Minecraft: Regrowth – We Have Liftoff!

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It figures. I just have a tech kind of mind.

Magic mods a plenty in this pack, and I just haven’t gotten deep enough into any one of them to do the flying thing.

Or the buffing with magic potions and brews thing. Or the fighting badass bosses thing.

All I do is run around, harvest crops aimlessly while watching Netflix in the other screen, and wonder what to do next.

Somehow, it occurred to me tonight that I wanted to fly.

And Mekanism has a jetpack.

Perfect.

Some machinery and messing with gas tanks later (it’s fueled with hydrogen gas, that one gets by separating water into hydrogen and oxygen), I now have lots more freedom to move in the z-axis.

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Bird’s eye view of the base, with farm compound on the left, an artificial mini-lake area that is housing my basic attempts at Forestry tree-breeding (we need the ocean biome climate for bees to function, hence the weird outcroppings over the ocean) and the more haphazard original machine-centric starting area on the right.

I’m in a bit of a weird place right now with most of my games, and Minecraft is no exception.

I feel like I need a more focused goal, except that I can’t really decide on anything, and I’m afraid of deciding on anything because I know it’s going to take a lot longer to complete than I’d like and involve too much focus that I can’t spare right now.

So I avoid declaring that I’m going to do my second map complete in GW2 or build a dedicated room/area/building to properly and fully explore a Minecraft mod like Thaumcraft, Botania, Blood Magic or Mekanism…

…and instead run around for an hour or two, collecting resources of all types and chucking them into storage, awaiting the later half of the year where I can -hopefully- throw center focus back on gaming again.

On the bright side, I am seeing visible progress on the long procrastinated-on decluttering project. Still not as quick as I’d like, but we -are- talking about literal decades of stuff fossilizing and moldering in place and insufficient hours in a week (after work, raids and dailies) to attack the mess.

Ah well, it’s gonna be like building a Legendary in reverse. A little here and there, with occasional bouts of focused effort.

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Minecraft: Regrowth – Couple Steps Forward, Couple Steps Back

I’m not sure what possessed me, but I spent most of the last few nights making the second level of my to-be modern farm looking pretty:

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The stairs down, courtesy of stone bricks stairs and stone brick slabs.

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The second floor with 12 crop beds in various stages of complete.

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The stairs leading down to the next floor, which has barely been dug out yet.

It took a frightening amount of time to decide on nice textures. As in, practically the whole night and then some.

The Chisel mod for Minecraft allows you to make common items like dirt and cobblestone and stone into other blocks with a vast array of textures.

There was a lot of stopping and starting and test-laying of “hrm, is this pretty?” blocks in a row, before I settled on Compressed Cobble-Dirt for the square frame marking the growing areas, and filling in the extra perimeter space with Polished Stone Bricks, lighter in color than regular Stone Bricks.

I actually hit a small watery alcove to the outside in the far corner, and decided not to brick it up entirely. Going to lay in some clear glass eventually and have a window that will let me see if it’s day or night.

The sprinkler system isn’t all the way in yet, but I extended the water tank into this layer and I -think- it will work.

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But then again, what do I know?

My old growing hall has finally hit a snag. Apparently, there is a limit to the horizontal distance that water will travel down these irrigation channels.

I painstakingly made Osmium Seeds the other night, which will eventually produce a metal I need for progressing further into the Mekanism mod. Only to discover that my sprinklers, well, aren’t sprinkling well.

The last sprinkler has a tendency to dry up and not sprinkle. That’s the sprinkler that’s supposed to speed the growth of the Osmium crop.

To make matters worse, checking on the water tank outside revealed that the water was getting sucked out faster than the one poor pump could replace.

I tried a stopgap measure of stacking the wooden tank blocks up to make a bigger water tank, and replacing the piping with a Mekanism pipe with better flow rate (all the better to drown you with, my dear):

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I seem to have made matters worse. The water just whooshes out of the water tank now.

Apparently growing some 50+ crop types with two sprinklers per crop goes through a high water volume. Who’d have thunk?

I am now debating with myself if it’s worth making a few more pumps to see if I can refill the water tank fast enough.

The alternative is figuring out whatever clever means of redstone or Buildcraft programming is available in this mod to shut the irrigation channel valve periodically, say, whenever the water tank is empty, so that the pump can fill it, and to open the valve to activate the sprinkler system when the tank is full.

Or it could make my head hurt and I’d say fuck it and use the manual route of accomplishing the same thing. Which is to just flip the lever that is currently next to the irrigation channel valve on and off, whenever I walk by or want to regrow some crops after harvesting. (After all, it is a bit of a waste to have it always-on when I barely harvest any crops most of the time.)

