Jan 2025 Overgrowth 1.1: New recipes

250130 Overgrowth 1.1


I had a few new recipes in my head.  For the generic berries, I figured berry + glass bottle should be ... "Generic Brand Berry Juice", and by repurposing the Harvestcraft strawberry juice, it gives Speed (0:03).


For the Plants mod black raspberries, I have [x/x] = blackberry and [x,x] = raspberry.  A tiny change, but now those stragglers of plants can produce more useful things.

Since we go out for boba tea so often, I thought it would be fun to add some of those, so I figured you can cook wheat seeds to get boba by renaming the AA coffee beans item.  Then the first two recipes are:

boba + milk + tea leaf = boba milk tea

boba + pineapple seed (Plants mod) + milk + tea = pineapple boba tea

One last one for tonight: the marsh foxtail (Plants mod) can now be turned into "Edible Foxtail Seeds" by renaming the edible cotton seeds.

I just like as many items as possible to make useful products.  When I visit a town like Hommlet there will be so many things to do, it's fun to rediscover all the things I tucked away.

I added a few super crafting frames to make some new products, including 9 grass to 5 coagulated plant balls -- those are used by the Plants mod to spread any plant with the basic plant object type.  It does not work on Biomes O' Plenty plants, sadly.

I gave some of the tiny houses some uses.  One has 8 drying racks and a seasoning rack, so it can make the jerky items and do flesh to leather.  Another had a chest full of local slimes, I added a slime refiner and a slime solidifier.  Oddly, I was expecting the local pumpkins slimes to produce pumpkins but they produce Grade A Refined Slimes in the first machine, which give iron and gold bars, slimeballs and coal in the second machine.  Weird, but okay.  The regular Grade C vials give seeds, slimeballs.

My old AA crusher recipes for Ebon Arts ores still works: each ore gives 2 gems.

I had to clean up the markets a bit.  I figure after doing all this work to upgrade the town, maybe some new guys showed up to trade.  I removed some of the jam guys and turned the two shrub collectors into heads and put them back in the original shrub collector hours.  They have some inventory slots, so I can keep the occasional ore berries there since I never use them.

But why cheat them in when I can make a new recipe?  -A-/ABA/-C- (solidified experience, egg, emerald block) = villager egg.  Fair enough.  I can get two more.

Haha, trying to make the most of some items I never use, I added 6 hamster food = "Really Cheap Trail Mix).  So that will make use of all the seeds sitting around.

A while back I also added a crusher recipe to recycle those empty Forestry cartons into 2 paper = 50% of another paper.

Good session.  I got most of the ideas out of my head.  Of course, there's always more to build and I will always think of new recipes to utilize more items.


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250131: Overgrowth 1.1






Another quick hour after work.

Headed on the road north from Hommlet ... dropped a safehouse at (-1408 63 -463).  Dropped a small house called Winkel Mine at (-1437 63 -511) by a cave entrance.

I made it to the crossroads, dropped down a longhouse and a blacksmith.  New sign: "Scissors Crossing founded 1/31/2025".  Scissors Crossing is a real place about 40 miles east of here between Borrego Springs and Julian.

I came up with a way better recipe to get villager spawn eggs: -A-/BCB/BBB (egg, emerald, villager houses item (Prefab mod)).  It will damage the villager houses item by one.  But you could craft one of those and now use it to place down a building, then add some emeralds and an egg to spawn a villager for the new building.

I love how the Plants mod fills the world with colorful bits.  It's a bit dull that almost every one of those is only good for dye.  A few can be r-clicked, a few are edible.  I just added a recipe where 4 flowerin onion plants = 1 Harvestcraft onion (name tag = "Flowering Onion" so you know where it came from).

Resources I setup around those two buildings: windy gardens (dupe & break), flowering onions (dupe & break), wild carrots, also berry bushes, dysentery berry bushes.

From there, roads go 148m north to Stirling, 766m east to Dundee (and continues all the way back to Vee City), 462m south to Hommlet (and down to the sea tunnel back to Vee City), and 358m west to Scarsdale.

Took a quick fly around to refresh my memory: Stirling has no blacksmith shop, so no trace of industry or power needs yet.  It's a candidate for canola power, since it has one of those randomized AA farms.  It's in chaparral but goes into some brushland where there were ebony and acacia trees, so I got one ebony sapling and planted it in the center of town: the new town tree.  Hardly developed yet.

Stirling is a big village going up over a hill.  It has no blacksmith shop.  I meant to use the last charge of my villager houses item to add one, but added a longhouse by mistake.  Future project.  The town has 2 markets, multiple farms, a few apiaries, and the town tree is ipe, which has a really slick wood texture.

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