yield, per type
II a) - J's conclusion
This feels more efficient then removing and pulling blocks for saplings :
(1) Considering that you can be offline or do something else while the tree grows, effort is nearly cut in half.
(2) You get bonus ressources, or as some other may put it renewable ressources.

Although the sample is small (4 grown sapling vs 20 or 40), Elderwood seems promissing as a source of wood/leaves. This mean that, other then needing a specific wood/leaves for a project, Cragwood are needed only if Vines or Yellow Flowers are needed. Ibid. Ashenwood for Moss and Red Flowers.

II b) - Data, per type of sapling

II b) (i) - Cragwood, based on 40 samples
Type of value
Leaves
Wood
Flower*
Vine*
Sapling
Sapling/block*
Beewax*
Queen Bee*
Min
73
5
0
0
0
0%
0
0
Max
423
8
12
5
7
3,66%
21
2
Avg*
246
6,65
3,475
1,4
2,475
1,03%
0,875
0,1

II b) (ii) Ashenwood, based of 20 samples
Type of value
Leaves
Wood
Flower*
Moss*
Sapling
Sapling/block*
Beewax*
Queen Bee*
Min
74
4
0
0
0
0%
0
0
Max
420
6
10
2
6
2,6%
4
0
Avg*
256,4
4,9
3,85
0,3
2,65
1,06%
0,25
0

II b) (iii) Elderwood, based of 4 samples
Type of value
Leaves
Wood
Flower*
N/A?
Sapling
Sapling/block*
Beewax*
Queen Bee*
Min
390
7
7
0
3
0,61%
0
0
Max
483
8
15
0
11
2,77%
4
1
Avg*
436,25
7,5
10,75
0
6,5
1,55%
1
0,25

II c) - Suggestion for contributors & Method

II c) (i) - Description
I can always use raw data on how many of those elements you get from what sapling.

Start with an empty inventory for each grown sapling harvested, or at the very least use a spreadsheet to keep track and deduce each harvest from total for verification.

Keep them spaced enough so that treetop don't overlap. I have yet to see a grown sapling larger then 6 across on each side of the trunk, so :
  • Spacing them at least 13 free square in a linear pattern, work perfectly.
  • Exploit the diagonals to gain some space, experiment not included.

II c) (i) - Illustration of a farm with 13 free square accross
...

II c) (i) - Link to a note model to avoid emptying inventory
A spreadsheed (.ods, .xls) and an explanatory note is included here : J's File share/Creativerse/II - Grown sapling yield, per type/Model for notes[www.mediafire.com]

II d) - Suggestion from contributor/reader

II d) (i) - Suggestion from Lil Puppy (20-02-2016)
"Cragwood saplings continue to grow for real world weeks. It may be advantageous to figure out when they're actually fully grown. I planted one nearly 2 months ago and it is still slowly growing by about 1 block high per week."

I have taken note on the seven grown saplings in the screenshot below and will periodicaly check those parameters :

  • Height below leaves (or tree trunk height).
  • Width (expressed in radius, so radius x2 + 1 = diameter).
  • Height of leaves.

(placeholder for sreenshot)

I have checked back on those, after now more then two months they are exactly the same except for a few more flowers on top. (08-05-2016 vs 21-02-2016)

II e) - Link to data folder
You can get the most up to date table and archives here (.pdf, .ods, .xls) : J's File share/Creativerse/II - Grown sapling yield, per type[www.mediafire.com]
III - Other saplings sources
III a) - J's Conclusion

The average Saplings yield from pulling Cragwood's, Ashenwood's and Elderwood's Leaves & Wood Blocks is roughly 1%. There does not appear to be a difference between Leaves & Wood. There is also no difference if the blocks are "naturaly occuring" or "player placed". Terrain (type + temperature) and time do not seem to affect the results.

III b) - Data, all type of saplings

Description
Min
Max
Average
Leaves Blocks ratio
0,00%
100,00%
87,92%
Wood Blocks ratio
0,00%
100,00%
12,08%
Total Blocks
241
5097
1571
Saplings/Blocks ratio*
0,83%
1,40%
0,99%

III c) - Suggestion for contributors & Method

Start with an empty inventory and either mine trees or floor(s) of an artificial cube-like structure. The later has the benefit of having a consistant number of block that make comparison easier.

