Cog Buildings
Cog Buildings are the daunting offices that plague the Streets of Toontown! Cog Buildings are created when a Cog enters a Toon building and takes it over. Each Cog Department has a unique style to the exterior of the building. More difficult Cog Buildings can be found in later Neighborhoods. Unlocking the Cog Radar in your Cog Gallery will allow you to see Cog Building locations on the street map. Hovering over the icon will show you how many floors that building has.
Immune Areas
Cogs are unable to take over Toon buildings required for the Main Taskline.
High-Dive Hills is a protected District, meaning no Cog Buildings will spawn in this District.
General Information
Cog Buildings range from 1 story all the way up to 6 stories. The story count is indicated by the amount of circular lights above the elevator. Each story, or floor, houses a Cog battle with the possibility of more Cogs filtering in through the elevator. Toons will have to face more and more Cogs per floor as they progress through the building. Toons will enter through the boiler room, and fight their way up to the top floor. In the case of 5 and 6 Story buildings, the final floor will have Toons battle on the roof. After completing a floor, Toons will have 90 seconds to enter the elevator, taking them to the next floor. Failing to do so will have them teleported back to the Playground.
The building's story count is dependent on the level of Cog that created it.
Note: The tier of building determines the level range of Cogs spawned inside it.
| Cog Building Spawns | |
|---|---|
| Cog Level | Story Spawned |
| Level 1 | 1 Story |
| Level 2 | 2 Story (Tier 1) |
| Level 3 | 2 Story (Tier 2) |
| Level 4 | 3 Story (Tier 1) |
| Level 5 | 3 Story (Tier 2) |
| Level 6 | 4 Story (Tier 1) |
| Level 7 | 4 Story (Tier 2) |
| Level 8 | 5 Story (Tier 1) |
| Level 9 | 5 Story (Tier 2) |
| Level 10 | 6 Story (Tier 1) |
| Level 11 | 6 Story (Tier 2) |
| Cog Building Data | ||||||
|---|---|---|---|---|---|---|
| Story | Tier | Cog Levels | Boss* | Level Pool* | Cog Amount | Neighborhoods |
| 1 Story | N/A | 1 - 2 | 3.exe | ~10 | ~8 Cogs | TTC |
| 2 Story | Tier 1 | 2 - 3 | 4.exe | ~23 | ~10 Cogs | TTC & BB |
| Tier 2 | 3 - 4 | 5.exe | ~27 | ~9 Cogs | TTC - YOTT | |
| 3 Story | Tier 1 | 4 - 6 | 7.exe | ~57 | ~13 Cogs | TTC - DG |
| Tier 2 | 5 - 7 | 8.exe | ~65 | ~12 Cogs | BB - MML | |
| 4 Story | Tier 1 | 6 - 8 | 9.exe | ~113 | ~17 Cogs | YOTT - TB |
| Tier 2 | 7 - 9 | 10.exe | ~115 | ~15 Cogs | DG - AA | |
| 5 Story | Tier 1 | 8 - 12 | 13.exe | ~187 | ~20 Cogs | MML - DDL |
| Tier 2 | 9 - 13 | 14.exe | ~258 | ~24 Cogs | TB - DDL | |
| 6 Story | Tier 1 | 10 - 15 | 16.exe | ~503 | ~41 Cogs | AA & DDL |
| Tier 2 | 11 - 16 | 17.exe | ~620 | ~48 Cogs | DDL | |
- Boss - the guaranteed executive Cog that spawns on the top floor.
- Level Pool - the total amount of levels of all Cogs in the building, excluding the boss. These values vary per building.
Cogs
The level range of Cogs inside these offices depends on how many floors the building is and the Neighborhood it is located in. There is always a "boss" on the final floor of a building, who has the highest level and is always an Executive Cog. Other Cogs have a 25% chance of spawning as Executives. The Cogs found inside a building are not affected by Cog Invasions.
Gag Experience
Cog Buildings have bonus Gag experience multipliers equal to the story count of the building (e.g. 1 story for +1x XP (2x), 6 story for +6x XP (7x)). This multiplier is given throughout the entirety of the building. Gag experience is not affected by Cog Invasions.
