Overgrown-1-1: cooking and Caveland
3/30/2021 Overgrown-1-1
Back at my starting town, which still has no name, I started on Cooking for Blockheads: cooked the book, made the cooking table and fridge. I needed a new house to put it in, so I made (Prefab mod) Villager houses and dropped a long house next to my prefab house, just past the apple trees. 1004: the cooking for blockheads blocks do use a lot of plain terracotta, so I had to cook up w stacks of clay balls. I made enough for a kitchen counter and sink, then 2 fruit baskets. 1010: Tool rack = 3 wood slabs over 2 iron nuggets, made 3. Spice racks are just one wood slab in middle, made 3. (1025) Made most of the Harvestcraft cooking tools and hung them up on the tool racks.
(1045) I tried getting into the Caveland dimension to look for Harvestcraft fruit trees, but a sapling no longer activates the portal. Lookslike you need a mystical book for each dimension after the main three. So I cheated myself a caveland book and it lit the portal. I went through and there was no return portal. I looked around briefly -- no trees -- but was worried about the lack of a return portal, figrued I could rclick with the book and sure enough it took me back to the same x,z in the Overworld. I walked back to the portal and tried to go through but it said "You may not travel yet." Fine, I hung the book in an item frame on the portal, will try again later.
(1048) Back at Brixton, I saw last night that you release the AnimalCrops creatures by breaking the grass around them when grown. Sure enough, the baby villager came to life, ran out the window and got away. Right ... they start off as baby mobs. Aaand the first two baby cows found a glitch in the wall, ran straight into brambles and dropped leather, a small bone and a calf stomach lining before I could catch them. Whee. Next two baby cows appear to be safe, and I planted & bonemealed two more villager seeds, so those two baby villagers are safe & sound in the shack I made for them. Will check on them later.
(1100) Windows would have helped. My two new baby villagers got out. One got into the baby cow pen, and I got a tiny turd for it. I trapped another in the fossils lab, thired guy is MIA.
(1119) trapped another villager in my blacksmith shop -- he was standing in the window so I had to build a wall around the inside of the widow, go outside, and slap him back in, then put glass panes there to keep him in. Did a mining run in a deep cave under town.
The villager in the cow pen: weapon smith: 20 coal = 1 Em, 6 Em = iron axe), did 2 coal trades, added 7 iron = 1 Em(!), 10 Em = iron sword (XP Boost II, Bane Arth III).
The villager in my fossil lab: butcher: 18 raw pork = 1 Em, 16 raw chicken = 1 Em.
The villager in my blacksmith shop is also a butcher, same trades: 14, 18. Dispose.
(1129) Plant 2 more, haha got the gate shut before the little bugger could run out.
(1158) Out in the wilds of the north, looking for animals and maybe an AnimalCrops naturally spawned bush. Found a big temple from Fossils mod, the one with the 8 double chests on bottom floor with 8 gold & one emerald block centerpiece. Left the goods there, setup the statues and amphorae. Made a waypoint.
(1209) Brought back two chickens, and I found an ocelot just as I was giving up the search. I had some fish for my squid pet. One fish gave hearts, so I took him home. There was an odd sandtone ruin there. I went back and snagged 3 sheep, and the ruin was much more interesting: it had a spider spawner and a chest with Patchwork stuff, a rare mega loot case and an epic mega loot case. Next to the spider spawner was a one block pit with cobwebs over lava, which is just mean. ;-) Haha, the lava turned out to be orange terracotta and there was another chest, mostly ender IO stuff, plus two ammo bags from Smart Hoppers.
The ammo bags were fun: a bunch of Pinkly Sheep marbles in one: 7 fire charge marbles, 8 homing meatball-Z, 4 Piercing strikers, 10 stone strikers. Heck if I know what they do, it's pretty hilarious loot. 21 normal arrows. Other bag: 16 arrows, 5 arrows of healing, 10 arrows of weakness, 18 arrows of slowness. Rare loot case: pickaxe called The Fury (mining speed 12.53, 1270 durability, quality sharp), and an axe called The Whiskers (29.07 mining speed, 2331 durability, quality pokey, 2 upgrades).
New villagers:
Fletcher: 15 string = 1 Em (!), 1 Em = 11 arrows.
and another butcher: 15 pork, 18 chicken.
Done for the night.