Note the number of saplings you get from how many blocks (and leaves/wood number).

In the screenshot below, each full floors have 930 blocks (or 31x30). I have experienced some instances (2 formaly noted and maybe a couple more) where placing back the 930 leaves left me with a few extra. It is not clear if an human error or a bug is involved.



If you use trees, I suggest you build a column (jump while targeting the ground + double right click) to reach the treetop and destroy it floor by floor on your way down. For safety reason, start by the edge of a floor while standing toward the middle, then when your sure there is a floor below, move to it to pull from the side. This is shown in the screenshots below.



III d) - Link to data folder

You can get the most up to date table and archives here (.pdf, .ods, .xls) : J's File share/Creativerse/III - Other saplings sources[www.mediafire.com]
IV - Vegetal duplication, five (5) type of player placed flowers
IV a) - J's conclusion

IV a) (i) - Vegetal drop and target for this section
There are 5 flower type that are duplicable : 3 basic chromatic (cyan, magenta, yellow) and Weepwood Flower (Poison Bomb) and Wildwood Flower (Poison Resistance). This is due to mining having a chance to yeild 1-2 unit per pull, even when placed by the player and picked back up.

Other "vegetal" materials such as Beeswax, Moss and Vines act the same way, but only when naturaly occuring (no place pick back up here, Moss is not placeable at all). Only the 5 aforementioned flowers will be tracked here. All other type of flowers (Autumnwood, Cactus, Tundra, Wild) do not double drop, at least when player placed.

In 1-2 instance, I may or may not have seen a yield of 3 units.

IV a) (ii) - Duplicable flower drop rate
Data : "preliminary conclusion, data collection underway". Duplication rate average at very roughly 20%, meaning that one out of five (1/5) pull will yeild an extra unit, for a total of six on five (6/5) units/pull.

IV b) - Duplicable flower data

I have choosen a 99 initial placement sample for my main data for convenience, anything exceeding that one full stack is increase. I have also reproduced my earlier notes and other noteworthy pulls in the other data part. The later could also serve to note contributor's data, unless they too, use the 99 sample.

IV b) (i) - Duplicable flower increase data, main data
Description
Blue
Red
Yellow
Wildwood
Weepwood
Sample #
2
2
2
2
2
Min
16
18
19
11
16
Max
20
20
21
16
27
Avg
18
19
20
13,5
21,5
% (increase/99)
18,18%
19,19%
20,20%
13,64%
21,72%

IV b) (ii) - Duplicable flower increase data, other data
Description
Blue
Red
Yellow
Wildwood
Weepwood
Min % (increase/initial)*
19,46%
21,58%
23,28%
17,89%
13,16%
Max % (increase/initial)*
21,09%
23,17%
23,50%
20,54%
24,42%
Avg % (increase/initial)*
20,27%
22,38%
23,39%
19,22%
18,79%

IV c) - Suggestion for contributors & Method

Note the flowers you will be placing, place them in straight lines on a flat surface (possibly angling 90 degrees if required). If you go for a standardized sample (always x number), make sure you got only that to begin with.

Harvest and compare. Tell me how many you placed, how many you get, the rest is pretty much copy paste in a spreadsheet.

On large batch (quite efficient to make 99 stack quickly, especialy using lumite/diamond powercell), it may look like this :



IV d) - Link to data

You can get the most up to date table and archives here (.pdf, .ods, .xls) : J's File share/Creativerse/IV - Flower duplication[www.mediafire.com].
V - Beeswax & Queen Bee
V a) - J's conclusion

"Preliminary conclusion" Gathering from naturaly growing Beewax seems to yield about half as less double block (roughly 10%) then farming through Queen Bee (roughly 20%). Farming cost a bit over 2/3 of the Queen Bee used. Queen Bee drop seems to be slightly higher while gathering.

