From Terraria Wiki
Jump to: navigation, search

Items[edit source]

The items this can produce should be put in a list. - Cyb3rhusky (talk) 02:48, 4 October 2013

Common in ice chests?[edit source]

Hey, just a heads up to anyone. I'm not sure what data is being used to declare it "common in ice chests" (on the wiki as of the time of this comment) but I have 28 ice chests, a very nearly fully explored ice biome (didn't bother with ores, just used spelunk potions looking for chests) and 3 wasted hours of my life that seems to indicate otherwise. I know random is random but if the author just happened to find a couple in ice chests you might consider revising this. — Preceding unsigned comment added by Giraffupus (talkcontribs) at 19:05, 5 October 2013 (UTC)

Each ice chest has a 5% chance of containing one, so with 28 ice chests there's a 23.8% chance of none of them having one. -- KhymChanur (talk) 21:20, 6 October 2013 (UTC)
I found mine in a regular chest in the corruption, right next to a shadow orb. -- Camelotcrusade (talk) 03:15, 8 October 2013 (UTC)

Data[edit source]

I'm really not sure how best to analyse this. At first, I did straight percentages, and worked out the number of coin "events" by subtracting the sum of everything else from the number of "events". Where an event is "put some silt in and get an item or some coins out".

And then I noticed that sometimes you get more than one piece of ore out. So I started again, and will present just the raw data for anyone else to analyse, if they know a better way of doing so.

My method for this, just for reference, is to have exclusively even stacks, so I never feed in a single block (just for consistency). I started with 30,000 silt blocks (15,000 pairs to input), so expect more data to arrive later. This is just for 6,024 blocks/3,012 pairs so far:

Amber MosquitoAmber Mosquito 1 DiamondDiamond 30 RubyRuby 27 EmeraldEmerald 19
SapphireSapphire 31 TopazTopaz 23 AmethystAmethyst 37 AmberAmber 78
Copper OreCopper Ore 283 Tin OreTin Ore 327 Iron OreIron Ore 287 Lead OreLead Ore 273
Silver OreSilver Ore 265 Tungsten OreTungsten Ore 283 Gold OreGold Ore 265 Platinum OrePlatinum Ore 259
Copper CoinCopper Coin 237,749

It seems reasonably safe to say at this stage that ores are all about the same likelihood as one another. Gems are a little harder to make a broad statement on, other than that they are much less common than ores. Amber is a serious oddity, though. And I honestly have no idea how many times I got coins out, so I couldn't begin to work out the average for that, though a small sample of testing implies it's going to be ~20-40 at a time -- Sorceror Nobody (talk) 19:48, 7 October 2013 (UTC)

EDIT: In fact, just after resuming data collection, I've definitely gotten silver coins out. So that makes it damn near impossible to work out how often you get coins out, regardless of how many you get at a time. Well, unless you feed the silt in slowly. Have fun building up a statistically significant sample size with that, though : / -- Sorceror Nobody (talk) 19:51, 7 October 2013 (UTC)

The data I listed comes strait from the source code and is accurate. (In case you're curious you can even get platinum coins (0.02%) and gold coins (about 0.25%).) --0icke0 (talk) 20:02, 7 October 2013 (UTC)
Hm, I guess that's settled then.
That said, the table on the article really isn't very clear in what it means. I only now follow all of it properly, with the benefit of your statement and my own testing experience. So I imagine other people might be very confused by it. Would it not be more prudent to properly list all of the possible outcomes (different coins and also multiple items) with their respective percentages for the main table, and then below that, something like the existing table that "groups" them? -- Sorceror Nobody (talk) 20:28, 7 October 2013 (UTC)
This would be quite tricky, considering the way those chances are spread. For example if the outcome is a Copper Ore the amount is calculated as following: It starts with 1 copper ore, now there is a 1 in 20 chance that this amount is increased with 0-1 (equal chance for all those possibilities), than a 1 in 30 chance that the amount is increased with 0-2 (again equal chances), a 1 in 40 chance that it is increased with 0-3, a 1 in 50 chance that it is increased with 0-4 and a 1 in 60 chance that it is increased with 0-5. The average is therefore 1+1/20*((0+1)/2)+1/30*((0+2)/2)+1/40*((0+3)/2)+1/50*((0+4)/2)+1/60*((0+5)/2)=1.1775. However if you want to list the chance of every outcome for this ore you already need 16 rows. Doing so for all results (it gets even worse for coins) would result in a very large table. Therefore I listed it like this. --0icke0 (talk) 21:20, 7 October 2013 (UTC)

NOT RANDOM ORES!!![edit source]

Does anyone like it realy? Is it right that it disbalance game? I can't make a playthrow through it. PLEASE! Can anyone post a suggestion on TerrariaOnline. — Preceding unsigned comment added by (talk)

Amber drop rates[edit source]

After I recently extracted 10,808 silt/slush I only received 116 amber, a drop rate of about 1.07%. This is significantly lower than what is listed in the article, and it seemed a large enough sample size for it to be unlikely to just be the result of a fluke. I followed up by extracting 40 stacks of silt (39,960 total) and only got 421 amber. This drop rate (about 1.05%) is close to what I received with the other stack, and is also similar to the drop rate in this reddit post:

Combining all three of these data sets (I've taken enough stats to know that I probably shouldn't just add them all together, but don't remember enough to know the proper way to do it so oh well), I got a drop rate of 588/55768 or 1.0544%. Since all of the other listed drop rates seem to be the inverse of integers, I'm going to change the drop rate for amber to 1/95, or about 1.05%. --VelocityCubeR (talk) 17:00, 6 March 2015 (UTC)

I've extracted approximately 3250 desert fossils and received 63 amber, indicating a significantly higher drop rate (around 1 in 52) for desert fossils. It'd be great if someone could test this further and update the article respectively. 03:21, 28 January 2016 (UTC)

Wooden crate - fishing[edit source]

Just got an Extractinator from a wooden crate, obtained while fishing.

Used reinforced fishing pole with worms as bait, underground. — Preceding unsigned comment added by (talk) at 10:16, 11 July 2015 (UTC)

Tile placement speed[edit source]

It might be worth noting that increasing tile placement speed seems to increase the rate at which you can extract silt. This could be extremely handy for large stacks of silt as it takes quite a while to sort through a full stack. 05:56, 19 August 2015 (UTC)

This no longer appears to be the case currently as I'm finding the same speed with the Architect Gizmo Pack equipped and un-equipped. Cannot confirm if brick layer still works if someone else could check. Brandon0220 (talk) 05:13, 21 May 2018 (UTC)

Best place to look for one in v1.4?[edit source]

Seems like cabins in the underground desert are much less common than they used to be. 15:31, 22 May 2020 (UTC)

Hard Mode Ores[edit source]

I've gotten hard mode ores from extracting stuff in a multiplayer server, in hard mode. I think we need data. Winterous64893 (talk) 02:25, 30 May 2020 (UTC)

  • Either you're using mods, or you got those ores from something else (e.g. fishing crates). The Extractinator does not provide Hardmode ores; it in fact works exactly the same in Hardmode as in pre-Hardmode. (Source: game code - Fistsh (talk) 02:32, 30 May 2020 (UTC)