Overgrown 2026 Updates & Overload
260106 Overgrown 2026
I started off back in Brixton II. Made an index file for the big Fossil mod Academy right outside of town. There are so many good things in the Fossil & Archaeology Revival mod, from all the dinosaurs and prehistoric animals and plants that you can bring back from genetic traces, to the skeletons of the same. It's fun trying to find one of each of the wonderful tablets, with their cryptic images. And restoring the basic pottery.
There are three main types of pottery: kylix, amphora, and volute. You put the broken ones into the workbench with pottery shards to restore them, then add various dyes to get the three colorful versions of each one (orange & black, blue & white). And there are little statues too. Plus sword, javelins and other relics to find and bring back from the dust.
I started an index file for Brixton, but there are so many buildings and chests here. I took a quick peek through the portal to Crown Cliffs: still as dramatic as ever, and a good source for all the mushrooms from Project Vibrant Journeys - the Plants mod plantballs seem to work on those too. Looks like the Cavern II mod added two new mirage books to new worlds: Frost Mountains and Skyland. You have to take the matching mirage book with you, and r-click with the book in hand to get back to the Overworld.
I looked for another Academy with ladders going up to the roof and culture vats up there, since I clearly recall having that in one world or another, but of the 5 academy buildings with waypoints, none had that detail. I flew out past Crater (which has a pit in the middle leading down to Quark crystal caves) and scouted some new chunks. Yes, the Plants mod plants are few and far between, but you can harvest grass and common flowers, make the plant balls and r-click the grass to add random Plants mod plants back into the world.
I edited some of the script files that CraftTweaker said were failing. And some of the config settings. Hopefully, more features will be working as intended next time around. I set the Ore Excavator limit to 64, but that really felt too small. The default of 128 feels right. I really want to find a config for Exotic Birds to turn the egg spawning way down, but if they didn't put it in the config, there's nothing I can do about it.
Getting a headache -- need to call it a night.
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260108 Overgrown 2026
Well, here goes another batch of mod updates. When I first created this pack, some of the big mods like Thermal Expansion and Minefactory Reloaded had not been ported yet. I don't think those will fit into what the pack had shaped up to be now, but I did want to add Extra Utilities for all the fun generators and useful items. EnderIO has my preferred ore processing machines, though this new version is a lot more of a grind than I remember with that extra lower tier of the machines. I'm turning MineColonies back on, figuring the old colony block must had been totally wiped when I disabled it years ago. And I was wondering why I haven't been seeing any of the Rockhounding rocks ... I did not have the Chemistry or Rocks parts of that set of mods, only the Surface mod that lays out the logs. Duh. I have also never seen their white sands biome in this world.
Let's see if it will start...
Nope. An error I have never seen before: Invalid id 4096 - maximum id range exceeded. (Actually, in 8/4/2020 my notes said: Well, here's a crazy error: "Invalid id 4096 - maximum id range exceeded". So Forge itself has a max of 4096 items. Wow. Remove Alchemistry, Aquaculture, cucumber lib, pickle tweaks, MoarSigns, and Ping. Trying to keep Animania (need those animals) and Pam's BrewCraft (only a few items), along with Exotic Birds -- the world was running with those.)
So we ran out of ids for items or blocks. Wow.
A block id fail after changing mods ... undo!
Maybe if I disable Refined Relocation, Repurpose and ViesCraft? Nope. Skip the Chemistry part of Rockhounding. That was always a bit too complicated and grindy. Yes, it loaded. I'm always worried about blocks ids getting scrambled, though ... yup, it's hosed. Whole hillside turned into wool and fences ...
That's why it's best to make a backup, disable mods instead of deleting them, and carefully add a few at a time.
The world is back. I saw a waypoint for the Stronghold, flew over there and found the ladder down. Looks like I never completed the portal, never went to the End. Trip for a future visit.
I had a head full of ideas (things to do) last night, tossing and turning. Today at work I scribbled down a bunch on a scrap of paper. And here I am doing none of those things. Instead, I tp'd to Albertville and started adding addresses to the buildings for my next index file. The main roads are Snow Street and Longview.
2033: done with that, up and over the extreme hills to the old MineColonies area with the gorgeous sailing ship parked off the coast. When I logged in, I got a "MineColonies Resurrection" book reminding me that "once the supply ship or camp has been placed, you cannot place another one in this world."
I gave myself a supply camp. Tried placing it, no warning except that it requires a 16x17 flat area. After a few more tries I got a big POOF, and a camp, and "Welcome to MineColonies." Looks like this colony is back from the dead, just like the Resurrection book said in the title. I don't blame the MineColonies mod for that failure -- it has always run well for me -- the problem was Microsoft forcing me to switch account names, and then I didn't own the blocks anymore.
I crafted a City Hall block (2 building tools and 7 planks). It just barely fit in the space between the supply camp and a leftover house. Then it gave me back the building tools and the Town Hall block. Couldn't place it again, it said I already placed my town hall. Oh, it already gave me a town hall block in the chest at the entrance to the camp, which in this case was up against a hill. Now it says colonists should be arriving soon.
After a quick jaunt to put a ladder down to the fireworks lab in the nearby dungeon, I came back to find 4 workers. I made a Builder's Hut block and squeezed it in. You have to click the Build button to get it going and stock up a nearby chest with the listed blocks. No, click the build block Inventory and put the junk in there.
And here's what I remember. You end up spending hours trying to gather all the blocks and figure out tool or block they're waiting for. I need 46 green wool, 4 hay bales, 6 oak bookshelves, 50 oak fences, 3 oak trapdoors, 15 oak stairs, 1 red bed, 38 red wool, 15 spruce wood, 2 more torches and 67 white wool.
... and Tyler is building another Builder's Hut, same as the Supply Camp I put down to start. What the heck. I got annoyed and left them there, with the new building two blocks too high and misaligned AND a total duplicate. Guess they can tear down the old one to build a real town hall.
2155: Later. I went on a run past the dungeon with the firework lab, and pounded out a road up to another tower, dropped a building ("Birdwatcher Hut") there, went past an archaeologist tent and made sure he was secure, then across the red sands to a shoreline. Some mod tweak let the r-click with a shovel turn dirt into road, where it usually only works on grass blocks. Dropped a shack there called Chuparosa Bay because there was a stand of chuparosa flowers (Plants mod), which I duped to make more of a feature. From there it would be a hop across the water to Brixton about 500 blocks away, but my cloud pet ran out of quartz to munch on. So I tp'd back.
I did some organizing, and am about done for the night. None of the things I pictured got done, but I have a better idea of the spaces between my main settlements, for future expansion.
These bonsai pots are so cool, passively generating wood, leaves, sticks and fruit. I have thousands of sticks though. Any uses I might be forgetting?
-A-/A-A/-A- = wooden gear (EnderIO)
ABA/B-B/ABA (stick, cobble) = stone compound gear
AAA/ABA/AAA (paper, stick) = 32 paper wall (Chisel)
AAA/BBB/AAA (stick, paper) = 6 paper walls (Quark)
-A-/ABA/-A- (stick, dye) = 2 mulch (Inspirations)
x9 = oak planks
x9 = branches block (Compressed Items) ... a really attractive building block
armor stands, paintings, etc
Oh, 9 saplings can also make 5 coagulated plant balls (Plants mod). 6 leaves = 4 hedges, 2 leaves = 3 leaf piles, also enlightened bushes, dried leaves, green leaves, more. So much good stuff in these few simple chests getting the bonsai drops.
2230: done for the night. I didn't get the new mods installed, but at least I didn't wreck the world. I wonder if Extra Utilities could still happen ...





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