V b) - Beeswax & Queen Bee, farming

V b) (i) - Summary of data, based on 2 harvest totaling near 500 blocks (94 Queen Bee)
Description
Beeswax (harvest/block)
Queen Bee (return/block)
Queen Bee (cost/investment, %)
Min
1,0948
0,0537
67,65%
Max
1,2886
0,0632
69,23%
Avg
1,1917
0,0585
68,44%

V b) (ii) - Suggestion for contributor & Method
First, you need to build a structure of wood or leaves to receive Queen Bee. I made a flat surface with Ashenwood Leaves and Cragwood Leaves to mark the spot of Queen Bee. Leaves are not consumed in the process. I used Brainslot's "L, chest type" pattern.

Then you place the Queen Bee, wait a bit and/or go offline and the next day you are ready to harvest.

Number of block is fairly easy to calculate by adding the vertical spikes (same as Queen Bee number), the fringes and the rectangular part. Start with an empty inventory or note content, then harvest. Note the number of Beeswax and Queen Bee.



V b) (iii) - Link to data
You can get the most up to date table and archives here (.pdf, .ods, .xls) : J's File share/Creativerse/V - Beeswax & Queen Bee/Farming[www.mediafire.com]

V c) - Beeswax & Queen Bee, gathering

V c) (i) - Summary of data, based on 2 harvest totaling 273 blocks
Description
Beeswax (harvest/block)
Queen Bee (harvest/block)
Min
1,0635
0,0545
Max
1,1545
0,0952
Avg
1,109
0,0749

V c) (ii) - Suggestion for contributor & Method
Start with an empty inventory or note content, then harvest. Note the number of Block pulled, Beeswax and Queen Bee harvested.

V b) (iii) - Link to data
J's File share/Creativerse/V - Beeswax & Queen Bee/Gathering[www.mediafire.com]
VI - Crops & Seeds, Ripe
VI a) - J's conclusion
Return average roughly 1.9 per seed. Farming Wheat is far more efficient then pulling grass for seeds, see s.VIII for details.

VI b) - Data, per crop type
The crops are sorted by the order they appear in your inventory. It seems Crisphead Lettuce is treated as Lettuce by the game. Another clue about this is the name of the seeds that read Lettuce Seed.

VI b) (i) - Horned Melon, based on 9 harvest of 162 seeds
Type of value
Crop
Seed
Min
302
0
Max
314
2
Avg
306.89
1.2p
Avg/seed
1,8944
0.0075

VI b) (ii) - Crisphead Lettuce, based on 9 harvest of 108 seeds
Type of value
Crop
Seed
Min
199
0
Max
208
3
Avg
204.67
1.1p
Avg/seed*
1,8951
0,0103

VI b) (iii) - Turnip, based on 9 harvest of 108 seeds
Type of value
Crop
Seed
Min
200
0
Max
213
1
Avg
206
2
Avg/seed
1,9084
0,0082

VI b) (iv) - Wheat, based on 9 harvest of 270 seeds
Type of value
Crop
Seed
Min
499
1
Max
516
2
Avg
513.89
2.5p
Avg/seed
1,9033
0,0095

VI c) - Suggestion for contributor & Method
I can always use raw data on how many items you get from how many seeds.

Start with an empty inventory. Fill it with the number of seeds needed to plant back whatever you will be harvesting. Take a Plow with you in case you accidentaly remove a block of Tilled Land.

Start harvesting Ripe plants and replant as you go along. I used to beleive that I needed to be carefull not to leave Tilled Land without seeds for too long due to some reading that indicated that they revert to dirt after a while. My old spot for farming was left a day or so befor the initial update to this section and as yet to revert (see patch notes).

When your done, what's in your inventory, seeds and crops alike, was what you got while harvesting.

(Placeholder for screenshot)

VI f) - Link data folder
You can get the most up to date table and archives here (.pdf, .ods, .xls) : https://www.mediafire.com/folder/k8crbgcbjror3/VI_-_Crops_%26_Seeds%2C_Ripe
VII - Crops & Seeds, Grown
VII a) - J's conclusion
Same as s.VI a), except that the average drop is roughly 1,5 per seed or 80% of what you would get with Ripe Crops. You also don't get seeds.

VII b) - Data, per crop type
Same comment as s. VI b).

