A Failure of Notes (Past Week Recap)

Well, that was a failure pretty quickly. Trying to note down daily what I did, that is.

There just aren’t enough hours in a day to also craft a blog post about it.

In my half-hearted scribbled notes since, I have:

14 Oct, Sun

  • GW2 – One shot Qadim CM & Astralaria III collection dribs and drabs, bounties
  • Warframe – assorted missions – relics, bounties, etc.

Qadim was the continuation of our Friday attempt to get the CM mode done for some members/alts who didn’t have it yet.

There’s either something to be said about the science of willpower and focus when all the group members are fresh, after a weekend’s presumed rest, as opposed to after a weekday of work and having cleared three raid wings first, or the spaced repetition effect in learning where presumably Friday’s attempts were practice and Saturday may have been rest or review day for some members (like moi on the jumping puzzle bit)…

…but bottom line, we went in, we cleared it, on the first attempt. One shot kill success.

Admittedly, it was a close call because we were all downed at 1-2% health remaining mark, and we used our downed skills and lingering conditions to knock the final health off.

I’d still count it as a technical win, because I know what killed me and probably the others still alive on the final KO. There was about 2/3 of our team remaining as we were killing him, and one (or two?) of our team went down. Seeing as success was imminent, I stopped to press F and revive. I suppose the same thought went through the head of all those still standing.

Thus we were all happily locked in the reviving animation and couldn’t dodge to produce an iframe in time when Qadim decided to do his slam. Aka he got all of us downed in one blow, a kind of furious last gasp protest at his imminent defeat.

A little bit of selfishness in not reviving would have kept one or two members standing and able to finish him off with no sweat, but I suppose by that point, the team was already in full sync.

Future potential improvements for the never-satisfied would be being more familiar with his animations and counting his attacks. Qadim as a raid boss encounter, I think I have mentioned before, is eminently predictable. All the enemies attack in very predictable patterns.

If we’d paid more attention, we’d have known the slam was coming and opted to not revive, but well, unfamiliarity with the last portions of the encounter, the many other distractions in that fight and general elation with being so close to success overwrote that focus.

And speaking personally, eh, I’m a satisficer. Not one of the perpetually dissatisfied. He died. We won. Good enough.

Then I did more Astralaria items, that for the life of me, I cannot remember now.


I took this screenshot on the 17 Oct (Wed) at the Searing Cauldron in the Iron Marches where I was fusing together some items, so some of the above was done on Sunday, and some done later.

Going through the screenshots, I also joined a beginner’s bounty train in Crystal Oasis because I heard them advertising while standing in the Collector’s Edition pavillion hangout place and there was this recent Reddit thread complaining that no one did any bounties.

It was a Sunday, so there was time to do some frivolous, supportive things. I dunno what these Redditors are complaining about really. We started as a group of 6-8 people and were about 14-20 strong by the time we cleaned out all of the available mobs on the Amnoon bounty board.

Yes, I quit the group after that, but it was a good gameplay session. They went on to the next bounty board with less people interested, but the last I overheard ’em, they were joining their 5-7 remaining group to 2-3 other people interested in the legendary facet, so it’s not as if there aren’t people doing bounties. It’s small group content.

Would I like it if it scaled down better so that one could solo them more easily for practice and kicks? (Instead of being some kind of Herculean affair that only true pros can manage.) Sure. But they’re not impossible to do now, with a little social organization and cooperation, that even an introverted hermit like myself can tolerate.

What I did in Warframe is an equal blur of presumed accumulation and progress. I did some void relic missions. I did some bounties. I did some other missions.

I did not get the random drops of the stuff I really wanted. I got other things instead that will still presumably put my account ahead when I need them.

15 Oct, Mon

  • Minecraft: The Awakening – Made a SAG mill and Alloy Smelter. Lagging furiously. 

Monday was Minecraft day. No time for GW2 or Warframe, not even dailies.

This modpack has some heavy modifications to some of its recipes, so the EnderIO SAG mill and Alloy Smelter cost a lot more in time and effort than in other modpack variants. They needed a ridiculous amount of steel. I’d the infrastructure set up by now, but lacked enough iron ore raw ingredients.

At my stage in the game, there was no automation to be done with that, so it was strip mining with a pickaxe in straight lines at different depths hoping to stumble on some iron. There are a ton of ores and rocks in this modpack, so naturally I found 30 other resource type to stuff up my inventory and backpack multiple times long before finding enough iron.

Eventually, we produced enough iron to move towards the dream of EnderIO machinery.

There was also a curious amount of almost game-stopping lag, especially when opening inventories. Since I’m playing this singleplayer, this needed some debugging. I checked my available memory, the CPU load (I’d been watching Youtube at the same time, but been doing this with no issues multiple times prior), the entities in Minecraft, even turning things to peaceful mode to get rid of spawned enemy mobs… nothing cleared it 100%, so it was a curiouser and curiouser state of affairs.

Some Googling since suggested a possible culprit as the InventoryTweaks mod, but lag since then has not been 100% game stopping nor 100% gone, so I don’t know, we’ll see.

16 Oct, Tue

  • GW2 – Raid night. Cleared wings 6, 5, 4. Group got me the Taking Turns achievement.
  • Warframe – Two Cetus bounties
  • Minecraft: Awakening – Quick stop to finish grinding metal ores into dust. Still lagging at 80% severity.
  • GW2 – Quick Halloween daily

It looks like a lot when you list it.

I can’t say that it was really that much gameplay though. The bulk of it was raid night. We killed stuff.

The team generously spent effort and gave their bodies up to the cause of getting me the Taking Turns achievement that I’d missed one or two times prior by always being dead at the end of killing Qadim; while I spent as much effort as possible doing the bare minimum necessary for success while primarily keeping myself alive and healthy. That felt honestly harder than CM.

When all nine pairs of eyes are on you with blazing focus and you’re desperately trying not to snuff things up and/or make a poor judgement jump out into nothingness under a time limit and the social obligation to not make things as repetitively painful for others as possible. That shit’s hard, man.

Fortunately, it went by fairly uneventfully.

Having full permission to not do anything but stay alive, I let my dps drop to below average, wussed out on unnecessary platform jumping and remained among the living. Final achievement get.


I suppose I am now the owner of a pile of gold that I’ve yet to sit on and a title that I’ve yet to bother to use.

I’ve not even bought the Dhuum chair yet, though I can afford it if I wanted.

That stuff works for the people who have others to show it off to. Me, I’m not motivated by prestige. It just doesn’t do it for me.

