Theory on gate construction
Theory on gate construction. Please comment on this.
1: Each "ring" has 20 slots. If a ring is filled, then either 3 or 4 levels, as appropriate, are added to the dungeon.
Filling two rings brings the dungeon down to Moorcroft.
Filling four rings brings the dungeon down to Emberlight.
Filling six rings brings the dungeon to the "fake core", what we think is the core, but we'll find out later is not.
2. Each map is a (Icon, Color, Group, map-group, map) tuple. For example, "Clockwork Tunnels" is an icon and group that has different maps for each color. "Scarlet Fortress" is a group that only has maps in red, but has at least three different maps in that color.
Full example: The icon that looks like weeds in a pond. In green (color) it is Group "Jigsaw valley", map-groups "Perimeter Promenade", "Emerald Axis", and "Jade Tangle", with two maps in each of those map groups; it is also Group "Aurora Isles" with map groups "Stone Grove", "The Jelly Farm", "Sea Petal Pass", and "The Low Gardens". The same icon in color blue is "Starlight Cradle" (group), with a map group "Shrine of Slumber" (two maps).
That gives: Icon >M Color >M Group >M Map-group >M Map.
(>M = one to many; >1 = one to one)
3. The minerals that wind up at a given depth in a ring (see dark matter tray drops, and order of tray adds) determine which color(s) are used for the maps at that depth; as much as possible, the Icon is kept constant at that depth, while the color varies based on minerals deposited. No clue how the group, map-group, and level is chosen (random?). A given icon and color will have the same group, but not always the same map group. For example, Weeds, Green, Aurora Isles, may have a depth with both Jelly Farm 2 AND Low Gardens (instead of Jelly farm 1).
4: Oddball theory: "Clockwork Tunnels", "Battle Arena", or treasure maps are always the filler if an appropriate icon is not available for a secondary color at a depth. In particular, one level was seen with Wolvers Den, Clockwork Tunnels, and Battle Arena. On the other hand, that same dungeon had a level with JUST battle arena, and one with battle arena and clockworks. (Both of these seem to discredit the idea that they are just filler. Supporting counter example: I've seen levels with nothing but clockwork tunnels, which would be pure filler in this theory.)
5. The color determines what the dominant creature type for that level is.
Yellow = Lichens
Blue = Constructs
Green = Jellies
Red = Creatures
Purple = Ghosts
This does not mean "only monster type". It means main monster type. Creatures (wolves) and Tree constructs are found on jelly levels.
6. A block is filled when enough minerals of a color are put in, OR when enough trays are put in. Putting in lots of trays with very few minerals results in those 20 spots per level having relatively few minerals per tray, and so very few levels at a given depth. Putting in lots and lots of minerals so that the 20 spots are all full results in more levels at a given depth.
In other words:
100 minerals of a color will fill a block (claimed by someone; seems reasonable). Lots of full blocks means many maps at a given depth.
Fewer minerals of a color, placed over time in lots of trays, will (I claim, untested) produce a block with fewer minerals. Lots of partly empty blocks means few maps at a given depth.
7. Dark matter weighting of trays puts the minerals deeper down. This can be used to fill up the earlier blocks by putting more trays down there. This allows you to put more minerals down deeper, which lets you put more maps down at a deeper level (and of a color that you like.)
Additional supporting observations: At the time I'm writing this, Eagle gate (far right, 4 countdown) has 7 blocks. Purple, Yellow, Blue, 2 reds, 2 greens. The bars going up have a very tall green and red, and a lot of the others. The presumption: This has close to 100 of each color in each block, so the levels where these trays wind up will have many maps (lots of minerals -- bar hight -- concentrated in very few trays -- few blocks).
The Clockwork Tunnels world seems to be the generic area that is created when there are many colors mixed together. Each of its levels seems to appear when there is a lot of influence from a certain color: Haunted Passage for Dark Matter, Overgrown Path for Valestone, and Infernal Passage for Crimsonite. The icon for Mechanized Mile is blue, so it might be influenced by Moonstone. The monsters and minerals that appear within those levels also seems to be influenced by the colors used to make it. I've seen Chromas spawn in the Haunted Passage and Skeletons spawn in the Mechanized Mile.