##
3/31/2021 Overgrown-1-1
I really enjoy the Villager Houses item from the Prefab mod. It lets me quickly dropdown basic house shapes that I can then modify. Maybe putting two close together and I only have to wall up the space between them. Or I can stack up two blacksmith shops like I did in my starter town. Boy, my starter town needs a name. I like to name my discovered villages using consecutive letters of the alphabet, but my starter town came first. But it's not technically a village. I might as well call it Aden. It's not a desert seaport, but it'll do.
Well, the game won't load if I start off in Brixton. I get a heap of unknown errors, but also a server error about moving things in container inventory. I will disonnect the Simple Storage Network and stash it for now, see if that helps. I used NBT Explorer to move my guy over to ALbertville and the game loaded fine.
I added 4 more villager houses to Albertville, did some bounties and cleared the second floor of the nearby ice dungeon. NOw, about those funky marbles and strikers: those are different types of slingshot ammo from Pinkly Sheep. You can soak them all by putting 8 of them around any potion.
clay block + 2 soul sand + dirt = 16 slay clay
3 small stones & clay (or slay clay) = 3 stone marbles, smelt into stone striker
fire charge + gunpowder + slay clay = 6 fire charge marble
2 rotten flesh + slay clay = 6 meatball-Z
2 rotten flesh + spider eye + slay clay = 6 homing meatball-Z
flaked obidian + 2 slay clay + tainted soul sand = 12 piercing marble, smelt into piercing striker
Another odd item: chunk of hardened clay (CHC), dropped from terracotta hit with club hammer. 2 CHC, charcoal & bowl = 8 edible clay
edible clay + sunfrost dried potatoes + mushroom stew = miner's stew (huge food value, and anhance with carrots or chicken)
edible clay + 2 wild potatoes (poison) = prepped wild potatoes
wild potatoes (4 storage) + edible clay = 2 prepped wild potatoes
golden sugar + edible clay = sedation cure
ABA/BCB/ABA (sugar cane, gold nugget, edible clay) = sedation cure
4 sugar cane + drying agent = raw sugar (can make block)
raw sugar + 3 gold nuggets = golden sugar
2 raw sugar + caffeine conentrate = 2 fizz additive
[brew] golden sugar + water bottle (or awkward potion) = the sugar bomb (Haste II, Jump Boost II, SPeed II, all for 3:00)
##
Back at my starting town, which still has no name, I started on Cooking for Blockheads: cooked the book, made the cooking table and fridge. I needed a new house to put it in, so I made (Prefab mod) Villager houses and dropped a long house next to my prefab house, just past the apple trees. 1004: the cooking for blockheads blocks do use a lot of plain terracotta, so I had to cook up w stacks of clay balls. I made enough for a kitchen counter and sink, then 2 fruit baskets. 1010: Tool rack = 3 wood slabs over 2 iron nuggets, made 3. Spice racks are just one wood slab in middle, made 3. (1025) Made most of the Harvestcraft cooking tools and hung them up on the tool racks.
(1045) I tried getting into the Caveland dimension to look for Harvestcraft fruit trees, but a sapling no longer activates the portal. Lookslike you need a mystical book for each dimension after the main three. So I cheated myself a caveland book and it lit the portal. I went through and there was no return portal. I looked around briefly -- no trees -- but was worried about the lack of a return portal, figrued I could rclick with the book and sure enough it took me back to the same x,z in the Overworld. I walked back to the portal and tried to go through but it said "You may not travel yet." Fine, I hung the book in an item frame on the portal, will try again later.
(1048) Back at Brixton, I saw last night that you release the AnimalCrops creatures by breaking the grass around them when grown. Sure enough, the baby villager came to life, ran out the window and got away. Right ... they start off as baby mobs. Aaand the first two baby cows found a glitch in the wall, ran straight into brambles and dropped leather, a small bone and a calf stomach lining before I could catch them. Whee. Next two baby cows appear to be safe, and I planted & bonemealed two more villager seeds, so those two baby villagers are safe & sound in the shack I made for them. Will check on them later.
(1100) Windows would have helped. My two new baby villagers got out. One got into the baby cow pen, and I got a tiny turd for it. I trapped another in the fossils lab, thired guy is MIA.
(1119) trapped another villager in my blacksmith shop -- he was standing in the window so I had to build a wall around the inside of the widow, go outside, and slap him back in, then put glass panes there to keep him in. Did a mining run in a deep cave under town.