Either way, it’s still not going to solve the issue of reach, though.

So the other solution is to make a secondary water tank somewhere in the middle of the growing hall, and maybe install a pump system to fill -that- tank up. Maybe that’ll take some of the pressure off.

Who knows. The only thing I do know is that it’s going to take more than one night to resolve.

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The really casual bee breeding continues. I extended out the platform to accommodate more Apiaries.

After perplexing myself with one too many hybrid bees, I managed to force myself to sit (or fast-forward) through a few longwinded Youtube tutorial videos.

While I still don’t really have a clue as to the more industrial, automated parts of bee breeding yet, my take home was that if I was going to climb up to more sophisticated bees, I was going to need some hives producing pure stocks of the lower-rung bees.

So that’s what I’ve been trying to do. For every variant of bee currently in my possession, trying to force them to breed true to each other. And then using a few of those spare bees in crossbreeding attempts to get them to the next rung of bee tiers.

It is still not terribly easy going.

Mostly because Princesses and Queens are limited, I think. As far as I can figure out, you have to pull these breeder bees from wild hives, and I’ve depleted every wild hive in a fairly large radius around my base already.

If I want a pure breeding stock of one line, that’s one Princess/Queen dedicated to the job. That means no more Princess/Queen to crossbreed into another line.

Then I have to breed/mutate a new Princess/Queen up to the same level in order to crossbreed beyond…

…unless I’m missing something. Which I could very well be.

Oh well, live and learn.

Minecraft: Regrowth – The Expansioning

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There’s something about Regrowth that checks nearly all my boxes.

I really like the feeling that I’m solely responsible for populating a nearly barren world with life again, similar to a skyblock, minus the scary stress of falling off a floating island into the void or feeling obliged to put down a -floor- everywhere.

Not to mention, if you gave me creator responsibility for floors, they’ll wind up all flat, because I’m lazy, and I’ll go for the easiest way out.

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Adding trees and grass and plants and flowers organically though, that I can do.

There’s something special about wandering through the dark night and dull brown wasteland and being able to find your way back to your base, because it is the only brightly torch-lit green and growing oasis in a sea of cracked sand.

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It’s the best of both worlds – ample room to spread out (just takes a little filling in and landscaping) yet it bears the stamp of something intensely personal and handbuilt.

I’m especially fond of how organic the process is, since I’m not much of an aesthetic builder. I clear room for myself because I want to put something functional there.

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This tiny outpost across a short sea channel from my original base? Placed there once upon a time for the purposes of Enderman hunting, because I couldn’t find any in my carefully dug moat-surrounded well-lit compound.

Regrowth being Regrowth, I have crops for that now.

It makes you invest effort gaining the initial resource to make the seeds. Then, after the growing and breeding process is past, you’ve unlocked the key to nearly infinite resources… given sufficient planting room, some means of coaxing the crops into growing quickly, and ways to harvest them.

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A dinky little growing and cross-breeding chamber is soon outgrown and obsolete.

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Which leads to something slightly more ambitious… except that further expansion space has been blocked by another room existing behind said wall…

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And so we expand into the next room, dug deep into a convenient side of the mountain (the tallest around, a rare sight as one happened to spawn in a Mountainous Wasteland biome, surrounded by ordinary flat Wasteland and Ocean and Beach biomes.)

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Which has, over time, become one VERY long, sprinkler-fed hallway containing every crop discovered so far, a precious underground seed bank in a mountain bunker far from harm.

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Outside, an incongruous sight floats, against the background of my little hobbit hole in the side of a mountain.

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Functionality overtaking aesthetics, as is the case of most of my machines. I’m unfamiliar with most of the things I try, so it’s all about just getting them to -work-. Functional = success, as far as I’m concerned.

An Agricraft wooden water tank was initially built and expanded, in the hopes of catching sufficient rain. It soon became obvious that neither it, nor the Railcraft water tank originally attached to it, was going to cut it, hence the installation of a Buildcraft pump, powered by three cheap ‘free’ wooden engines, pumping water from a 3×3 infinite water source.

Even the world’s longest crop corridor turned out to be lacking, in the sense that it wasn’t generating sufficient quantities of desired resources.

The second generation, slightly-more-modern, perhaps-one-day-automated farm, became a project on a somewhat more ambitious scale.

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Not even the slighest bit complete, the originally intended building for one’s house/base/inventory storage has been taken over by a sudden spurt of interest in unlocking bits of Thaumcraft4 (hence the magic workbenches visible in the farm.)