Interesting. Do you happen to know what floors bosses have been found on? Those were before I started playing.
I'll start stocking up on yellows and make a few dusk drops so we can force floors to the appropriate levels.
> To stem confusion, let us from now on refer to each layer of depth as a "floor", and each option within a floor as a "level". This is the language used on the wiki, I believe.
Alright. So there are many map levels on a given floor of depth.
"Floor", with "Elevators". Makes sense.
... And then add in some Wonka-vator leftways, slantways, etc, and you get the mishmash we have.
(and "mishmash" is in firefox's spelling dictionary ... go figure.)
Premade levels? What are those?
(And how would I recognize them if I saw them?)
There are two types of levels- premade and randomly generated. Premade levels have the same layout everytime, and usually come in sets (e.g. jigsaw valley), with each level in the set having a slightly different layout.
Other levels, such as graveyards and all clockworks levels, are randomly generated from premade parts. This is why you can do the same level twice and in one run you get the bunch of gunpuppies in that S-shape section, and in the next you won't.
Looking at the blue clover gate, middle section (between Morcroft and Emberlight):
The totempole shows three purples, three yellows, a green and a purple.
The floors show three floors of ghost levels (plus a treasure level), then three floors of Scarlet Fortress.
Scarlet Fortress, from the description, has beast ghosts; it has a red icon, and corresponds to yellow bars in the totem.
My guess: Yellow plus purple made an "altered ghost" section -- in this case, yellow plus purple gave us creature ghosts.
So why red? Red seems to be creatures. Here, ghost creatures.
That seems to support the idea that yellow is a modifier, rather than a natural color of its own.
EDIT: And sadly, Golden Queen Gate has 2 yellows, and 6 reds, but 2 floors for Jigsaw Valley (slimes and constructs, which would be green and blues if I understand things correctly), and then where you should have lots of red, you have floors with battle arena, but also haunted passages, Inferno passages, Wolvers Den, and Overgrown Path.
So, the idea that "totem pole color" matches floor composition seems to be sinking ...
EDIT 2: Amber Skull actually has two different shades of green! Same section. The levels are almost entirely Clockwork passages, in all 5 shades, along with Lichens, Wolvers, and Treasure.
So ... yea, I don't see how to map totempole color to floor content.
My theory:
yellow+red = scarlet fortress
yellow+purple = dark city
yellow+green = jigsaw valley etc
yellow+blue = starlight cradle
yellow+yellow = concrete jungle
We can see from the latest gate opening that blue clearly creates mechanised miles; oddly, blue floors display as bright green on the 'totempole'.

Lore alert, Cory has added a bit of lore in various places on the wiki:
http://wiki.spiralknights.com/Clockwork_Tunnels
"Unlike most worlds, which have been brought to Cradle, torn apart by Gremlins, and reassembled for their own purposes, the Clockwork Tunnels are merely the behind-the-scenes 'bones' of the world. The Clockwork Tunnels were constructed chiefly to connect parts of the Clockworks. However, in their haphazard fashion, Gremlins often abandon unused sections of the tunnels, leaving them to be reclaimed by the various other denizens of Cradle."
Not definitive towards mechanics, but lends credence to the clockwork tunnels are random mashups that didn't fulfill any of the world requirements.
Interesting ... there are known levels not in the lists that Cory put up there.
Got this image: http://wiki.spiralknights.com/images/4/45/Gatemagic.jpg
No theories about it.
I do, and I don't like my theory.
I see three more blocks in the gate.
I see three mineral piles above 100.
No, that can't be the issue. Otherwise, 99+99 would have made zero, not one.
Maybe you need more minerals per block at the lower level? If you put in 100, do you get a block?
You could at least make two accounts if you're going to have conversation with yourself.
[quote]
Got this image: http://wiki.spiralknights.com/images/4/45/Gatemagic.jpg
No theories about it.
[/quote]
Here's a theory, and it's "easy" to test.
First ring: 100 per block
Second ring: 120 per block
Third ring: 140 per block
Fourth: 160
Fifth: 180
Six: 200
Then, 600+ minerals will make three blocks, which is what we see.