VII b) (i) - Horned Melon, based on 5 harvest of 162 seeds
Type of value
Crop
Seed
Min
240
N/A
Max
255
N/A
Avg
246,2
N/A
Avg/seed
1,5198
N/A

VII b) (ii) - Crisphead Lettuce, based on 5 harvest of 108 seeds
Type of value
Crop
Seed
Min
158
N/A
Max
168
N/A
Avg
162
N/A
Avg/seed
1,5
N/A

VII b) (iii) - Turnip, based on 5 harvest of 108 seeds
Type of value
Crop
Seed
Min
157
N/A
Max
170
N/A
Avg
162,2
N/A
Avg/seed
1,5019
N/A

VII b) (iv) - Wheat, based on 5 harvest of 270 seeds
Type of value
Crop
Seed
Min
387
N/A
Max
416
N/A
Avg
404
N/A
Avg/seed
1,4963
N/A

VII c) - Suggestion for contributor & Method
Same as s.VI c), but change Ripe by Grown.

VI f) - Link data folder
You can get the most up to date table and archives here (.pdf, .ods, .xls) : J's File share/Creativerse/VII - Crops & Seeds, Grown[www.mediafire.com]
VIII - Seeds
VIII a) - J's conclusion
Here you'll find the sources of seeds, in order of importance. You'll also note that my Old topic on number of Wheat Seeds from pulling Tallgrass has been discontinued (see s.VIII b) (ii) for details).

VIII b) - How to get them

VIII b) (i) - From processing vegetables
Processing is the most efficient way to get seed, and the only way to start all crops except Wheat. Beside farming, here is where you get your initial crops to process. All non-planted crops always yield 1 item. Regenerating your crops' seeds will require roughly 25% (26,32%) of your "Ripe" crops or about a third (33,3p%) of "Grown" crops.

VIII b) (i) 1) - Horned Melon
Found in the jungle on detritus block and somewhat rare. It took me about 2-3 in-game days to get a single Horned Melon.

VIII b) (i) 2) - Criphead Lettuce & Turnip
These can be found in Grassland, Forest and Woodland. Crisphead Lettuce seems to be more frequent then Turnip. Look in the shadow of trees and near cave entrance as it seems to be the most favorable spot to spawn.

VIII b) (ii) - From puling Tallgrass and Savanah Tallgrass (Wheat only)
Pulling Tallgrass will yeild a few Wheat Seeds. This is the only initial source for Wheat Seeds.

I have collected data with Tallgrass. I have obtained, on a total of 456 pulls (2x200 + 56) noted, 41 Wheat Seed. The average return is of 0,0899 per pull. Pulling only a quarter of that amount (114) of Ripe Wheat and processing it, would yield roughly 430 seeds (see s.VI b) (iv) for details). As such, I'm discountinuing my own notes on the subject. But...

... I recently pulled 74 Savanah Tallgrass and noticed an unusualy high amount of Wheat Seed, resulting in an average return over 0,16 per pull. I'm now conflicted with reopening the subject for data collection or leave it closed.

VIII b) (ii) 1) - Suggestion for contributors & Method
Start with an empty inventory. Pull some grass. Look-up the number of seeds gotten from what number of grass.

VIII c) - From pulling crops
You get a very small amount of seed when you harvest "Ripe" crops. See s.VI b) for details.
IX - Chizzard-type drop, hunted & harvested
IX a) - J's conclusion
I have no significant data beside harvest for Chizzard.

IX b) - Chizzard-type drop, by sort

IX b) (i) - Blizzard Chizzard

IX b) (i) 1) - Hunted (killed or dismissed)
...

IX b) (i) 2) - Harvested (favorite food only)
...

IX b) (ii) - Chizzard

IX b) (ii) 1) - Hunted (killed or dismissed)
...

IX b) (ii) 2) - Harvested (favorite food only)
Here is what I got from 36 harvest, value format is Min ; Max ; Average.

Blue Flower (0 ; 2 ; 0,5556)
Bone (0 ; 2 ; 0,4722)
Chizzard Egg (1 ; 3 ; 1,3056)
Chizzard Gizzard (0 ; 2 ; 0,6389)
Crystal Shard (0 ; 1 ; 0,0833)
Glob of Goo (0 ; 1 ; 0,0556)
Sinew (0 ; 2 ; 0,25)

IX b) (iii) - Corrupted Chizzard

IX b) (iii) 1) - Hunted (killed or dismissed)
...