Rewards
Defeating a building and saving its shopkeeper rewards Jellybeans The amount of jellybeans you get increases the higher the story count. By defeating buildings, Toons earn a spot on the Toon Platoon, assuming they defeat enough floors in certain time spans. Toons also get a plaque of their name and face put up inside the building for rescuing it.
Merits
Defeating a Cog Building awards Merits for the corresponding Cog Department (barring Boardbots who give 40% of all other Departments' Merits). Merit gains are multiplied in Cog Buildings, with the total multiplier value equal to story count of the building (e.g. 5 story for 5x Merits). Merit gains are not affected by Cog Invasions.
| Total Floors | Gag XP | Jellybean Average* | Jbs Reward | Merits | Merit Average | Boardbot Average* |
|---|---|---|---|---|---|---|
| 1 | 2x | ~27 |
20 |
1x | ~15 | ~5 |
| 2 | 3x | ~57 |
40 |
2x | ~65 | ~26 |
| 3 | 4x | ~133 |
60 |
3x | ~250 | ~100 |
| 4 | 5x | ~225 |
80 |
4x | ~550 | ~220 |
| 5 | 6x | ~375-500 |
100 |
5x | ~1100-1500 | ~440-600 |
| 6 | 7x | ~940-1200 |
150 |
6x | ~3100-4400 | ~1400-1640 |
- Jellybean Average - includes only Jellybeans earned from defeating Cogs, not the Jellybean reward bonus.
- Boardbot Average - the average amount of Merits gained from Boardbot Buildings. Boardbots give Sellbot, Cashbot, Lawbot, and Bossbot Merits at 40% effectiveness.
Neighborhood Differences
Cog buildings range in size, story count, and difficulty depending on which Neighborhood they are in. For example, in Mezzo Melodyland, you will only find buildings with 3 to 5 floors.
Note: Server resets (e.g. updates, maintenance breaks) can mess with the spawning conditions of Cog Buildings, allowing certain stories/tiers to spawn in Neighborhoods they otherwise shouldn't. This effect can linger for days.
- Max Bldgs - the maximum number of Cog Buildings allowed on a street at any given time.
| Neighborhood | Street | Min Story | Max Story | Max Bldgs* |
|---|---|---|---|---|
| Toontown Central | Silly Street | 1 Story | 2 Story (Tier 2) | 3 |
| Punchline Place | 1 Story | 3 Story (Tier 1) | ||
| Loopy Lane | ||||
| Wacky Way | ||||
| Barnacle Boatyard | Anchor Avenue | 2 Story (Tier 1) | 3 Story (Tier 2) | 5 |
| Buccaneer Boulevard | ||||
| Lighthouse Lane | ||||
| Seaweed Street | ||||
| Ye Olde Toontowne | Noble Nook | 2 Story (Tier 2) | 3 Story (Tier 2) | 6 |
| Knight Knoll | 2 Story (Tier 2) | 4 Story (Tier 1) | ||
| Wizard Way | ||||
| Daffodil Gardens | Daisy Drive | 3 Story (Tier 1) | 4 Story (Tier 1) | 6 |
| Petunia Place | 3 Story (Tier 1) | 4 Story (Tier 2) | ||
| Sunflower Street | ||||
| Tulip Terrace | ||||
| Mezzo Melodyland | Alto Avenue | 3 Story (Tier 2) | 4 Story (Tier 2) | 10 |
| Baritone Boulevard | 3 Story (Tier 2) | 5 Story (Tier 1) | ||
| Soprano Street | ||||
| Tenor Terrace | ||||
| The Brrrgh | Walrus Way | 4 Story (Tier 1) | 5 Story (Tier 1) | 10 |
| Arctic Avenue | 4 Story (Tier 1) | 5 Story (Tier 2) | ||
| Polar Place | ||||
| Sleet Street | ||||
| Acorn Acres | Almond Avenue | 4 Story (Tier 2) | 6 Story (Tier 1) | 7 |
| Legume Lane | ||||
| Peanut Place | ||||
| Walnut Way | ||||
| Drowsy Dreamland | Lullaby Lane | 5 Story (Tier 1) | 6 Story (Tier 1) | 10 |
| Pajama Place | 5 Story (Tier 1) | 6 Story (Tier 2) | ||
| Twilight Terrace |
Music
| Sellbot | Cashbot | Lawbot | Bossbot | Boardbot | |
|---|---|---|---|---|---|
| Elevator | |||||
| Floor 1 | |||||
| Floor 2 | |||||
| Floor 3 | |||||
| Floor 4 | |||||
| Floor 5 | |||||
| Final Floor | |||||
| End of Floor |
Version History
- v1.11.8 BETA
For a very, very long time, Cogs did not have pathing set up for them to be able to walk into and take over buildings in Wacky Way, Sunflower Street, and Arctic Avenue. Today, that finally changes. In addition to this, we've also made some other tweaks and fixes:
Fixed a few buildings sunk too low into the ground, causing visual issues with the Cog building elevator floors, as well as in some rare cases preventing Toons from entering some of these elevators.