What -DOES- motivate me and make me very happy is completionism. It’s probably just as childishly hedonistic as those who enjoy sitting on an ostentatious chair for others to see, but every time I look at the shiny colored-in Achievement and all the little check marks, I feel more complete and fulfilled. It’s done. I -know- that it’s done. Figurative OCD sated. That’s what I care about.

Anyway, the rest of the night was interspersed between barely doing anything in Waframe beyond testing my Hek shotgun out on higher level Cetus bounties and -not- getting the relics I wanted and finishing up some busywork in Minecraft while still lagging somewhat.

The Halloween patch had dropped by the time I looked up, and greedily, I decided to get the daily done before it resetted in 7-8 hours, which I’d otherwise miss because I’d either be asleep or commuting to work. That was done, and then to bed.

17 Oct, Wed

  • GW2 – More items on the Astralaria III collection, Uncategorized fractal group & solo

This is where my notes end, and I have to piece things back together like an archaeologist out of sporadic screenshots acting as a fossil record.

Don’t ask my memory, it simply does not exist any longer without prompts.

As shown in the screenshot above, I was at the Searing Cauldron on Wed night, so I must have fused the necessary items there.

I also found some Uncategorized fractal screenshots, which jogs my memory sufficiently to recall that I tried for the Uncategorized fractal item in the collection by joining a Tier 2 fractal in progress, and failed rather miserably at speedrunning past the harpies solo.

My particular raid-centered build was just not set up for racing past harpies at speed without other people distracting or dealing them while trying to recollect the precise jumping puzzle hops. I’d take half my health in damage from a harpy arrow barrage, get locked in combat, get crippled to boot with insufficient condi cleanses and then promptly fail the jump due to cripple and being locked in combat. Over and over.

I couldn’t quite get out of combat to change my skills or traits, presumably because either I was now locked in combat with the harpies or the other 2-3 party members were locked in combat with something further above, and it was a fairly miserable state of affairs.

Fortunately, there was one more party member slot that was yet unfilled. Some random guy joined and started hopping up the jumping parts with me, and I gratefully used him as a distraction to jump past the portion I was stuck on and give my limited skills enough time to reset to accommodate the next portion.

On joining the rest of the group, the rest of it was somewhat eventful. I was scared to go in to set up the Old Tom portion because I’ve previously misjudged my charr’s hitbox and triggered the fight before. Multiple times. I then got mutilated by the raving asura and cat golems and downed/died with no one bothering to rez.

Out of sheer embarrassment, I just clicked Okay to Proceed and didn’t quite rez in time to pick up the chest… containing the Astralaria item I really needed.

Whoops. Oh well, it was a really poor showing anyway.

So I tried the other approach. Solo. Level 2 Uncategorized fractal. Fuck PUGs.

It felt a lot more rewarding, honestly, even if the absolute rewards didn’t match.

I killed the harpies before jumping up. Fuck harpies. Even if they don’t knockback on this level, they both still hurt and needed to die.

I ran around and kited the four cage bosses, dying a few times in the process while learning their animations, but whittling them down one at a time.

I had time to test a safe jump to the fan at Old Tom and worked out a kind of range strategy since I had no mobs or players to hide behind to block his shots.

I bogged down for a while at the raving asura because his tracking projectiles hurt a ton. The tragedy was that the fight would reset from the very beginning so I couldn’t death-whittle them down one by one.


Ultimately, I had to work through both a hypothetical strategy and the trait swaps to support it. Wall of reflection to stop the projectiles was the main thing.

I can’t recall now if the final successful build used Shield of the Avenger to cover the time period where Wall of Reflection wasn’t up, or if my F3 block was sufficient.

The part I was missing for quite a while was a trait swap to Master of Consecrations to increase Wall of Reflection uptime. Once I had that, I had the safety I needed to destroy the cat golems. Still a little touch and go, but it now felt possible, as opposed to impossible.

Pulling out the Astralaria item from the chest after that solo felt sweet.

Thursday, Friday and Saturday… Hrm….

This is where my notes AND my screenshots stop, I’m afraid.

I probably did Halloween stuff in GW2 on Thursday.

Friday was raid night and some of the team did drunk raiding and we cleared the remaining wings 1, 2, and 3.

I did some more Astralaria collection stuff from Thursday to Saturday, leaving me with the more filled in picture below.


There was probably more Warframe-ing in there somewhere. A lot of Alerts and random missions. I did the first two Halloween Tactical Alerts today on Saturday, the first solo, the second grouped.

I popped into Minecraft briefly without getting much done, except testing the lag level, which was at about 40-60% severity. Tolerable, but still not normal normal.

As for the rest of the weekend, I suspect it will be more GW2 Halloween stuff, more Astralaria, more Warframe, and some Minecraft, if at all possible.

Whirlwind Tour Weekend

This Saturday, I played more games in one day than any other day this year… for very much less time.

Yep, there’s that unavoidable tradeoff.

Path of Exile essentially launched Bestiary League on the very same day A Tale in the Desert began Tale 8. Naturally, I had to make a character in both and check the launches out.

At the same time, my inferiority complex was still smarting from a notoriously poor showing of my Scourge’s dps (rock bottom, getting only about two-thirds the dps of the other three player’s Scourges) during regular Friday raids in GW2. If I didn’t make some attempt at diagnosing and fixing the problem by next week’s raids, my hope of getting to do dps on Dhuum CM (and thus avoid the excessive mental drain and stress of doing green circles) was going to die stillborn.

Furthermore, I’d been wanting to check out Trove again, revisit Warframe and there were still projects to tinker away on in Minecraft: Forever Stranded.

Frankly, I didn’t know where to start.

But my subconscious did.

I woke up bright and early on Saturday morning, knowing that Path of Exile had just launched Bestiary league at 4am my time. My mouse cursor found the icon and clicked it, setting up the download.

While waiting, I found myself hitting the icon for ATITD to set up -that- download, and then opening the browser to download Discord, register an account and figure out how to join the relevant ATITD Discord server.

Turns out Discord has the nearest thing to the persistent chat channels that I’ve found so unique and helpful to social community building that I’ve only ever seen in ATITD and no other MMO. I spent a while scrolling back and lurking, reading stuff to get a feel of the lay of the land: the two big takeaways were that there were now ‘factions’ in Tale 8 – the choice of which I’d have to think on before proceeding – and that the new Tale hadn’t quite launched yet.

Oh good. So I jumped straight into Path of Exile to recapitulate my SRS build from the old league, with a minor little cosmetic change. Instead of fiery skulls, I did a skill gem cosmetic swap to ravens.