IX b) (iii) 2) - Harvested (favorite food only)
...

IX b) (iv) - Night Chizzard

IX b) (iv) 1) - Hunted (killed or dismissed)
...

IX b) (iv) 2) - Harvested (favorite food only)
...
X - Keepa-type drop, hunted & harvested
X a) - J's conclusion
So far, the only significant data I have to upload is on Keepa.

On Golden and Silver Keepa, from preliminary data and kills previous to starting noting, I can say that they drop sweet loot when hunted (including obsidian). But when they are harvested, they yied exactly (or near enough) the same loot as Keepa, including the pattern of 5 Arcstones minus any replacing drop (favorite food only).

X b) - Keepa-type drop, by sort

X b) (i) - Golden Keepa

X b) (i) 1) - Hunted (killed or dismissed)
Data collection underway, but you should hunt those instead of taming.

IX b) (i) 2) - Harvested (favorite food only)
Data collection underway, preliminary data indicate similar or identical tables as Keepa.

X b) (ii) - Keepa

X b) (ii) 1) - Hunted (killed or dismissed)
Here is what I got from 50 hunt, value format is Min ; Max ; Average.

Arcstone (1 ; 3 ; 1,96)
Coal (1 ; 2 ; 0,7)
Extractor (2 ; 4 ; 0,36)
Gunpowder (1 ; 3 ; 0,88)
Melted Wax (1 ; 2 ; 0,52)
Moss Torch (8 ; 8 ; 1,12)
Recipy – Red Adobe Wall (1 ; 1 ; 0,02)
Recipy – Blue Adobe Floor (1 ; 1 ; 0,02)
Wood Mining Cell (1 ; 1 ; 0,04)
Wooden Sword (1 ; 1 ; 0,12)

X b) (ii) 2) - Harvested (favorite food only)
Here is what I got from 49 harvest, value format is Min ; Max ; Average. NB : You will always get 5 drops, either all Arcstones or some of them replaced by various loot (each trade is the Min value of other loot, double is possible as shown by Max value). Note that the true minimum value of every loot but Arcstone is 0.

Arcstone (2 ; 5 ; 4,0204)
Blue Pigment (8 ; 8 ; 0,3265)
Brown Mushroom (8 ; 8 ; 0,6531)
Coal (0 ; 0 ; 0)
Coal Torch (8 ; 16 ; 1,6327)
Explosive Bomb (8 ; 8 ; 0,3265)
Extractor (2 ; 4 ; 0,2041)
Gunpowder (0 ; 0 ; 0)
Melted Wax (5 ; 5 ; 0,4082)
Obsidian Armgard (1 ; 1 ; 0,0408)
Obsidian Helmet (1 ; 1 ; 0,0204)
Obsidian Mining Cell (1 ; 1 ; 0,0204)
Recipy – Blue Adobe Floor (1 ; 1 ; 0,0204)
Recipy – Decorative Stone Floor (1 ; 1 ; 0,0204)
Recipy – Red Adobe Floor (1 ; 1 ; 0,0204)
Red Pigment (8 ; 8 ; 0,4898)
Red Wood Wall (45 ; 45 ; 1,8367)
Stacked Stone Wall (45 ; 45 ; 1,8367)
Stun Bomb (8 ; 8 ; 0,4898)
TNT (5 ; 5 ; 0,2041)
Yellow Pigment (8 ; 8 ; 0,3265)

X b) (iii) - Silver Keepa

X b) (iii) 1) - Hunted (killed or dismissed)
Data collection underway, but you should hunt those instead of taming.

X b) (iii) 2) - Harvested (favorite food only)
Data collection underway, preliminary data indicate similar or identical tables as Keepa.
XI - Leafi-type drop, hunted & harvested
XI a) - J's conclusion
I have no significant data beside hunting for Leafi. Note that part of the triger for creatures note was my friend's Renewable ressources guide. I felt the vine drop was less significant then mining for them (data comparison between s.II and s.XI b) (ii) 1) gives part of the answer).

