Overgrown-1-1: old world is toast

3/17/2021 Overgrown-1-1

A little change of pace.  My Overgrown world started to get corrupted by millenaire errors, so I pulled that mod out in this new variation.  The world that I put so much work into it is moderately warped, with olive trees turned into clear glass, and lots of other odd substitutions.  I should be able to cleanup areas, and when crops turn into toilet bowls and computers, heck, those are just new blocks to learn that I would never normally have made.

I lost my waypoints too, can probably find the file to copy over.  The main thing I was wondering, while getting teeth drilled, is what some of my other settlements look like, just how much funk and damage there is.  I do like a big salvage project, just not usually salvaging my own ruins.

Found the waypoints files.  A simple mooshroom island biomegave a craft about a null object updating.

I refreshed my brain on how to move a player to a new location.  Edit level.dat and playerdata/[UUID].dat.

I went to "Almost Island", a tiny island in the middle of the sea, which should be the safest place available.  A few water blocks were missing, there were some random midori stairs scattered around.  It was good for about 3 minutes, then crashed.

I think this world is toast.  Maybe I can run worldEdit someday and copy back in some of my better builds.

So, New World.  I flew in Creative for about 10 minutes, looking for a good place to start.  Found a building that looked like a block of 2x2x2 jungle temples merged together, and a flat plain with peacocks nearby, so that's where I dropped my starter house.  Boom, some quick mining and exploring, and I now (1943) have half leather, half iron armor and an iron pick.

I tried recording a video of my first day, but the sound quality was awful, voice so loud it was clipping, and I see NO place in my OS to set the levels.

Anyway, I did some exploring, found olive trees, blackberry & evergreen bushes, and I guess the oak tree I chopped down had an inventory pet chest on it, because I suddenly have a quantum crystal monster pet with iron, lapis, obsidian and diamond nuggets.  Along the way, the Exotic Birds mod has nests in so many trees, even more things to look for someday.  And I mined my first few fossils.

(2004) Mining run: 16 iron, 26 natron, 24 volcanic rock, 16 coal.  Neat blend of mod blocks, but that was my modpack design goal.
 
(2017) Wow, that big temple ruin is pretty amazing inside.  Each floor is a beautifully designed chaos-tiling kind of environment, with 1-2 spanwers per level and 3-5 chests.  Really OP though.  I cleared the ground floor and two floors up from there, and got: 2 buried treasure maps, some Patchwork coins, 4 Ender swords (Ender IO), 2 flight cores, 3 speedy wings, 10 repair paste, 3 common mega loot cases, 4 ash & 2 end essence (End Reborn), some Ender IO capacitors, a master knife with Smite IV (DungeonTactics), staff of traveling (ender IO), rare mega loot case, item magnet and a felis life essence (VFP).  And that's only about half the chests.

Crack open those loot cases: The Fury (axe, 8.5 mining speed, 547 durability, 6 upgrades), The Killer (pickaxe, 9.4 mining speed, 237 durability, 6 upgrades), The Little Green Shovel (9.4 mining speed, graceful, 405 durability, 4 upgrades).  And the rare item: Dragon chestplate (+3.45 toughness, +9.96 armor, 866 durability, +0.5 knockback resistance, solid, 5 upgrades).  Ironically, I was cooking iron to complete my armor with a chestplate, now I have this thing instead.

(2031) Go back to raid those other chests: more Ender swords and Patchwork stuff.  The basement is about 3 normal floors deep, a big wooden stairway down to a massive witch head laid out on the wall, with galleries of well-designed little work areas, but no chests or spawners.

break.

(2213) This is definitely more of a technical/exploration pack than the wacky party-time world of CrazyCraft.

(2232) Exploring to the north, found an archaeological dig but the hut spawned on top of a tree so I had to take it down: 37 wool, a sifter and a workbench.  Along the way I saw very few of the Plants mod plants, but two of its tree varieties (incense cedar, murray pine) plus ironwood (Rustic mod).  Waypoint.  Then I spotted a brick house on a hill, my first Roguelike Dungeons house.  Those make excellent bases, and you can raid the depths at any time.  I cleared the first floor and made an armor stand for the captured armor pieces.

(2300) the far north end of my island has a massive, jagged volanic peak of cyan terracotta (which is actually an ashy gray color), and a matching isle offshore.  I climbed to the top of the peak on the islet, looked down, and there was dungeon house #2.  Another waypoint.

(2304) Wow, the views of this bleak, volcanic landscape, punctuated with lines of podzol and gravel, with little bunches of kiwi birds, is really unusual.  The worldgen in this pack is spectacular, the best I could find.

(2310) Now, out in the ice plains with an ice dungeon house, there's my first village.  It has a big totem pole, 4 animals high, galapagos flowers, bog spruce, other uncommon items.  Some interesting villagers, too: archaeologist, end reborn guy, totemist.  And Bounty Board AND a Bailey's Dailies house.  There is a teepee just outside of town but I could not sleep there since there was always a monster nearby, though I never saw one.  A lot of dangerous weeds (cinder lily, brambles) keep killing the livestock.  Waypoint: Albertville.  Yes, I like to go by alphabet, in order of discovery.

End Explorer: 1 Em = sledgehammer, 1 Em = 3 wolframium, 2 iron ore = 1 Em.
End Explorer: 7 pearls = 1 Em, 1 Em = 3 end stone, 1 Em = 2 chorus soup.

The town does not have one of those big houses where I put market stalls along the walls to keep them safe and easily indexed.  I may have to go back and build one.

Warped back home, called it a night.

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