I have my eye on the Harpy Alpha Supporter Pack at some point in the future. So my fashion theme this league is the Morrigan, all dark, ravens, witchcraft and bringer of death.

Imagine my surprise to find a new support gem, Summon Phantasm on Kill – supported skills or minions summon a Phantasm minion on landing a killing blow. The Phantasm does ranged projectile damage.

Are you kidding me? A mini-spectre type of mob that might support my leveling? Since I will be building for minion damage anyway for my raging spirits… 😍

The bonus is that they look like dark ghostly shapes shooting shadowy bolts, so I have the perfect themed entourage for my witch-necromancer right now. We’ll see how it goes when I get further up in levels.

As for the Bestiary itself, I find it interesting. As you catch beasts, you unlock crafting recipes that can produce more selectively tuned rares (like rares with fire damage, or rares with no physical mods or rares with critical chance and so on), except you have to defeat all the mobs involved in the recipes in a closed cage fight in an arena. For an SSF character, I suspect this is going to be a good source of decent leveling items.

It’s been having some teething troubles and negative reception on Reddit – powerful builds were apparently kinda deleting mobs before net throwing and capturing can take effect.

Since I’m a slower SSF player, that hasn’t quite been a personal issue just yet until Sunday night – I just made one raging spirit or leave one phantasm up to tickle a particularly squishy beast down to the level of low health a net needs. (For a few of the tougher mobs, it was all I could do to output enough damage to scratch it down.) It was also possible to throw the net first and then just spam spirits to knock it down to the low health required.

I did run into the apparently unintended glitch of the net lasting a split second (rather than a few seconds) and then the mob enraging for five seconds and not being able to be captured. At the point, I just assumed I’d failed and waited for the time required before netting again. I guess I’ve been too well trained by shitty catch chances in Pokemon Go.

The fixes are coming fast and furious though, I hear. The nets should last three seconds now, if thrown first, which is plenty of time for strong builds to delete the entire screen of mobs. And there’s talk of a backup necromantic net which can capture corpses, in the probable future event of fast builds going so fast that they don’t even see what they destroyed until it’s too late.

That should arrive at a perfect timing for my pace. I hit level 30 something this Sunday and started to realize my raging spirits were getting wimpy as all get out. So I bit the bullet and stopped to adjust my build – got a four link, though I don’t have the currency yet for a +1 or +2 level to minion or fire gems (*sad face*), respeced a few points to push to minion damage nodes sooner, picked up the Hatred aura, and struggled through an on-level level 33 Labyrinth, where I Ascended and went straight for the new Puppet Master passive skill.

The minion army is now at a point that can indeed be said to be effectively deleting mobs at my level range. Level 38 and showing no signs of stopping yet. All’s well until the next slowdown point.

In between PoE breaks, I turned my attention to A Tale in the Desert.

Apparently my Welcome Island lament got a couple of eyes – s’ not hard to rise in SEO when covering a niche game – and along with other new player feedback, a couple of tweaks have been implemented to the new player experience.

That’s one bonus of a niche game with active fanatical players – things turn and change at a much faster rate than say… trying to turn MMO oil tankers like *cough* Guild Wars 2 *cough*.

Welcome Island, I’m happy to report, is much more welcoming than before.


The messaging at the top of the screen has improved, providing more guidance. The signs on the island say pretty much the same thing, in the event that a newbie might skip past all the text and still need to refer to something.

Things like camera and setting up UI options are covered very early on, to help with the initial disorientation of any player more used to modern day games.

There’s a big fat road to follow – that leads to the tar pit – and a bit of a new, improved mini-map which is still working out a few kinks (but hey, there’s a zoom in and zoom out function, mind blown.)

There’s even a decorative pier that kinda indicates approximately where one should set up their ferry when leaving for Egypt proper.

Anyway, with the help of prior recent experience and pulling up the old guide, I got to the mainland in under two hours or so.

Here’s the odd thing, I didn’t feel frustrated, but I didn’t feel in any particular hurry to settle down or start factory grinding either. I think, in the back of my mind, I kinda know that I don’t have the time investment available to play hardcore powergamer with macros and alts right now. Maybe this will change in a few months, maybe not.

It’s also a been there, done that kinda thing. I know reaching really high levels and achieving in Tests is beyond my willingness to dedicate time and effort and interest to grind (sorta like reaching level 100 in Path of Exile, for that matter.) I reached level 30 something and got to see nearly all the tech and systems somehow and that was enough, I don’t have extreme Achiever dreams as a motivating factor.

So what are my other options? If I was a strong Socializer, ATITD is a dream come true, a tiny sandbox where you can get to know a community, have plenty of people to chat with and contribute in some small part to. There’s politics and drama and this Tale is looking like it’s going to be very rife with high drama and conflict-oriented sociological situations with another new and active developer at its helm – especially one that just introduced factions to see if that changes the dynamics of the ATITD community any.

But I’m not. I’m pretty introverted, and work lately has involved a LOT of interacting with people, so really, the last thing I want to do when I go home to play a game is be pushed into interacting with more people. I consider typing a word or a sentence into a chat channel, be it in-game or in Discord, and stop before I even hit a key. That would invite a response, and I don’t actually want a friendly response because that would lead to a conversation and that’s -tiring- to an introvert in desperate need of solo recharge time.

I suppose I don’t mind becoming a small cog in a big guild and helping out here and there, except I have timezone issues and just general free time issues right now, so any of my contributions would be a drop in a puddle, if not a lake.

Then too, I have to admit that the actual activity involved in producing such a contribution is not exactly triggering a ‘fun’ button for me right now.

Nothing to do with ATITD specifically, mostly to do with the place my brain is in right now – the same lack of ‘fun’ button is being triggered when doing grindy resource accumulation activities in GW2 (I stopped, mostly), and when I popped into Trove in between various gaming sessions and realized that I didn’t feel like learning how to play my Tomb Raiser again or visiting various mini-dungeons to kill the mini-bosses to get loot… for now.

I was getting the visceral adrenaline hit in PoE, and to a lesser extent, Warframe of all places, which I popped into after Trove to clear a single survival mission for 20 minutes (I was going for the survive 10 minutes to unlock Jupiter Junction, and wound up staying for twice as long because shooting endless hordes of Grineer in the face felt ‘fun’).