XI b) - Leafi-type drop, by sort

XI b) (i) - Autumn Leafi

XI b) (i) 1) - Hunted (killed or dismissed)
...

XI b) (i) 2) - Harvested (favorite food only)
...

XI b) (ii) - Corrupted Leafi

XI b) (ii) 1) - Hunted (killed or dismissed)
Here is what I got from 44 hunt, value format is Min ; Max ; Average.

Bones (0 ; 2 ; 0,5)
Crystal Shard (0 ; 2 ; 0,1364)
Glob of Goo (0 ; 1 ; 0,25)
Leafi Leaf (0 ; 2 ; 0,4318)
Leather (0 ; 2 ; 0,2273)
Sinew (0 ; 2 ; 1,0682)
Vines (0 ; 2 ; 0,3864)
Yellow Flower (0 ; 1 ; 0,1591)

XI b) (ii) 2) - Harvested (favorite food only)
...

XI b) (iii) - Dried Leafi

XI b) (iii) 1) - Hunted (killed or dismissed)
...

XI b) (iii) 2) - Harvested (favorite food only)
...

XI b) (iv) - Leafi

XI b) (iv) 1) - Hunted (killed or dismissed)
...

XI b) (iv) 2) - Harvested (favorite food only)
...

XI b) (v) - Mossy Leafi

XI b) (v) 1) - Hunted (killed or dismissed)
...

XI b) (v) 2) - Harvested (favorite food only)
...

XI b) (vi) - Night Leafi

XI b) (vi) 1) - Hunted (killed or dismissed)
...

XI b) (vi) 2) - Harvested (favorite food only)
...

XI b) (vii) - Night Twiggy

XI b) (vii) 1) - Hunted (killed or dismissed)
...

XI b) (vii) 2) - Harvested (favorite food only)
...
XII - Miru-type drop, hunted & harvested
XII a) - J's conclusion
I have no significant data yet since I started noting.

XII b) - Miru-type drop, by sort

XII b) (i) - Artic Miru

XII b) (i) 1) - Hunted (killed or dismissed)
...

XII b) (i) 2) - Harvested (favorite food only)
...

XII b) (ii) - Corrupted Miru

XII b) (ii) 1) - Hunted (killed or dismissed)
...

XII b) (ii) 2) - Harvested (favorite food only)
...

XII b) (iii) - Miru

XII b) (iii) 1) - Hunted (killed or dismissed)
...

XII b) (iii) 2) - Harvested (favorite food only)
...
XIII - Pig-type drop, hunted & harvested
XIII a) - J's conclusion
I have no significant data since I started noting.

XIII b) - Pig-type drop, by sort

XIII b) (i) - BossHog

XIII b) (i) 1) - Hunted (killed or dismissed)
...

XIII b) (i) 2) - Harvested (favorite food only)
...

XIII b) (ii) - Corrupted Pigsy

XIII b) (ii) 1) - Hunted (killed or dismissed)
...

XIII b) (ii) 2) - Harvested (favorite food only)
...

XIII b) (iii) - Feral Pigsy

XIII b) (iii) 1) - Hunted (killed or dismissed)
...

XIII b) (iii) 2) - Harvested (favorite food only)
...

XIII b) (iv) - Night Hoglet

XIII b) (iv) 1) - Hunted (killed or dismissed)
...

XIII b) (iv) 2) - Harvested (favorite food only)
...

XIII b) (v) - Night Pigsy

XIII b) (v) 1) - Hunted (killed or dismissed)
...

XIII b) (v) 2) - Harvested (favorite food only)
...

XIII b) (vi) - Pigsy

XIII b) (vi) 1) - Hunted (killed or dismissed)
...

XIII b) (vi) 2) - Harvested (favorite food only)
...
XIV - Rockster-type drop, hunted & harvested
XIV a) - J's conclusion
I have no significant data but I have preliminary data on hunting Rockster. One Rockzila harvest was provided to me by nexusofwinds (thanks).

XIV b) - Rockster-type drop, by sort

XIV b) (i) - Night Rockster

XIV b) (i) 1) - Hunted (killed or dismissed)
...

