Jan 2025 Overgrowth 1.1: Hommlet area

250128 Overgrowth 1.1


Tonight I'm taking a break from stamps and other hobbies.  I can get a solid 3 hours to focus on this one world, with a head full of ideas.  I know I'm over a year behind on blogging my little adventure logs and photos, but that was never really the point.  It's nice to have the creations out where they can be seen, but I'm also okay just sharing them with Anne once in a while.

Of course, I got distracted right away when I saw a farm in Hommlet outside the village walls, so I did about a 35x30 expansion, including a field of natural pumpkins.


I flew back to Vee City to get some of my planned tasks done.  I made about 4 stacks of rails and a stack of powered rails, and 3 vacuum chests.  Also, since I lost my flux capacitor in a chest somewhere, I went to my wall of worktables of recipes and made up another reinforced one, so I can carry 6 million RF wherever I go.

2024: okay, the rails in the sea tunnel run all the way out to -950x.  There's a powered rail every 10 slots, matching with the nooks with the windows, but in some places there was water all around and no place to put the redstone torch.  Sometimes they went underneath, but for a long stretch that was just deep ocean, nothing beneath it.

2130: I got the Hommlet monster masher setup the way I like it: diamond spikes feed thed vacuum chest to a row of item conduits to all the chests that generate along the wall, with item filters putting 5 different items in each chest.  Loot bags automatically go into a loot bag opener into two diamond chests and from there, back to conduits to other chests.  Then manual sort chests along the other wall.

I took a break to read the old D&D module about the Village of Hommlet, only to see that the streets have no names and all the regular people have no names.  Only a few of the important NPCs have names.  I did name the temple the Church of St. Cuthbert, though.  ;-)


Now, to catalog the town after all these expansions.

I wanted to have the town running off of peat, but the bog earth recipe I wanted to run in the carpenter requires mulch, which needs other machines.  And power.  I guess we can run 3 tin to get 12 cans, click them on water, and craft the more basic way.

2232: Okay, I grabbed some sand from the river bottom and mined the chasm for some tin and copper.  I put down the double crusher and generator I always carry with me, crushed those, got ingots.  Made some empty cans.  But you can't right click those on water.  Made an aqueous accumulator, can't put cans in there to fill them.  Dang it.  Okay, an aqueous accumulator with an Ender IO tank on top -- THAT you can click with the tin cans (or put them int the UI).  Then I tried using a Tinker crafting station next to a chest but it erased the recipe every time I used it.  So ... worktable to the rescue again.  I replaced a 2x2x7 wheat farm plot with bog earth - the strip of water down the middle should reach every block but I see no sign that it is getting soaked.

Over at the blacksmith, I ran some ores and made a peat-fired engine.  Assuming I can somehow get peat.  So primitive.  Maybe Hommlet will switch to canola power sooner rather than later.

... and my flux capacitor was right in one of my backpacks where it was supposed to be.  fine, now I can carry 13 million RF around.



Wow, playing for more than two hours really hurts my eyes these days.


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250129: Overgrowth 1.1

Just an hour after work.  The peat bog IS working, and a little 1x3 water space in the middle can run the whole 5x7 plot.  I moved the silver cow over next to the blacksmith and did a land grab over by the masher.

I swapped out two jam guys and got an apiarist and a shrub collector.  I moved some Plants mod plants around and did some fertilizing to get more obvious patches of them.  Tinkered a bit more, time to go.

 



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