I also managed to unlock the Jupiter Junction, which was a face off against the most ridiculous spectre encountered so far, Valkyr. I was nearly at my wit’s end in an utter deadlocked stalemate where I was popping Rhino’s iron skin every time it wore off but couldn’t figure out how to deal enough damage… right up to the point where I thought my way through the problem while dodging behind pillars and running in circles, and realized my energy was constantly recharging… and thus could produce nigh unlimited Rhino stomps with maybe fifteen seconds of wait time in between casts. It became a patient game of stunlocking her every time she didn’t have her invulnerability up and then just showering her with pretty ineffectual bullets until the next time. I nearly ran out of ammo for the poor Soma Prime, but killed her with 8 bullets left. Phew.

Obviously, I still need to work out and work on modding for more effectiveness at some point, but… just not today. Or tomorrow. Some day. When I’m not so busy.

But I found it a valuable lesson to realize that my subconscious was kinda enjoying the gameplay of Warframe more than nearly any other game on my huge laundry list of games I was visiting that day – I had to feel it contrasted right there and then, kinda like wine or chocolate or coffee-tasting, in order to sense the subtle differences I might not have picked out if just trying one product on its own.

Still I found myself logging in and out of A Tale in the Desert. I’d log in for 30 minutes, attempt to do a teeny step on a mini-goal or project, scroll and read all the chat text in-game and Discord, and then log out because I’d rather wait offline than online. Couple hours later, I’d pop in for ten minutes and pop back off again.

I think, subconsciously, I kind of want to spectate, rather than be a participant at this point in time. The whole idea of factions makes me subtly uneasy; an active roleplaying developer doing stuff is almost… threatening, in a sense. Resource loss, resource waste (including wasted time) feels like it could very well happen this Tale. Which is all very well if you’re in the Tale to be entertained by the participation in such stories and the social community… but which personally strikes me more like Eve Online – great to hear about from a distance, but not really something I want to invest time playing in.

Maybe, between reading all the system chats and Discord chats and the odd in-game chat, that’s all the entertainment that I really need from ATITD right now.

After all, I already have one other game that I’m in an odd work/play relationship with… I’ve been on an ambivalent break from GW2. The Amazon servers are still shit if I’m not using a gaming proxy, which is subtly frustrating. I gave up doing dailies and found that I haven’t missed them. I log in twice weekly to raid and that provides sufficient influx of gold to keep me going when I don’t do anything else in game, thus requiring nothing of the game. Raiding on my condi warrior is comfortable. I like comfortable. Most of the raids go more or less smoothly, and then I’m gone till the next time.

The slight discomfort is the Dhuum CM attempts which are a challenging stretch. Challenging stretches require learning, which I’m okay with, except that it takes time. And is not comfortable, and often perplexing and frustrating. Part of the frustration is the lack of a good source for learning / the perfect coach to accurately diagnose issues and offer usable advice.

Youtube videos move fast and often don’t explicitly state things that actually need to be said to a new learner. Friends or raid members may be well-meaning but equally clueless or offer tips that are completely off the mark. (I asked myself, if someone in my team or indeed, anywhere, asked me to coach or offer them tips on how to play the class I play most… would I be able to do so effectively? Answer: No. Not at all. I wouldn’t have the faintest clue where to even start.) Practising blindly runs the risk of locking in bad habits. But ultimately, self-coaching and trying to figure out your own sources of information and improvement is where most players who aren’t esports athletes end up.

I made myself log in and hit the combat golem a couple times. Mostly meh, still rough around the edges, still mostly perplexed. I do suspect the main bulk of my loss of damage is missing epidemics, which can only be practiced in a more real world setting with another necromancer.

I had the bright idea on Sunday to take the scourge out for a spin in the open world, and remembered bounty trains as a source of high hitpoint bosses in a low stress group setting. This gave me more real world practice with skill priorities (complete with jumbled up rotations when panicking and moving and dodging) and I even felt a bit of muscle memory locking in. The bounty train and learning of ‘how to scourge’ almost felt… fun… right up to the point where I started lagging at 800-1000ms ping because I wasn’t using the gaming proxy.

Scenario A: I log out, start the gaming proxy, restart Guild Wars 2, log back in, rejoin the squad and continue.

Scenario B: I log out. Period.

I went for option B and did something else instead.

Like build a jetpack in Forever Stranded and extend my cobblestone bridge highway a little further.

Like borrow some digital library books and start to skim read them.

Like watch a Netflix movie or two.

But mostly to play juuuust a little more Path of Exile.

So I guess the whirlwind tour was somewhat useful after all; I touched all the bases I was intending to touch, and more or less figured out viscerally where my focus wanted to be.

The Ever Shrinking Attention Pie

Goodness, it feels like barely an eyeblink has gone by since I last had the time to look at this blog but it’s close to the end of February already.

Over at MassivelyOP, there’s some grandiose hoo-ha about why games don’t cater to or market to the “women” and/or “over 35” demographic and all I can think about is:

a) the number of women that are part of my Oceanic/Asian raid group (or have joined now and then to fill available places – 5-6 confirmed feminine talkers, 2-3 indeterminate gender silents, contrasted with 7-9 confirmed masculine talkers

b) how few hours there are in a day to play all the -many- available games these days once you cross the “over 35” demographic

b) seems so much more of a problem than a)…

Oh, and c) the absolutely terrifying 20-40 persons strong crowd of retired “uncles and aunties” that spontaneously converge on a Pokemon Go raid location, all guaranteed to be max level 40, toting two or three phones, way more hardcore and ten levels higher than students or the poor sap demographic known as the “working adult” with zero time to traipse across the country throwing pokeballs

But back to lamenting about b)

I have been so busy -everywhere- and it still doesn’t feel like I’m done with or have accomplished anything -anywhere-. Everything is “work in progress – could do more if only I had the time.”

GW2 raids take up two days every week. The static has gotten comfortable with wing 5 and normal Dhuum and, in general, are reliably clearing on day 1 with day 2 as a backup for any stuff that arises, such as clearing leftover wings from day 1 or trying for raid achievements and so on. We’ve done everything but Dhuum CM, which is the new group project that’s likely to take a while.

I’ve dropped doing anything else in GW2 for the time being; dailies are time consuming, I was a little burned out and just really needed any time I could scrape up to focus on other things.

The effective break seems have rekindled a tiny smidgen of interest in trying to learn rotations for the new warrior/spellbreaker builds that have turned up after the last patch, and/or learn how to scourge properly… except I really don’t have the time right now to spend hours in GW2 getting the muscle memory just right on a combat golem or learning the individual skills by test driving it in the open world… so that’s on hold.


I’ve been a busy bee in Path of Exile’s Abyss League, which is slated to end in a few days.