Someone want to try dumping 100 minerals into a tower on the second ring one tick, and then 125 the next tick, and see what happens?
===
The other question of interest: A purple block on the bottom seems to have changed color.

Possibly interesting information: several days ago, I contributed perhaps 200-300 minerals to the Copper Titan gate in a failed attempt to help it reach emberlight.
Today, I received a message informing me that I have received 49 crowns + heat for my contributions to the gate- which "includes a 15% majority shareholder bonus".
At most I'm majority shareholder of a few blocks, but not an entire ring by any stretch. Does anyone know what triggers this message? I didn't deposit all the minerals at once, but experimenting with ways to trigger this message might help in our efforts to understand the mechanics of gate creation + mineral amounts required.
Ohh ...
Maybe your 200-300 minerals is more than anyone else put in?
Implication: Guilds might call "dibs" on a gate, and put all their mineral deposits in through a single guild finance officer.
Alright, I'm pretty sure I got this wrong:
[quote]5. The color determines what the dominant creature type for that level is.
Yellow = Lichens
Blue = Constructs
Green = Jellies
Red = Creatures
Purple = Ghosts[/quote]
I think Lichens and Jellies are both considered slimes, according to the monster page http://wiki.spiralknights.com/Monsters . And, having seen those pictures, I'm pretty sure I fought lichens while thinking they were a jelly I hadn't seen before.
(And, "Ghosts" should be "Undead".)
Jellies seems to spawn everywhere. Lichens don't usually spawn with Jellies.
Green seems to spawn Wolvers and Chromas more than slimes. Red seems to spawn Devilites.
There are a lot of exceptions to this, though. In some stages the monsters are predetermined. All of the monsters are fixed in Arenas, which are created from red minerals.
Hello, this is a thread about gate construction theories. Post your gate construction theories here, not there.
BehindCurtai, trying to show him this is the place to post all his theories instead of making a new thread every time.
As soon as I have a theory that works, I will
Right now I need observations. I have far too many questions; things that I thought held true don't.
So with my old ideas shot, I'm trying to come up with new ones. My current best idea implies that we want to stop constructing gates completely. Yea, you heard me.
Just before a gate is due to open, dump 18,000 minerals in all at once.
One single tray. Enough minerals to fill all the rings down to the core, built from a single tray. Said tray large enough to force the floors it builds to be both fully built and size 4.
Potentially also triggering (because of its size) any special or rare levels.
Now, that's a theory on how to construct a gate. What will it produce?
Clueless. Completely clueless.
What colors will the totem pole have?
50% chance of yellow, is my first guess. Just a guess.
25% chance of red, is my second guess. Just a guess.
25% chance that there's at least one totem color family out there that we don't see regularly; possibly orange.
What is the significance of the totem colors? Don't know, need observations. (I think I've got this one 70%; orange is the big oddity, and I need observations to fill in some gaps.) Currently, "yellow" == "fully built", I'm not sure about red, and I need a lot more observations for the others. There's a lot of levels I haven't seen.
What is the relationship between minerals used and levels of the floors? Don't know, need observations.
What is the relationship between the levels seen on a floor? So far the idea of "Same world or construction filler" seems to fit, if "lichen/wolvers" and "treasure vault" are considered construction filler. And, if a fully-built world (so far, yellow on the pole) does not have any construction filler (red does.)
How do the minerals used affect the monsters that spawn? No clue. Again, need observations.
The realization that there are six clockwork tunnels, and one of the icons colors is used twice for two different types of monsters completely shattered an older belief. I'm no longer regarding "pink" and "brown" to just be "variant shades of red".
And, I have no idea how much my ideas are simply broken by not having enough observations possible given a lack of completed levels.
So yea, I'm asking questions in the question forum.
I'm talking about different things in the discussion forum.
I have no answers. I have lots of questions. Before I can even compose a decent theory, I need more observations.
===
I can honestly say that I have never seen a more hostile group of forum people, that are so opposed to people trying to share information about a game on a forum. Most games I've seen have players go out of their way to share information to the point that other players complain that the whole game is spoiled. I have never seen such hostility to the idea of improvements to make the game more fun over a longer period of time. If you told me that the typical players can expect after less than two months to have more money than they know what to do such that they'll just give stuff away for nothing and regard the game's money as pointless, *AND STILL OPPOSE ANY IDEA/CHANGE TO MAKE MONEY MORE SIGNIFICANT*, I would have cringed.
