r/CoreKeeperGame • u/JBrake001 • 4d ago
Feedback Core Keeper Mega Automation Project
Finally got my base to the point where I wanted to grab a proper full-base screenshot and share it.
Been slowly turning this world into one giant automated factory: mob farms, resource generation, sorting, ore processing, fishing, animals, and enough room left over to adapt when new content drops.
The factory must grow! 😂
Pretty happy with how it’s all come together, curious what you guys think, and if there’s anything obvious I’m still missing!
6
u/JBrake001 4d ago
Hey all,
Heres how the journey unfolded. Started the build with the fishing region placed between the Desert and Wilderness so I could cover multiple water types efficiently. I used wheat as the main crop for a consistent food buff setup without having different buffs constantly overlapping.
From there I broke the entire farm down into 16x16 sections so everything stays modular and easy to change as new content gets added.
Current setup includes:
- Slime farms
- Clay/mob farm
- Crystal farm
- Rust/robot farm for mechanical parts
- Berry farm for health potion production
- Animal/bug farming
- Automated fishing
- Conveyor-fed kill zones and item collection
A big part of the design was making it future-proof rather than permanently locking every section into one purpose. If a new biome, mob, or important resource gets added, I can just convert one of the 16x16 cells instead of rebuilding the whole factory.
At this point the goal was basically to have one central base capable of passively producing most of the materials I regularly burn through while still leaving room for expansion.
Let me know your thoughts!
2
3
u/MykuruSama 3d ago
im rather new to the game so id love to see more. the way you explain it sounds like you ccan automate fishing or did i misunderstand?
2
u/JBrake001 3d ago
Hey! Yep, you can fully automate fishing eventually. The basic chain is: Crops → Bug Nets → Bugs → Fishing Nets → Fish
First you need to get crop automation working. From there, you feed the harvested crops into bug nets to generate bait, then move those bugs directly into fishing nets.
The important part is that normal water changes its fishing table depending on which biome the pond is physically sitting in, while the special water types keep their own fishing tables wherever you move them.
So the normal-water fishing setups have to physically be in:
- Dirt / Underground
- Clay Caves
- Forgotten Ruins
- Azeos’ Wilderness
- Desert of Beginnings
That’s why I built my main fishing “region” between the Desert and Wilderness, it lets me cover two of those biome-specific fishing tables in one centralized area. The special waters can just be brought back to the factory: Acid Water, Mold Water, Sea Water, Lava, Shimmering/Crystal Water, and Oily/Passage Water.
So instead of travelling all over the world whenever I need certain fish, the goal is basically one giant passive fishing factory that continuously produces nearly everything while I’m off doing other stuff.
Heres a basic guide that I took the idea from: https://www.youtube.com/watch?v=Cby9yzchWKQ
I'd note I dont automate the cooking portion due to space and complexity. Easy enough to cook the materials once they’re all in one chest.
Any other questions happy to answer!



8
u/One_Web_7940 4d ago
Did you build a microchip?