I decided to seriously push an SRS (Summon Raging Spirits) build for once, and despite a humongous gap of a month or so for pre-Chinese New Year spring cleaning of hoarder-worthy storerooms, I’ve hit lvl 88 – the highest I’ve ever gotten in my solo self found puttering fashion.

Despite the usual deviations from following a build strictly (hey, in SSF, you work with what you got), SRS seemed quite forgiving on the whole of not terribly good gear, though there were some tricky levels where I hadn’t quite gotten around to figuring out what defences I wanted to use. I eventually did the standard cast when damage taken-immortal call linking and picked up decoy totem, which took a bit of learning to get used to, but it turned out quite nice in the end.

I’m hovering somewhere around the Tier 8-9 maps, with a foray once into a Tier 11 map, mostly limited by maps not dropping sufficiently and my molasses-slow pace of playing (I’m not really in that much of a hurry to get to the hurryhurryhurrygogogo speedrun style of play, enjoying my own tourist pace to learn at leisure, thank you.)

I think Path of Exile may have adjusted how Uber Labyrinth trials pop in a recent patch (I seem to recall skimming a patch note at some point) in that they toned down on the duplicate ‘repeats’. I hit a milestone in the last few days by actually finding ALL six types of the trial portals, which means I actually unlocked the Uber Labyrinth for once in a league. Mind blown.

I then proceeded to very carefully and very slowly trudge through the Uber Labyrinth, and do my best to keep moving and not mess up by absorbing too much damage in the Izaro boss fights, spamming some raging spirit skulls here and there. Eventually, they nickel and dimed him to death. Uber Labyrinth point get!

To top off the awesomeness, I decided I wanted to give Atziri another try this league since well, this is a nice build (even nicer with the last Ascendancy points from Uber Lab) and the league’s ending, so what do I have to lose by trying except time?

I have gotten -close- in the last couple of Leagues. The progression has been super slow but tangible.

The first time way back when, I struggled on the Vaal bosses and spent all six portals there. Welp. That was that. Over time fighting the normal Vaal Oversoul, I started to recognize the attack animations and understand how it worked. The thing I never quite understood and had to learn gradually over time watching videos where it was never explicitly stated was how to trigger the Atziri Vaal bosses in a staggered fashion so that their attacks don’t sync up or something like that. (I’m still a tiny bit foggy about the mechanics.)

Then I started getting past the Vaal bosses (first with a few deaths, then with zero deaths) and then running headfirst into the dead end of the trio bosses. More mechanics I didn’t understand. More wiping. More giving up.

Eventually, I spent a few lives on trio but managed to get to Atziri, at which point all the mechanics of HER phases overwhelmed me while I promptly died to not being fast enough to get away from her flameblasts. More insta-one shot deaths until I ran out of portals. (rage)

So. This league. League ending. Why not?

You know you might be a teensy bit overpowered and overleveled when you’re not even sure if you staggered the Vaal bosses correctly before all your skulls wipe them out in under a minute.

Oh good. Maybe I actually have a chance.

The trio rudely disabused me of any overpowered notions as I ran through 3 lives in quick succession. I honestly don’t even know what happened. My skulls killed one guy. I saw the cycloner spin toward me while I tried to run away from him and the black patch that had appeared where the guy died. The scary lady A’alai was doing her shooty rain thing, and the first death happened. Oh. Well. One down anyway.

Rinse and repeat, and I might take the second down, right? Right. Then the last trio member gets all superpowered, which I was sorta ready for, finger on the decoy totem key cursor pointing far far away from me, but as I ran away, I instagibbed. What? No idea what happened.

Went in again. One shot again without seeing anything happen. I just kinda died when I ran to a certain spot near the top of the map – which wasn’t where the two patches of black mist causing physical degen were (they’d been carelessly strewn near the entrance because I have zero control over what my crazy skulls are doing, but I lucked out with a thin path to run between them to get to the other side… where I kept dying.

Fortunately, the skulls have their own mind and in the short time I had from transitioning from living to dead, they kept taking down chunks of the last boss’ hp. After the third death, she finally died and I was free to move on to Atziri with two portals left. *gulp*

I’d skim-watched Engineering Eternity’s Atziri video once upon a time and -sorta- had a basic grasp on what each phase was… it was just a matter of executing and not dying to all the ridiculous flameblasts.

Turns out decoy totem is a godsend. It attracted a good half or more of the flameblasts, making my newbie dodging life considerably easier. I just kept stutter spamming skulls while dodging like a maniac and trusted they would do their thing. I exploded once with a flameblast I missed dodging.

You know you have zero experience with this when you step back through the portal praying that the boss didn’t reset and would still remain at half health. (Answer: Yes. Yes, she does. Thank god.)

Amazingly. Incredibly. She died.


And I was standing victorious at the foot of my first ever Atziri kill, staring at Atziri-dropped uniques earned-by-me. SSF, all the way.

Pro PoE players farm normal Atziri 100s of times a day like nothing.

And PoE has been power-creeping a lot too, which is a likely explanation for how my characters have steadily built up enough power in their not-fully optimized zero-trading builds over the various leagues.

But from where I’m standing, at the level of learning/progression I’m at… dang, did this feel good.

I actually have a character now that can conceivably kill her (and will head to Standard league intact), which means I have something I can practice with and get more familiar with the mechanics over time.

Some day… Uber Atziri. (lol)

And yet, and yet… I could have gotten SO much more out of Abyss League, if only I had the time. I mentioned the month long break of barely playing because I prioritized one must-do thing over another. Ah well.

The league will end soon, and another fun league will begin. Bestiary is coming and we’ll get to play Pokemon blended with crafting with monsters in PoE. Awesome. I might just do SRS again, if the new Ascendancy change didn’t overly nerf stuff. Or I might go back to my happy Marauder roots. Who knows.


As if I didn’t already have enough on my attention plate, I’ve recently gotten sucked into this recent Minecraft mod, Forever Stranded.

It’s ostensibly a sort of spiritual descendant of the oldie but goodie Crash Landing for Minecraft 1.6, except made by different people, and the previous modpack developer stopped the new one from naming it Crash Landing 2.

Which, frankly, I can see why. Well-designed or fairly balanced, Forever Stranded is not.

It’s distinctly rough around the edges. The quests do not handhold or teach you in gradual fashion step-by-step about mods you may be unfamiliar with; there are gaps in progression and evident assumptions that you already know about the mods or will research them yourselves to fill in the blanks between quests.

The quest rewards range from worthless and “do I have a use for this now?’ all the way to “wtf, how ridiculously lucky is this? I just broke the mod, I think!” due to the option to pick random loot chests containing a vast variety of stuff.