I have never seen a game community that makes me want to avoid the official forums like this community. If the NDA wasn't in place, I'd make an alternate forum for people who want to discuss the game.
... And the new Ruby Bishop gate ruins yet another theory.
First, there's a purple floor family. It's another "partial construction" -- clockworks and a purple "3-mouth". "Devilish Drudgery".
And, it's 7 floors. 3, break; 2, return.
So ... 1.5 rings turned into 1.5 sets, not one set. So a partial ring WILL produce a few levels.
...
Which makes the empty gate even more confusing. It had half a ring, didn't it?
next to the 'reply' button is an 'edit' button so you can amend your existing post with new info instead of double-posting
The developers at Three Rings have stated that they want people to use reply, and add a new post to a thread, NOT the edit post. The reason being that they are more likely to miss an edit, and less likely to miss an additional post.
That makes sense. There is no penalty for a double or triple post. There is a potential for lost information on edits.
Actually, as I stated in the bug forum and was informed it is actually a feature, if you edit the last post in a thread it will mark the thread as having a new post so people can't miss it.
Ahh. Ok.
====
EDIT / ADD:
Here are some observation data points. Make of this what you will.
I just watched 5 additions to three gates. Some gates had a single ring, some had multiple rings.
Changes were always seen on the bottom ring.
Dusk drops were not seen in the trays.
Let that sink in for a moment.
Now, here are the observed data:
"eagle":
Ring 1:
6 purple
3 yellow
4 blue
4 green
3 red
Ring 2:
4 purple
3 yellow
4 blue
5 green
4 red
Ring 3:
3 purple
2 yellow
2 blue
4 green
3 red
Tray:
10 red
10 blue
Result: No change
"silly face"
Ring 1:
2 blue
4 green
5 red
2 purple
7 yellow
Ring 2:
3 yellow
1 blue
4 red
Tray: 25 red, 36 yellow
=> Convert a red to a green
New ring 2:
3 yellow
1 blue
1 green *new
3 red *reduced
Next tray:
27 r
25 g
17 b
44 y
15 p
=> Add a red.
New ring 2:
3 yellow
1 blue
1 green
4 red
"sorry piece":
Ring 1:
1 purple
1 yellow
5 green
1 red
Tray: 32 green, 15 blue, 17 purple
Result: one blue block
New ring:
1 purple
1 yellow
1 blue *new
5 green
1 red
Tray:
22 r
18 g
56 b
6 y
26 p
=> Add a purple
New observations:
One dungeon has Starlight Cradle - Shrine of Slumber on two adjacent floors. One floor has I and II, the next floor has III and IV.
Another dungeon has, on a single 4-wide floor, Aurora Isles:
Jelly farm I and II, Low Gardens, and Stone Grove.
This is clear proof that a floor is not required to keep the same map group -- after using up 2 jelly farms, different maps from the blue-green potted plant icon were used.
Finally, there is a dungeon with 4 floors (all yellow totem pole), all one wide, containing (in order):
Firestorm Citadel / Blackstone Bridge
Firestorm Citadel / Ashen Armory
Firestorm Citadel / Smoldering Steps
Firestorm Citadel / Throne room
The first three have the icon of Scarlett Fortress, but instead of being background red, foreground red (pink?), it is brown and brown.
The forth has an icon I haven't seen before (a skull), and red/red color.
(Grumble grumble theory killer grumble grumble need more datapoints)
I really can't think of any reason for the firestorm citadel to appear.
The gate with Starlight Cradle had yellow and red in the bottom ring, so i guess there goes my "yellow plus another colour gives a certain yellow level" theory. I've never seen III and IV though! Yay new stuff!
Jelly farm I and II, Low Gardens, and Stone Grove always appear together, so yes one floor = one map group.
edit: hahaha, that's a Lion? pfft :P
Theres always two rings for each dungeon past a town
Notice how half way through theres a terminal
Does each ring represent half of an elevator run?
