Overgrown-1-1: Fossils mod & burning bedrock

3/22/2021 Overgrown-1-1

All day I was picturing adding some Prefab village houses along the road between my prefab house and the big temple.  It ended up worked and fitting better than expected.  So now the main street is A Street and:

100 A St = my Prefab house
110 A St = Exotic Birds shack
120 A St = A double-stacked blacksmith building: Ender IO
125 A St = Bees & Honey: I moved the apiaries over here, plus the crushing tub and brewing barrel for making mead from honey
135 A St = VFP Additives, starting with 8 seeds around natron = 24 drying agent
140 A St = small house
145 A St = Rockhounding Surface wood


I keep getting grey box errors at upper right: An unknown proble, occurred! Press Ctrl+I for more info.  And over 60 crash logs, all null pointer exceptions on future tick something.  Nice of the mod (I forget the name) to catch these instead of letting the program crash, but it's not optimal.  Looks like they were all from early on, 2212, when it's now 2333.  Not sure how to clear those out.

I made a flint & steel and ran down to bedrock to set bedrock on fire.  This creates "grains of infinity" needed to get started in Ender IO.  I got 22 grains for one flint & steel.  I needed some iron, too.  I turned off the ore clusters in the DUngeonTactics cfg file, so now ores drop regular ore blocks again so they can be multiplied in machines.  The DT modder added the crystals so that Fortune enchants could affect ore drops, but no thanks.

Main house: I made 2 Analyzers from Fossils mod and ran 13 tar drops through: 7 tar fossils, 2 charcoal, coal, 3 volcanic rock. Run the 7 tar fossils: mammoth DNA, 7 bonemeal, volcanic rock.  Might as well run the other 13 tar drops ... otherwise their only uses are as slimes, black dye, an organic compounds.  Got Titanis DNA and Megalocerops DNA.  Love that mod.

I was wondering why my Rustic apple trees were not showing any apples yet.  I set graphics (leaves) to Fancy and there they were, leaf blocks loaded with apples.  From 4 trees I got over 2 stacks of apples, crushed a bunch to make 4 bottles of apple cider.

I did some more mining, came back to my prefab house, and made some Ender IO gears, then the Simple SAG Mill and Simple Stirling Generator.  Grabbed a stack of logs from my logging company (each chest has about 4 stacks of logs now), and we're processing ores now...

Call it a night.

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3/23/2021 Overgrown-1-1

Just exploring underground, since my diamond pick is down to 77 durability.  But even after finding one huge deep cave after another, even an abandoned mine, a generic dungeon with two loot chests, and 16 emeralds, not a single diamond was visible.  Warped home, clicked to open the nearest chest, and the game crashed.

I ran into another generic dungeon and realized I could use the mossy cobble to make a portal to the Cavern dimension.  I set this up in the big temple ruin, and had a fun first run.  The portal opened right next to a zombie dungeon, then I ran into some cavenic mobs (so annoying how they are resistant to knockback), and fell down a pit into a chasm and landed in a steaming pool of water at the bottom of a waterfall.  Okay, I wanted to be down at diamond level anyway.  I came back with 44 magnite ore, 6 hexcite, 15 emeralds, 13 diamonds, 31 lapis.  And I leveled up to Iron Miner level, so I think I can make the next portal.

I left some of the magnite to smelt at the EnderIO workshop, becuase I added recipes for these Cavern ores to help produce EnderIO alloys and capacitors, so they will be a good boost.  From randomite ore, I got jacaranda (PVJ) and vanilla (HC) saplings, weird capacitors, and 2 mithril ingots (DT); from VFP: 5 wormy eggs and 2 muscle milk.

Upgraded a lot of chests to iron, ran around dropping off items in the best match locations.  Made some more fertile soil (bonemeal + soil, never needs water) and planted my one giga pickle seed next to the EnderIO building.  My virtual logging company has 5-6 stacks of logs for each chest, so I took some and made 42 of the bundles of timber for Prefab buildings.

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3/24/2021 Overgrown-1-1

I went off to other settlements to build them up a bit.  Over at Albertville, I did some bounty board tasks.  Pretty easy to complete a "Kill 1 or 2 or 3 zombies or skeletons" quests with that roguelike dungeon right outside of town.  I fenced off more area and added some enclosures for Jesrsey cows, alpine goats and alpacas.  I don't have any item I can use to pick up villagers to organize and protect them, so I had to trick them into places by either 1) putting a fence post just inside their door, then behind them, then moving the door; 2) digging two-deep pits and bumping them down into them; 3) doing a line of walls one block away from the front of their house, blocking the door then opening it, and as they come out into that alley, dropping walls behind them.

The totem pole right by the gate by the dungeon tower gives night vision 0:08, so it's a nice boost as I run out there looking for mobs, or I can lure them right up to the gate and still be in range of the buffs.  There are 3 other buffs but they pass so quickly I can't really tell what they are.


Then off to Brixton II, and after scrambling to patch up the walls with cobble and cobblestone bricks (PVJ mod), I went to roof the first night to see how well the area was lit up, and in the distance there was a large glowing wall.  Next day, I ran over there and it was another of those Romanesque sandstone villas like the one I found in the desert -- turns out they're the Academies from the Fossils & Archaeology mod.  I did a quick recon over there, freeing some roadrunners from a pit they had fallen into.

I must have filled up my double chest pet 3 times with crazy loot and farm drops on this session.  These homes away from home away from home are looking a lot better.


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