I failed the starting game around 3-4 times, stubbornly trying to work with my original materials sans reward chests, and winding up in very-hard-to-continue on world states of being swarmed by tons of mobs or running out of bonemeal to grow trees and trapped by the presence of way too many mobs for comfort, while overheating and having no source of water.

On one of those tries, the random loot chest offered me some compressed cobblestone (which would shortcut a tedious process) and a second random loot chest. Opening the second random loot chest produced an epic explosion of a set of diamond tools, and an infinite water source block shortly followed.

I sat there in full cognitive dissonance mode, staring at all the proffered items which would blatantly shortcut through the intended difficult grind of the early game, while also fully aware that the difficulty was unfairly hard if you tried to play fair. But then the modpack dev included these rewards so one could argue that it is also intended that you can “cheat” and take shortcuts through the progression if you got lucky?

I ended up with a compromise solution of trying to do it “legit” as much as possible… right up to the point where I was probably going to meet a bad end, and then dug into the chest of wonders to build stuff I needed to get past the early game hump.

And yet, despite the unsmooth not terribly balanced experience, there is something compelling about Forever Stranded.

The magic is in the way it recapitulates the theme of the original Crash Landing. Your ship has crashed. You’re in a desert, steadily overheating and dying of thirst. Survive. Oh, and there’s a mysterious city to the west of your ship that holds treasure and danger… and there’s possibly even more to discover than that besides. Can you make it to the point where you can repair your ship / build a new rocket and blast off again?

The magic is in the gaps between quests that make it a bit of a janky experience, but in so doing forces you to fill in the blanks with your own goals, if you want to get anywhere. (And as we all know, when you’re accomplishing something you yourself have chosen to do, you’re a lot more engaged.)

The magic is in knowing that it’s not that well-put together a modpack and that there will be glitches and oddball things where stuff rubs against the seams and that kinda gives you permission to break it further with any ingenuity you can think of, to exploit whatever you want to exploit because it sure isn’t going to give you a fair deal either. (Early game example, you’re going to overheat a lot. Yet there is a decorative lava/fuel drip made out of Chisel and Bits that registers as a kind of liquid -water- instead of hot lava. So you can actually stand in what looks like boiling hot lava… to cool off.)

The magic is in how -you- tame the wilderness.

Different people come to different creative answers. Me, I eventually put a dome over the whole thing.


Ok, ok, not a dome. More like a glass and cobblestone brick CUBOID.


I am the perfectly safe and snug, if messy, master of all I survey.


Before the dome, there was some necessary, if absurd, domestication of the crashed ship.


Yes, I fit an underground tree in the back compartment. Just in case.

I’m now at the stage of game I like the most. Things are safe and contained, the necessary needs have been met or solved, there’s room to breathe and take on more elaborate building and automation projects to make life easier and easier.


One such plan half in motion is to extend a covered sky bridge all the way until I hit the city in the west, which I can then use as a base to more thoroughly explore and comb through the place with a fine tooth comb.

The sky bridge is also going to be a nice garden/tree planting spot for the various tree species I eventually collect…

…though the 2×2 jungle tree in the picture above was more of a “I need a vast open space to grow this ASAP, oh yea, I have that outdoor project going” emergency. (It got chopped down. I needed the jungle wood to grow cocoa seeds in a more controlled fashion.)

Long story short, Minecraft is also taking up mindshare.

Tale 8 of A Tale in the Desert is fast coming up; I still haven’t decided if I want to commit one way or another.

I haven’t played Warframe in -forever-.

I meant to re-try Trove with the gaming proxy service I’m now subscribed to, no thanks to jittery and unpredictable ArenaNet servers, to see if I have a better experience with Trion’s servers.

I read one too many Blizzard emails offering me free Hearthstone packs for one festival or another and installed it on a whim, only making it past the tutorial.

I actually bought Starcraft 2 when it went on sale the other month, and haven’t even started the first mission, having promptly forgotten all the story of the first game last played decades ago. (Maybe I should buy and re-play the remastered one first? Yeah, right, like that’s ever going to happen between all the games I’m already playing…)

I still need to catch Rayquaza in Pokemon Go.

I was thinking of and eyeing a PS4 Pro console if the price is right during one of my country’s ubiquitous IT fairs – the first of which is coming up in March – in preparation for Detroit: Become Human. (Nor have I played Beyond Two Souls yet.)

You know what… The hell do we need more marketing for?

Just find me more fuckin’ free time. Thanks.

The SAD Project – Day 5 – Mooning Around

Low effort post today.

I -was- intending to write something exuberant about the impending WvW improvements, and how it might be a great time to join the gold rush and get back on the WvW bandwagon.

But I feel drained as all hell after raid night tonight.

I don’t even think it was the raid mechanics per se, even though there were some substitutes into our regular team, and the regulars were on different classes and playing different roles, hence some minor struggle and unfamiliarity.

I think it was simply three hours of exposure to a very exuberant extroverted personality. As an extreme introvert, just -listening- to someone talk my ears off drains the hell out of me. Tonight just felt a bit worse than most nights.

No real reason. Maybe I drained a bit too much social energy at work or with the family over the last couple of days. Maybe I shouldn’t have tried to spam multiple fractals yesterday, upping my MMO social exposure. Maybe I’m just a touch sleep deprived.

All I want to do is crawl into a quiet dark room and spend time with myself to recharge.

A quick foray into Minecraft: Space Astronomy seemed like a better idea than being overwhelmed with future planning, potential builds and overladen inventories in Guild Wars 2.


Bird’s eye view of the modest moon base, via jetpack.

I solved my light problem. Instead of glowstone torches, I used the glowstone block itself, using the Chisel modpack to shape it decoratively with a color, and then cut it up into teeny tiny nodes with a Forge Microblocks saw.


One glowstone block produces 32 mini-nodes that take on the characteristics of the parent block, that is, they glow just as brightly.

Huzzah, I have my new oxygen-independent torches.


Mostly, I’m hanging around on the moon, wandering in different cardinal directions trying to look for a deeper than normal crater. This indicates the entrance of a moon dungeon.

A moon dungeon is a fairly simple linear affair, interspersed with a couple of mob spawners in certain room


This was a nice change of pace. The evolved skeleton, as skeletons do, shot an arrow into the evolved spider, while both were trying to get at me.

They then turned on each other, and I hung around the corridor, watching the new entertainment show – Skeleton vs Spider: Low Gravity Fight!