HMMMMMMM?
Just a thought

There is a wiki page on this that needs work, but it can provide a useful summary point for what we know so far. I've added a skeleton outline in order to make recurring theories (like Kymroi's) stand out better.
We currently have a lot of data scattered across many different threads, so hopefully the central wiki page will help to weed out the dead theories and turn the mountains of data into some solid conclusions. (Or at very least, to make it more obvious what hypotheses have already been tested)
I get the feeling that wiki page will be in constant need of cleaning and organizing.
Alright, here is my current hypothesis and thinking. Note that this is far more of the dungeons than of the gates. There is very little observations on what minerals produce what levels, but large amounts of observations on the totem colors to floor types after the construction is done.
First, some data / observations.
Number one: We've seen 49/49 go into a new gate, alter the mineral bars, and produce no blocks.
=> First conclusion: Mineral bars track all minerals that go in, totem block or no totem block
Number two: Adding minerals can either add blocks or alter blocks. This is so far always seen on the bottom ring, however I have yet to observe dusk drop being added to a gate.
=> Open question: 1. What happens when all 6 rings are built? Does adding more minerals have any effect?
2. What happens when dusk drop is used? Do changes happen on the bottom ring, or top ring?
Number three: After construction, the rings turn into level groups.
Hypothesis: The colors of the blocks in the rings correlates to colors of the totem pole after building, more than the minerals themselves. In other words, trays are grouped based on how they put blocks onto the construction rings, and that is then used to build levels constrained by the totem colors.
Number four: After watching 6 constructed dungeons, the following mapping of totem color to levels is observed. Note that no attempt has been made to check frequency, only existence.
Clockwork Tunnels: So far, the only combinations NOT seen are orange totems to pink, and blue, icons (infernal and mechanized); and bright-green totem to pink (infernal). Given the lower number of orange and bright-green totem colors seen, this is believed to just be too few data points. It is hypothesized that all CT's can show for any non-yellow totem. Hall of goo, and Hall of the wild (Green-blue, and yellow icons) have NOT been seen in the arcade.
Treasure Vault: Green (End of the rainbow) has not been seen in the arcade. Yellow (Fortune smiles on the greedy) has been seen for all but purple, and is believed to exist for all of them. NB: Not seen for yellow; believed to not exist for yellow.
The "Three mouth" icon: Yellow (Lichenous lair) has been seen in bright green, green, and as a singleton yellow floor. (a yellow floor with only one level). Theory for this oddity: It was a pure yellow tray, with dusk drop (seen just above the core). This one observation was the only time one of these "construction" levels was seen on a yellow totem.
Orange, purple, and red has not been seen. Red is believed to not exist. O, and P, are unknown (few samples).
Wolvers Den: Seen in all except purple. Believed to exist in all non-yellow.
Devilish Drudgery. Overtime, every time: So far only seen in purple. Too few observations to have much clue.
Battle arena: Only seen in red. Believed to only exist in red.
It is possible (observed) to have Battle arena, treasure vault, wolvers den, and clockwork tunnel on the same floor of a single dungeon.
Yellow totem: Aside from one observation of Lichenous lair by itself just above the core (theory: pure yellow + dusk drop), yellow is always the "organized group of mostly finished levels".
No "yellow" level has been seen repeated in the same dungeon. Current hypothesis is that they will not repeat in the same dungeon. Open question: What happens in a tall, pure yellow totem? Can you run out of levels, and what do the clockworks do next?
I'm pretty sure the minerals that appear in each stage are determined by the minerals used in the creation of that stage. It's just a guess, but there seem to be tendencies, so it could help if you haven't considered it yet.
I can't comment on minerals used to create a gate or how that affects the levels yet.
I cannot track that, and no one is publishing their creation records.
Datapoint:
The "sorry piece" gate:
Old ring 3:
2 r
9g
1b
2y
2p
Tray:
45 r
75 g
59 b
51 y
46 p
New 3:
2r
9g
2b
2y
2p
That means the tray became one blue block.
... I cannot understand this. Unless one tray cannot make more than one block, no matter how much you put in.
EDIT:
I missed the 10:30 tray. But a yellow block was added.
