Overgrown 1.12.2 staying on CurseForge

260101  Overgrown 1.12.2

This world is so vast, with so many intricate landscapes to explore.  I forgot there were actual flowing rivers, and the ones that run for hundreds of blocks through underground tunnels are amazing to explore.  I reviewed some more of how I had setup this world.  The pack had Ore Excavator, which I bound to the tilde key.  In my other worlds with VeinMiner, I use the sneak key, but you can't sneak and mine while flying, so the tilde key is a better choice.  With the cloud pet, I can glide right up to a cliff wall and mine the whole vein.  It's also set to mine chunks of mundane stones, dirt and such.  The config file had an upper limit of 800 blocks but I toned it down to 100.  You can still pound out entire walls or layers around you, so it's still a bit OP.

I visited some old towns of mine, then went back to my main base at Brixton II.  

I vaguely recall that I did have a town of Brixton, but it was next to a growing mod town from Millenaire, which went well for a few months and I did a lot of trading with those NPCs, but that mod kept tying up resources and crashing, so I removed it and lost all those chunks, including that original Brixton settlement.

My MineColonies settlement also failed.  The NPCs tore down the city hall trying to upgrade it then all the NPCs disappeared, along with the city core block.  So it's just a blank mess with a mod-created farm and tiny mine and storage house, plus the original tall ship base.

The main recurring issue I see in this world is the insane number of items, and my inability to organize them.  I do have some buildings or rooms with specific uses, but when I'm out adventuring, I bring back multiple packs and shulker boxes full of junk from over a dozen mods, and would have to spend hours walking around dropping off just the right stuff in the right places.  As mentioned last time, the Simple Storage doesn't feel like it's going to expand to handle what I need, but it's a good dumping place for the little random bits that I will probably never see a stack of.  Then again, it's real-world inventory slots are going to get clogged with the 100+ unique items from DungeonTactics and MegaLoot alone.

After giving her a tour this morning, Anne wants to try and collect every bird in the Exotic Birds mod.  The mod has a lovely bird encyclopedia with rotating models of each bird, along with stats and real-world factoids.  There are way too many nests in the world, so we could walk for an hour and come home with hundreds of eggs.  We like the unidentified eggs, because we have to run them through the egg identifier.  But yeah, we could probably find all these critters.  I did see two different colors of peafowl, though.  I wonder if there are other variations.  These will be harder to pen down than livestock, since most of these can fly.

It looks like the quests for Bailey's Dailies are forever gone, now that the modder's website has been removed.  So that's useless.

I need to turn mobGriefing and doFireTick off.  I tried when Anne was watching, but I always type some weird variation, and the thing I'm trying to block keep happening.

I just did a run from my Simple Storage chests to a few specific caches around town.  I could possibly color code a half dozen shulkers and rename them on the anvil to carry specific things, but plopping down a line of shulkers and sorting crap into those is a pretty dull use of time.  Hmm.

Getting late, gotta run.  I have now updated my brain about the things to do in this world, so we should have some fun with it this weekend.


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260104 Overgrown 1.12.2

This weekend we had a lot of fun diving into the Exotic Birds mod on my CurseForge Overgrown modpack.  While failing to sleep on friday night, I pictured the area around my Rustic town as being the perfect place for this.  We built a glass half-cylinder about 18x12x8 and started dropping off eggs.  Outside, I added an Egg Identifier and Egg Incubator, and a bunch of chests.  Soon we had a dozen birds in there, and added a pond just down the hill, surrounded with hedge walls, for our swans and ducks.

The Exotic Birds mod is a masterpiece for what it does: adds about 30 types of birds to the world.  The eggs that you find all over the world have a base chance of 10% to hatch when you throw them.  You can put unidentified eggs into the Egg Identifier with some redstone dust and they will be identified, with about 40-50% chances to hatch.  And you can put up to twelve eggs into the Egg Incubator with blaze powder and each unit of blaze powder will add a 5% chance to all eggs.

This morning we spent 2-3 hours doing a huge expansion of the Rustic town.  I added much larger pens for the donkeys, llamas, sheep & pigs.  Then added two more ponds, one for cranes and herons and flamingos, and we moved our ducks and swans to the other new pond, in and around some sugar cane.  

The downside to Exotic Birds is that you get bombarded with eggs wherever you go, and they don't always stack, so bags fill up and they just keep coming.  I checked the config file and saw no way to dial down the egg drops.

We had fun with the Animal Crops mod, too.  I had one of those crops in Rustic town, with a sign that said "dupe me for animal friends."  So, with the plantballs from the Plants mod, we made a bunch.  We got some chickens, sheep, pigs, mooshrooms and villagers.  It took a few tries to remember how the animal crops work.  Plant the seed, bonemeal if you like, and watch the tiny thing grow inside its plant block.  When the block says Mature, break the plant and the animal will come alive and walk away, possibly dropping another seed.  Simple and brilliant.  We were able to stock up on a variety of animals, even some horses.  Although we found one of those horses escape the hedge wall later -- Wayla showed it had a jump height of 1.7 and I'm pretty sure the hitbox height of walls and fences is 1.4.  So we had to double up those hedges and add a 2x4 glass area to see the horses when we walked by.  We had a sheep run by and hit a cinder bloom and catch on fire, after which we added a sanguine rose to each enclosure so the animals can heal themselves.

We later went on a long flight through new chunks and never saw a single Animania creature.  I still don't know which mod made the varieties of the vanilla animals, or how many varieties exist.  (Later note: they come from Quark.)

Fun day of super gaming.


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