The skeleton would shoot slow arcing arrows, affected by low gravity, at the spider – some of which hit for 1 damage and knocked the spider back, and some of which missed entirely.

When the skeleton missed, the spider would skitter around and then pooounce at the skeleton in slow motion low gravity and hit the skeleton for *2* damage.

This gave the spider a fighting chance, but alas, it was not to be, the skeleton managed to hit more than it missed, and the spider died with the skeleton at some 6hp remaining.

I appreciated the ease of cleanup though.

spaceastro4At the end of the moon dungeon, an Giant Evolved Skeleton boss lurks.

It has some 134-150hp or so, and can grab you while in melee range to throw you backward into the walls (or the lava pillars in the corner, supposedly.)

Fortunately, my armor at the current time is a little heavier duty than the skeleton can penetrate, and a jetpack in low gravity can quite easily move away from any potential danger after being thrown.

I fought my first at range, with a very slow drawing bow. But tonight, I was feeling lazy, so I just soaked the hits and flew back to thack the boss on the head with a sword that did about 11 damage at a time. It eventually died.

The treasure chest at the end is supposed to contain either schematics for a moon buggy, or a Tier 2 rocket.

I really want the Tier 2 rocket schematic.

Naturally, this means of the two moon dungeons explored, both end chests produced moon buggy schematics.

*sigh* more dungeoneering awaits.

Modded Minecraft – SPPAAACCE!

Yeah, it’s been three weeks.

It’s taken me that long to blast off.

I saw over at MassivelyOP that Syp wrote a little article about Wynncraft, a free MMO made from Minecraft and a lot of modded love. I vaguely entertained the thought of checking it out… a thought that lasted until 25 seconds into the trailer, and the cheerful advertised feature of NEW ITEMS with walls of multicolored text, NEW DUNGEONS and NEW QUESTS with NEW REWARDS.

Don’t get me wrong, I’m sure this appeals to quite a few people, primarily the ones playing most MMOs, so it’s probably the right message for the right audience…

…but it really kinda hit me that I’m no longer in that audience.

Uhh, no more rainbow text incrementing numbers on items that get better and better please. New dungeons mean nothing, nada, to me. -More- quests?! To fetch one item or another or kill mob XYZ? For cosmetic rewards?

And to do this with a flock of too many players, all going at speeds and a pace faster than I likely can manage? Nah.

It’s great that some people managed to mod Minecraft towards how some players like their games, MMO-style, but modded Minecraft to me is always going to be a personal playroom where I can progress at my own pace, and not feel embarrassed by the far more ambitious builds of other players.

It’s where I can ignore the stated goals of the modpack, to amuse myself for a night or two, ad-libbing a modest chicken farm.


Without having to worrying about crashing a server or impacting someone else’s gameplay performance.

Chickens lay eggs. A vacuum chest from Ender IO sucks up the eggs.

An item conduit, also from Ender IO, passes the eggs in the chest along to a vanilla Minecraft dispenser.

Rather than set up a complicated, bulky and messy redstone circuit vanilla-style (which I barely understand anyway), a Redstone Clock from Extra Utilities does exactly what I want it to do and no more – emit a one tick redstone pulse every second.

This triggers the dispenser long enough for it to chuck out an egg.


Thrown eggs either crack and vanish, or hatch into a baby chicken.

Voila, ever-increasing numbers of chickens.

Every so often, I wander over, notice that the entity count in the area has risen up to the 100s, and manually flick a lever, that turns on the Minefactory Grinder hidden in the hole in the dirt at the back, powered by a simple Stirling Generator from Ender IO.

The grinder culls all the adult chickens, leaving only the babies, and stores feathers and chicken meat in a chest, while pumping out the essence (liquid XP, essentially) into a portable tank.


The extra essence is handy for powering an autospawner/grinder I finally got off my arse to build.


I remain absolutely tickled by the ghast, squished into the little cube space.

The cobblestone monstrosity on top is my very lame attempt at building up some free essence by provided a dark space for mobs to spawn. It doesn’t work as well as I’d like.

For one thing, it’s very small, mostly because I -hate- building this type of structure.

For another, I was experimenting with conveyor belts instead of vanilla water to push mobs, and it doesn’t seem to work as well. The occasional mob falls, but not in terribly high quantity.

Then there’s all the land area around me, which also provides ample space for mobs to spawn on the ground, instead of the defined cobblestone area.

I actually had a creeper accident once from a mob that snuck up behind me, and I had to dig a small moat/wall to fend off future explosions.


RIP plans. Effing creepers.

The actual structure of the autospawner I kinda like, though it’s very cheap and flimsy. At the time, I didn’t have the materials for more blast-resistant materials or glass, so I made do with what was available. ie. Cobblestone.

A 9×9 internal cube of air, framed by walls, and a Minefactory Reloaded Auto Spawner in the middle. You set it to spawn specific mobs, by placing a Safari Net of the mob in question inside, feed the machine Redstone Flux power and Essence, and badabing, mobs appear.


A Grinder at the front chops them down, one by one, storing their drops in a chest, and pipes/conduits pump the essence into a holding tank, which feeds back into the Auto Spawner.

It does cost more essence to spawn mobs than is produced by the grinder grinding them, so that’s where the spare chicken essence comes in handy.

At the moment, changeover of mobs is handled manually, by me chopping a two block high hole in the glass after the mobs have ceased to spawn and running inside to change safari nets.

(It does occur to me now that I could easily set up an item conduit chain triggered by a redstone lever to pull out the existing safari net and push another safari net in… I guess that’s a project for another time.)

This is what I find fun in modded Minecraft. I set up some very simple machines, with lots of manual input gaps in between, and then slowly improve them over time, perhaps finally achieving full automation one day.

It’s very modest “programming,” but I like that I have full control over the various iterations. It’s -my- machine. If I played in a server with other people, there would be other people’s machines (which I might be able to use, but not set up according to my brain’s logic) and that would push the pace to a group progression pace, rather than solely mine.

Here’s the other thing I LOVE playing around with:


Buildcraft Quarries.

These things apparently can play havoc in multiplayer servers, causing lag from chunkloading or flowing water (allegedly) but in singleplayer, it’s mine, ALL MINE, to dig gigantic rectangular open pit holes in the ground.


I just love watching them go.

They set up a rectangular frame around the area you specify with landmarks, chunk load everything for you, and then the quarry head moves systematically back and forth like a dot-matrix or 3d printer, except it digs out cube by cube EVERYTHING.

Screw branch mining. Forget about manually chopping out stairwells and teeny tiny tunnels.