Fixed clipping issues with many street buildings. The most notable examples of clipping that have been fixed are Cog buildings with adjacent walls sticking out through the elevator.
- v1.10.3 BETA
High-Dive Hills has been upgraded to a Protected District! Not only will it be safe from Cog Invasions, it will now also be entirely safe from Cog Buildings!
- v1.10.0 BETA
Removed the "building visitation" behavior where a Cog from another department may occasionally visit another department's buildings.
- v1.8.2 BETA
Based on community feedback, we have decided to temporarily put back the old Boardbot building music suite.
- v1.7.1 BETA
Fixed an issue that was allowing the Cogs to take over taskline buildings with only Investigate ToonTasks associated with them.
- v1.7.0 BETA
A new suite of Boardbot Cog building music has arrived!
All Toon buildings that are part of the main Taskline are now unable to be taken over by the Cogs.
- v1.6.8 BETA
The Boardbots, in a desperate attempt to prove their worth to the Chairman and retain their jobs, are working overtime!
- Boardbots will show up more often in every aspect of Toontown, including in streets, buildings and even Cog HQs...?
- Boardbots will visit other Departments' buildings more often.
- Boardbots will show up more often in every aspect of Toontown, including in streets, buildings and even Cog HQs...?
This was only during The Director's Cuts Event. These changes would be reverted in v1.7.0.
- v1.4.0 BETA
Cog Buildings no longer award double Merits when completed during a Cog invasion.
- v1.3.2.5 BETA
Polished the visuals of the skybox while inside of Cog Buildings.
- The skybox in Drowsy Dreamland's building will no longer spin.
- v1.3.1.14 BETA
Fixed a rare crash with Cog Buildings.
- v1.3.1.7 BETA
Hovering over a Cog building icon from the street map will now show how many floors the building is.
- v1.3.0.12 BETA
Decreased the spawn rates of Cog buildings [in Acorn Acres].
- v1.3.0.8 BETA
Fixed a crash that could sometimes happen at the end of a Cog Building.
- v1.3.0.3 BETA
Fixed a visual issue with Suits in Cog Buildings.
- v1.3.0 BETA
Cogs outside of their relevant departments now have a very rare chance to spawn in Cog Buildings and Cog HQs.
- v1.2.9.1 BETA
Fixed a bug where Cogs were not taking over as many buildings as intended.
- v1.2.7.9 BETA
New Cog Building music has been introduced for Sellbots!
- Enjoy unique battle themes from floors one through five, a unique final round theme, an extended grace period theme, and some snazzy elevator tunes!
- v1.2.7.8 BETA
New Cog Building music has been introduced for Cashbots!
- Enjoy unique battle themes from floors one through five, a unique final round theme, an extended grace period theme, and some snazzy elevator tunes!
- v1.2.7.7 BETA
New Cog Building music has been introduced for Lawbots!
- Enjoy unique battle themes from floors one through five, a unique final round theme, an extended grace period theme, and some snazzy elevator tunes!
- v1.2.7.6 BETA
New Cog Building music has been introduced for Bossbots!
- Enjoy unique battle themes from floors one through five, a unique final round theme, an extended grace period theme, and some snazzy elevator tunes!
- v1.2.7.5 BETA
New Cog Building music has been introduced for Boardbots!
- Enjoy unique battle themes from floors one through five, a unique final round theme, an extended grace period theme, and some snazzy elevator tunes!