XIV b) (i) 2) - Harvested (favorite food only)
...

XIV b) (ii) - Pebble

XIV b) (ii) 1) - Hunted (killed or dismissed)
Soon.

XIV b) (ii) 2) - Harvested (favorite food only)
Preliminary data : Here is what I got from 14 hunt, value format is Min ; Max ; Average.

Bone (0 ; 2 ; 0,5)
Coral (0 ; 2 ; 0,3571)
Glob of Goo (0 ; 1 ; 0,1429)
Magnetite (0 ; 1 ; 0,2857)
Mud (0 ; 1 ; 0,3571)
Rockster Rock (1 ; 2 ; 1,5)
Sinew (0 ; 1 ; 0,2143)

XIV b) (iii) - Rockster

XIV b) (iii) 1) - Hunted (killed or dismissed)
...

XI b) (iii) 2) - Harvested (favorite food only)
...

XI b) (iv) - Rockzilla

XI b) (iv) 1) - Hunted (killed or dismissed)
...

XI b) (iv) 2) - Harvested (favorite food only)
...
XV - Other creature drop, hunted & harvested
XVI a) - J's conclusion
I have no significant data since I started noting.

XVI b) - Keepa-type drop, by sort

XVI b) (i) - Dustevil

XVI b) (i) 1) - Hunted (killed or dismissed)
...

IXVI b) (i) 2) - Harvested (favorite food only)
...

XVI b) (ii) - Hot Foot

XVI b) (ii) 1) - Hunted (killed or dismissed)
...

XVI b) (ii) 2) - Harvested (favorite food only)
...

XVI b) (iii) - Rambeau

X b) (iii) 1) - Hunted (killed or dismissed)
...

XVI b) (iii) 2) - Harvested (favorite food only)
...

XVI b) (iv) - Shrewdshrew

XVI b) (iv) 1) - Hunted (killed or dismissed)
...

XVI b) (iv) 2) - Harvested (favorite food only)
...

XVI b) (v) - Spectre
Supposedly, this creature does not spawn anymore.

XVI b) (vi) - Thing
Drop super extractor recipe, tripple yield at double advance extractor cost (still a net +4 obsidian).

XVI b) (vi) 1) - Hunted (killed or dismissed)
...

XVI b) (vi) 2) - Harvested (favorite food only)
...

XVI b) (vii) - Trog

XVI b) (vii) 1) - Hunted (killed or dismissed)
...

XVI b) (vii) 2) - Harvested (favorite food only)
...

XVI b) (viii) - Warmworm

XVI b) (viii) 1) - Hunted (killed or dismissed)
...

XVI b) (viii) 2) - Harvested (favorite food only)
...
XVI - Creature drop, per item (coming eventualy, meanwhile data link)
This is where I'll list items obtainable through hunting/harvesting, with associated creatures. It may well end up as a sort of table of content for creatures sections, or is it analytical index?.

Individual uploaded creature tables can be found in this directory (.pdf, .ods, .xls) : J's File share/Creativerse/IX to XV - Creature drop[www.mediafire.com]

There is also the link to the common folder in TL/DR.
Thanks to ..., for ...
24-01-2016 : Permission obtained for s.I b), thanks to linked guide author's. Thanks also to auhor's contributor(s).

22-02-2016 : Lil Puppy suggested, in regard to s.II, to note when a (cragwood) sapling reach full growth.

08-03-2016 : Permission obtained for s.I c), thanks to linked guide author's. Thanks also to auhor's contributor(s).

10-03-2016 : Permission obtained for s.I d) & e), thanks to linked guide author's. Thanks also to auhor's contributor(s).

14-03-2016 : Permission obtained for s.I f), thanks to linked article's author.
Important notices
Even with all my goodwill and precaution, I am not immune to mistakes. Be sure to point them out politely if you see one.

I will use mostly average yeilds (%/block or pull) to express my conclusions on data analysis. You should not mistake those for drop/spawn chance as, even a simple odd like 50-50 will yeild varied results. The size of a sample decrease this effect, somewhat, as it gives an indication on what to expect in average (over the long run).