The 10:45 tray was:
tray:
21r
44g
6b
19y
28p
==> One more green block
I think "one block per tray" may be the rule.
That means that there are 48 * 4 * (3-4) opportunities, and 40 * 3 needs.
Or about 25% fill rate is needed to get down to the core.
Implication: Slow but steady rate of addition is more important than number of minerals added at a time.
Hypothesis: Bigger trays add a single block, but make wider levels.
Final tray:
5 r
7 g
5 b
7 y
2 p
No change to blocks
Final rings:
Ring 1:
3r
7g
3b
4y
3p
Ring 2:
3r
8g
2b
4y
3p
Ring 3:
2r
10g
2b
3y
2p
Output totem:
2 g
2 g
2 y
1 g
3 g
2 g
- town -
2 g
2 y
2 y
Ahh! Jade Tangle repeats! One hypothesis refuted!
No clear pattern of blocks to totem, so lets look at the clockwork tunnels
output totem:
2 g: p, g
2 g: p, g
2 y: Jade Tangle (b-g icon)
1 g: g
3 g: p, b, lichen (yellow)
2 g: g, wolvers (brown)
- town -
2 g: p, g
2 y: Emerald axis (b-g)
2 y: Jade Tangle (b-g)
Ring 3, most recently built:
2r
10g
2b
3y
2p
Top levels:
2 g: p, g
2 g: p, g
2 y: Jade Tangle (b-g icon)
... I don't see the correlation.
Top ring (should be on the bottom, right?):
3r
7g
3b
4y
3p
Bottom levels:
2 g: p, g
2 y: Emerald axis (b-g)
2 y: Jade Tangle (b-g)
... and still nothing makes sense.
Well, that's the observations. Anyone have ideas?
So looking again at this:
http://wiki.spiralknights.com/images/4/45/Gatemagic.jpg
Disproves my idea that you only get one block per tray.
But it does seem that you get fewer blocks per mineral by putting lots of minerals in one tray, than by putting those minerals into multiple trays.
@BehindCurtai
I think I know what the difference in lots in one tray, and lots in many trays do
Just a hypthesis but
The more minerals you put into one tray, the more floor options you have per depth
The less you have, only 1 floor per depth
And maybe a ton lets you have 1, and thats a boss, just a guess
Well, lets see. You have about 25 floors. You might have 120 trays. How do you map trays to floors?
Theres about 30 depths
so around 4 trays per floor?
something like that
who knows, only the devs
There's 20 blocks per ring. One ring is anywhere from 3 to ... 5? 6? floors.
There's anywhere from a portion of 1 tray, to many trays, per floor
30 floors?
7 for the first
8 for the second
9 plus an optional for the third.
Do I have that right? Or did I miss something somewhere?
Alright, I just put 100 yellow into the rook/castle gate. No one else had put anything in on this tray.
It added a green block to the ring.
Other than saying that the blocks on the rings represent total minerals more than the trays, I don't know what else to say.
And if it is the case that blocks represent minerals, and trays determine levels, well, there's no way to tell what's happening without some group monitoring a gate for the two days of construction.
So I'm now out of this deciphering until there's a lot more datapoints from other people to analyze.
Very interesting theories.
To stem confusion, let us from now on refer to each layer of depth as a "floor", and each option within a floor as a "level". This is the language used on the wiki, I believe.
A few additions:
Red creates arenas, purple creates graveyards (and possibly haunted clockworks?), and yellow creates premade levels (jigsaw valley et al).
Note that every time you see a set of premade levels, there will be a corresponding yellow bar on the display behind the gate. My hypothesis is that in order to create a set of premade levels in a certain colour, there must be (in the section of the mineral stack the gate is using to create this floor) X yellow minerals and Y minerals of the desired colour, where X > Y and Y > any other mineral in that section.
So, yellow + blue = shrine of slumber, yellow + red = cravat hall, etc.
I also hypothesise that creating a boss level (e.g. vanaduke, or stygian steeds) is as simple as just having enough yellow + other to create N floors, where N is an amount required to produce a boss level. Note that both the boss levels we've seen were preceded by a number of floors of premade levels of the same colour.