- v1.2.6 BETA
Fixed a graphical bug related to lights flickering in Cog building elevators.
- v1.2.5 BETA
Cog spawns have been reworked in buildings/bosses for greater variability in levels.
Gag XP in a Cog Building now uses the highest floor for its multiplier, rather than the floor you're currently on.
Various adjustments have been made to the Drowsy Dreamland skybox when in a Cog building.
Fixed the distortion as seen from the back of a Lawbot Cog building.
- v1.2.1 BETA
Fixed an issue that would cause Cogs to walk out of Cog buildings that were not their department.
- v1.2.0.3 BETA
Fixed an issue where Cogs would walk into Cog Buildings that did not match their department.
- v1.2.0 BETA
Fixed some issues with Cog Building floor indicators showing the wrong floors.
- v1.1.5 BETA
For the duration of the holiday, caroling Toon buildings cannot be taken over by the Cogs.
- This was during Toonsmas 2020.
- v1.1.2 BETA
Fixed an issue preventing Con Artist Cog and Cog Building summons from working.
- v1.1.1.1 BETA
Shop buildings used for Trick-or-Treat riddles are no longer capturable by the Cogs.
- v1.1.0.15 BETA
Bosses of Cog Buildings are now always Executive.
Anchor Avenue can now spawn Cog Buildings properly.
- v1.1.0 BETA
Toons will now receive notifications when a cog takes over a building they recovered.
- v1.0.17 BETA
Potential fix for NPC Toons appearing in Cog Buildings.
Cog buildings and building locations are now accurately tracked on street maps.
- v.1.0.15 BETA
Toons will now receive a bean gain animation when completing cog battles and buildings.
- v1.0.13.3 BETA
Fixed issue with ToonTasks displaying misleading information when tasked to recover items from a cog building.
- v1.0.9.7 BETA
Fixed the Skybox in Cog buildings.
- v1.0.9.5 BETA
Fixed a bug with caroling in a Cog building.
- v1.0.6 BETA
Cog Buildings in Ye Olde Toontowne now use the proper sky model for middle floors.
- v1.0.3 BETA
Noble Nook and Wizard Way will now spawn Cog Buildings correctly.
- v1.0.0 BETA [Game Release]
Cog buildings are no longer affected by invasions at all. Cog buildings now only spawn Cogs from that building's department. Cog buildings always have a 2x multiplier on top of the per floor multiplier. On the first floor there's a 2x multiplier, and on the last floor of a 6 story building, there's a 7x multiplier, which happens to be the max for Cog Buildings.
Cog buildings now go up to 6 stories as opposed to 5
Cog buildings give different jellybean reward amounts depending on the amount of stories.
These changes are in reference to Toontown Online.
[BUG] Cog buildings don't spawn on YOTT streets
[BUG] Buildings may spawn incorrectly on AA and DDL streets
[BUG] Cog buildings don't spawn on Wacky Way, Anchor Avenue, Sunflower Street, and Arctic Avenue.
Trivia
- The name of a Cog Building is the same as the original Toon building's name followed by a business abbreviation.
- The sky can be seen outside of windows on intermediate floors and on the roof at the top of 5 and 6 stories.
- Toontown Central, Barnacle Boatyard, Daffodil Gardens, The Brrrgh, and Acorn Acres all use the cloudy sky in Cog Buildings.
- The statues on the top floor appear to resemble a Telemarketer with a buff suit and a Bottom Feeder prior to its redesign in v1.1.0.
- Most End of Floor Themes can't be heard in full while in-game. This is due to there being only 90 seconds to enter the elevator.
- This is especially notable for the Cashbot and Lawbot themes which are both 115 seconds long.
- Gag Builds cannot be adjusted during the intermission between floors, despite being able to access the Gag Track Training page of the Shtickerbook.
- After server resets, Cog Buildings may be of a higher level than their street allows. These types of buildings eventually go away due to being destroyed or expiring after awhile.
- The Major Player is credited as the composer for the Cog Building music, as seen in the descriptions of the Youtube releases and the 'Backstage Corporate Clash: Cog Building Music' blogpost.
Gallery
- A memo from the Board of Employee Morale issuing new music for Cog Buildings. Taken from the 'A Sharp Change In Toon' blogpost.