Be wary that some average have not been ponderated on blocks number (grown sapling, s.II). An exemple to express. See full data to make your own conclusions.
  • Example without comparaison to blocks : 1% saplings/blocks on a 400 blocks grown sapling (4 saplings) and 10% on a 70 blocks grown sapling (7 saplings) = 5,5% saplings/blocks.
  • Example with comparaison to blocks, using the same value : (4+7 saplings)/(400+70 blocks) = 11/470 or 2,34% saplings/blocks.

A lot of place I have put " * " to indicate a note, if it is not on averages, then it's cross reference to other sections. Exemple : flower or other mats that can give 1-2 (or 3?) on a single pull introduce some sort of distortion on the actual number of block for each tree (but they are not used in the sapling/block).
Version detail, long version (patch notes through fileshare)
Due to character limit and to avoid spliting this section, I uploaded and will upload a note (.pdf) to my fileshare for each update except when it's only data related.

They are named by date (aaaa-mm-dd), except for the initial v1 table of content.

They can be found here : J's File share/Creativerse/Version detail, long version[www.mediafire.com]
10 commenti
Omanoct 5 dic 2017, ore 14:02 
Harvest results from Things, which I've had tamed for a long time, seem to go something like this... (amount / rough chance)


Corruption Dust (1 / 100%)

Diamond Gear (1 / 50%)
-Diamond Armour (30%)
-Diamond Gauntlet (30%)
-Diamond Sword (40%)

Adv/Arctek Table (1 / 20%)
Arctek Lanterns/Torches (1 / 20%)

Super Extractor (1-4 / 30%)


Overall, I've found the Harvest rates to be pretty high, often getting Diamond gear in such quantities over time, that I've had to create chests specifically for it. Diamond Equipment can be harvested from Things relatively consistently, but seems to give swords more often than Gauntlets and Armour.

The Arctek blocks seem oddly as uncommon as Diamond Gear, if not moreso, since I haven't acquired as many of them over time. Note that these are rough guesses not specifics, but still might be helpful.
J's  [autore] 8 mar 2016, ore 14:37 
lol :) don't worry, no offense was taken (so no :angry_creep:)
aly 8 mar 2016, ore 13:18 
lol, Typo Alert! I meant Pics........not pis :steammocking:
J's  [autore] 8 mar 2016, ore 13:15 
Maybe I can help out, if you'd like. I'm all about sharing :)
aly 8 mar 2016, ore 13:14 
Great Guide J! With tables and pis to boot! I stil need to add those to mine :steamhappy:
J's  [autore] 2 mar 2016, ore 7:16 
@ Mnevin : All Chizzards, from harvest (meaning they need to be tamed and fed first). It will be part of my upcoming s.IX, but I can say that you will get somewhere between 1 and 2 on average, assuming you feed them their favorite food. Chizzard also drop (hunting/harvesting) Chizzard Gizzard (or frozen version), wich can be turned into Questionable Jerky in the forge. So all around, a few (soup loving) Chizzards are a must as pets. Find a beach with some Shorewood (palm trees) and use the water to avoid being hit, you'll find they are quite easy to tame/kill :steamhappy:.
Mellie64 1 mar 2016, ore 23:31 
Where or who drops eggs for recipes?
J's  [autore] 21 feb 2016, ore 21:45 
Oh, and to be clear, I do this for curiosity's sake... I'm guessing that the increase is insignificant compared to, let's say 6-7 harvest/week
J's  [autore] 21 feb 2016, ore 21:26 
Good point. Altough I'm not sure it would be limited to cragwood, but I get why it's the one that would be noticed first. Unfortunatly, I won't be able to do data like s.II for your suggestion, but I've noted 7 already growns saplings (1 week or less) as far as square beneath leaves, leaves width from tree trunk and leaves height. More precise then that, I would have to map out each layer of leaf without destroying them since testing... way too long (even for me). We'll see what that partial data gives us.
Lil Puppy 20 feb 2016, ore 20:05 
Cragwood saplings continue to grow for real world weeks. It may be advantageous to figure out when they're actually fully grown. I planted one nearly 2 months ago and it is still slowly growing by about 1 block high per week.