The villager in the cow pen: weapon smith: 20 coal = 1 Em, 6 Em = iron axe), did 2 coal trades, added 7 iron = 1 Em(!), 10 Em = iron sword (XP Boost II, Bane Arth III).
The villager in my fossil lab: butcher: 18 raw pork = 1 Em, 16 raw chicken = 1 Em.
The villager in my blacksmith shop is also a butcher, same trades: 14, 18. Dispose.
(1129) Plant 2 more, haha got the gate shut before the little bugger could run out.
(1158) Out in the wilds of the north, looking for animals and maybe an AnimalCrops naturally spawned bush. Found a big temple from Fossils mod, the one with the 8 double chests on bottom floor with 8 gold & one emerald block centerpiece. Left the goods there, setup the statues and amphorae. Made a waypoint.
(1209) Brought back two chickens, and I found an ocelot just as I was giving up the search. I had some fish for my squid pet. One fish gave hearts, so I took him home. There was an odd sandtone ruin there. I went back and snagged 3 sheep, and the ruin was much more interesting: it had a spider spawner and a chest with Patchwork stuff, a rare mega loot case and an epic mega loot case. Next to the spider spawner was a one block pit with cobwebs over lava, which is just mean. ;-) Haha, the lava turned out to be orange terracotta and there was another chest, mostly ender IO stuff, plus two ammo bags from Smart Hoppers.
The ammo bags were fun: a bunch of Pinkly Sheep marbles in one: 7 fire charge marbles, 8 homing meatball-Z, 4 Piercing strikers, 10 stone strikers. Heck if I know what they do, it's pretty hilarious loot. 21 normal arrows. Other bag: 16 arrows, 5 arrows of healing, 10 arrows of weakness, 18 arrows of slowness. Rare loot case: pickaxe called The Fury (mining speed 12.53, 1270 durability, quality sharp), and an axe called The Whiskers (29.07 mining speed, 2331 durability, quality pokey, 2 upgrades).
New villagers:
Fletcher: 15 string = 1 Em (!), 1 Em = 11 arrows.
and another butcher: 15 pork, 18 chicken.
Done for the night.
##
3/31/2021 Overgrown-1-1
I really enjoy the Villager Houses item from the Prefab mod. It lets me quickly dropdown basic house shapes that I can then modify. Maybe putting two close together and I only have to wall up the space between them. Or I can stack up two blacksmith shops like I did in my starter town. Boy, my starter town needs a name. I like to name my discovered villages using consecutive letters of the alphabet, but my starter town came first. But it's not technically a village. I might as well call it Aden. It's not a desert seaport, but it'll do.
Well, the game won't load if I start off in Brixton. I get a heap of unknown errors, but also a server error about moving things in container inventory. I will disonnect the Simple Storage Network and stash it for now, see if that helps. I used NBT Explorer to move my guy over to ALbertville and the game loaded fine.
I added 4 more villager houses to Albertville, did some bounties and cleared the second floor of the nearby ice dungeon. NOw, about those funky marbles and strikers: those are different types of slingshot ammo from Pinkly Sheep. You can soak them all by putting 8 of them around any potion.
clay block + 2 soul sand + dirt = 16 slay clay
3 small stones & clay (or slay clay) = 3 stone marbles, smelt into stone striker
fire charge + gunpowder + slay clay = 6 fire charge marble
2 rotten flesh + slay clay = 6 meatball-Z
2 rotten flesh + spider eye + slay clay = 6 homing meatball-Z
flaked obidian + 2 slay clay + tainted soul sand = 12 piercing marble, smelt into piercing striker
Another odd item: chunk of hardened clay (CHC), dropped from terracotta hit with club hammer. 2 CHC, charcoal & bowl = 8 edible clay
edible clay + sunfrost dried potatoes + mushroom stew = miner's stew (huge food value, and anhance with carrots or chicken)
edible clay + 2 wild potatoes (poison) = prepped wild potatoes
wild potatoes (4 storage) + edible clay = 2 prepped wild potatoes
golden sugar + edible clay = sedation cure
ABA/BCB/ABA (sugar cane, gold nugget, edible clay) = sedation cure
4 sugar cane + drying agent = raw sugar (can make block)
raw sugar + 3 gold nuggets = golden sugar
2 raw sugar + caffeine conentrate = 2 fizz additive
[brew] golden sugar + water bottle (or awkward potion) = the sugar bomb (Haste II, Jump Boost II, SPeed II, all for 3:00)
##
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