Just RIP IT ALL OUT OF THE EARTH, cobblestone, dirt, ores and more.

It’s a hoarder’s dream.

Again, I started modestly, powering the quarry in the overworld with an improved windmill, some solar power, and pulling out the excess dirt and cobblestone from the chest into some compacting drawers.

Then I added the tiny Big Reactor, and the quarry went WHOOSH with a sudden influx of 1000+RF/tick.

To avoid making too many gigantic holes where my base was, I graduated on from using the overworld and moved on over into Aroma1997’s Mining Dimension, a flat grassy dimension solely for the purposes of mining.


The compacting drawers became Deep Storage Units, capable of holding 2,000,000,000 of one type of item. (Next project: add more DSUs for gravel, limestone, andesite, diorite, the works.)

Several gazillion distractions later, I did eventually start in on the Space Program.

It was very different from how I normally play modded Minecraft.

Instead of just winging it and building simple stuff and then iterating on it as the whim takes me, I found that I had to start planning a lot.

Y’see, the problem was, once you go into space and land on the Moon, the issue becomes the title of Klei Entertainment’s new game. Instead of “Don’t Starve,” it becomes “Oxygen Not Included.”

Well. Crap. Spending all that effort to build a rocket, refine enough fuel to blast me into space and to the moon would SUCK if I promptly suffocated to death 30 seconds later in low gravity.

So I needed to learn about the machines the Galacticraft mod provided to solve the Oxygen problem. Everything from portable oxygen gear, to Oxygen Collectors that collect oxygen from leaves, to Oxygen Sealers that would only work if inside a sealed room, had to be researched and then built painstakingly.

Oxygen-providing machines need power to function. So now I needed to think of ways to create sustainable power while on the Moon.

Solar power was one avenue I went up explorimg for a while, scaling up to some four Advanced Solar Generators from Mekanism feeding the maximum capacity Capacitor block that held 25mil RF.

Then between one wiki reading and the next, I learned that on the Moon, day for like half of the moon phase, and then it becomes night for the OTHER half. For a real world hour or so.

Uhhh… Visions of the moon base failing and running out of power and oxygen just as the world got dark and evolved creepers and zombies started spawning across the land flashed in front of my eyes.

Multiple redundancies sounded like a good idea. Culinary generators? From wheat? I’d have to grow them. Generators fueled by charcoal? From trees? That would be grown? Hmm… I needed something cheap, compact, and sustainable.

The first moon base would be really small, so as not to tax the Oxygen Sealer, and consume too much oxygen…


A couple days of Google research later led me to this beauty.

Ender IO’s Stirling Generators are one of the cheapest to build starting generators, but upgrade fairly respectably when kitted out with an Octadic Capacitor upgrade. They can burn solid fuel like vanilla furnaces, coal, charcoal, and -lava buckets-, while not consuming the iron bucket itself.

Minefactory Reloaded has a Lava Fabricator machine. A bucket of lava in a Stirling Generator produces more than enough RF for the fabricator to make a bucket of lava. Ding ding ding!

An Ender IO Fluid Tank is capable of auto-filling buckets of lava, if an empty bucket is piped into it.

Some item conduit tweaks later, the iron bucket automatically goes into the Stirling Generator when full of lava, and gets spat back into the Fluid Tank when empty, whereupon it fills up with lava again, and pops right back into the Stirling Generator, in a loop that produces excess power once the whole system fills up with lava.

I built lots of prototype machinery in the overworld to test. There was a grand checklist of items – Power, Oxygen, Food, Wood, Base Materials, etc – I’d have to bring to the Moon, because the moon wouldn’t have any of this stuff.

I was getting more paranoid than NASA.

I even backed up my save (hoorah singleplayer) before I started blasting off, just in case.

It was a good thing too, because a stray zombie jumped me 5 seconds into the countdown, and managed to kill me, JUST as the rocket blasted off (without me) into space.


Lesson learned: Do not blast off at night, without any fences to keep mobs at bay.

Paranoia rewarded. One backup save retrieval later, I slept in a bed to switch it to daylight before blasting off.


The Space Astronomy modpack is pretty nuts. First time seeing this menu, ever. Lots of planets to visit, requiring higher and higher tiers of spaceships. You can make a space station too, orbiting the overworld…


…but it’s the Moon landing we’re headed for, this first go around.


My first ever moon base, a very modest rectangular room made up of stone bricks and concrete blocks. (Brought the bricks just in case the concrete wasn’t recognized as a solid block by the Oxygen Sealer.)

The “airlock” is basically two solid blocks of moon dirt on the left side, leading into a shallow tunnel, sealed with another two solid bricks as the outer door.

There are actual proper air lock blocks and controllers in Galacticraft, but they require meteorite iron, which can only be found on the moon.

There’s oxygen in the room, as indicated by the torches staying alit.

It was rather unnerving the first time around, because I realized through actual firsthand experience, that the vanilla Minecraft torches would not stay lit in an oxygen-free environment. (Well, duh, in retrospect.)

There was a lot of building in the dark and stumbling around placing initial blocks, while praying no mobs snuck up.

Fortunately, the redundancy in planning worked, and the lava-fed stirling generators produced enough power to keep all the oxygen machines topped up for good, and then some.

There was a small amount of panic at the discovery that the Oxygen Collectors were not collecting as much oxygen as tested in the Overworld, because there isn’t oxygen in the atmosphere to collect.

My elite gas tank that I prefilled with 512 buckets of oxygen was diminishing to the 400s as I worked.

Apparently, I needed a lot more plant material around, so I grew lots of wheat and a few oak trees to shear more leaves (yay, I remembered to bring shears) to line the space near the Oxygen Collectors.

Some more tweaks and repositioning of input and output to the gas tank and pressurized tubes later, I was finally getting positive inflow of oxygen to send the gas tank numbers rising, instead of falling.


All in all, things went well, all the essentials were stabilized, even without needing me to set up the solar power generators. Likely those will have to go on the outside, when I construct the rocket launch pad to get back to the overworld.

The major thing I missed in my plan though, was LIGHT.

I had no clue the torches would extinguish without oxygen. This makes mining for moon ores nigh impossible right now. I can only walk the moon’s surface during the day, looking for fallen meteors for meteoric iron.


No finding the moon dungeon for me.

Soon, it’ll be time to build the rocket launch setup back (yes, I remembered to bring fuel, and a fuel loader… I think) and I will need to think on the light problem.

Glowstone torches work, apparently, but glowstone is really annoying to come by. Grrrr.

On the bright side, at least I’m not dead before the moon base got set up and stabilized into sustainability.