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The ground floor has now been hijacked for Essentia distillation and housing in Warded Jars.

Walking to the modern farm compound from the original hobbit hole base is a short trip through several naturally occuring caves.

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Just a couple days ago, I finally installed a functional cobblestone bridge after getting tired of sinking into the deep water of this half-submerged cavern.

The cave before this one used to  be smaller, but got hijacked as an underground peat bog while I was on a peat-fired engine Nether quarry phase.

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Which then got widened out further and little wood frames installed to make harvesting peat slightly more convenient, without getting randomly washed around by the water sources necessary for making peat.

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I’m now in a minor bee phase. It might be my first serious attempt at exploring Forestry’s Bees and Magic Bees and Extra Bees mods.

For now, it’s very low tech, taking up the room previously occupied by some lower-end machines and pipes, but ill-formed plans are already spinning around in my head to develop things on a slightly grander scale.

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The machinery, meanwhile, has moved slightly further inland.

I made a very low-power input system for squeezing crops into fruit juice, which then goes into a fermenter to produce biomass for a biogas engine. (Except the squeezer which used to be there has now been hijacked to produce Seed Oil elsewhere.)

Progress has been more satisfying ever since I realized I’d actually unlocked steel ingots, which then opened up the Mekanism mod, a source of a lot more predictable and reliable tech machines and pipes and RF cables that work much more like the Thermal Expansion or Ender IO stuff I’d gotten spoiled with in prior modpacks.

(I’m sure Buildcraft pipes have a lot more sophistication I’m still failing to appreciate, since there are apparently gates that allow for some really complicated and specific programming.

But you know, most days, you just want your tap to work when you turn the faucet knob and don’t really feel the need to -have- to program an Arduino-controlled garden sprinkler cum fish tank aquaponic system just to get some water.)

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There’s still plenty of room for haphazard machinery, of course. Mostly brought on by the fact that I don’t actually -have- that much -safe- building space, nor much of a plan where machinery is concerned.

In the foreground is a legacy experiment to process Oil into Fuel. Said Fuel was successfully produced, and then hoarded, since the original resource is limited and I don’t like non-renewable power.

Somewhere in the center is my slightly larger 2×2 Liquid Fueled Firebox at the base of a steel 2x2x3 High Pressure Boiler tank, with some parts cannibalized from my original mimum size experiments with liquid fueled boilers.

The really nice thing about it is that it burns up Creosote Oil, an otherwise nigh-useless byproduct of Coke Ovens, which I use to make Coal Coke (necessary in the process of steel-ingot production) from an absolutely renewable source of Coal grown from Regrowth crops.

It produces a sizeable quantity of steam.

This was originally directly hooked up to an Industrial Steam Engine, except that I noticed a fairly noticeable quantity of Creosote Oil was being burned up to heat the firebox to steam-producing temperatures, and that the Engine wasn’t quite coping with the amount of steam produced and was threatening to overheat, necessitating the steam supply to be shut off and left in the boiler “wasted.”

Enter the fairly ambitious (for me) Steel Tank project to hold a large quantity of steam in reserve.

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This multi-block structure can hold up to 10,976 buckets of steam. (And yes, I ran out of space to put it, and thus decided to float it.)

It can probably power a whole array of Industrial Steam Engines, except that I’ve still been too lazy to make more, nor do I have the need for that much more power just yet.

It’s likely just a matter of time though.

Minecraft: Regrowth – Expanding

On the Minecraft: Regrowth front, it’s been more expansion and progression down the HQM book, though I’m getting to that stage where the HQM quests stop handholding and I start cudgeling my brain and running out of ideas for, “Well, I could do anything I want, but what do I really want to do NOW?”

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My little hobbit hole is still functional, if cramped, for now.

I finally got to the point of discovering storage drawer controllers, which make sorting out all the little pretty items much easier.

Eventually, down the road, I expect that one could automate the whole chain of growing things, harvesting, sending them along pipes into a drawer controller which feeds into a giant storage drawer wall of everything-you-could-want (that is, until Applied Energistics comes along with their inventory system.)

I live and work so primitively and manually that I often find myself making things I don’t have an immediate use for right now, like the worktable just sitting up on the ceiling. I’m -sure- I’ll eventually have use for it, assuming I remember I have it, but eh, I don’t really have that many recipes I’m repeating right now, beyond a lever, a piston and some magical crop food that have already been stored in the picture frame thingummies.

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Function a little limited by form. I made a second drawer controller system for flowers and dyes and seeds downstairs in the experimental breeding chamber. Would it be nicer in one single gigantic storage system? Maybe. Possibly. But it would also mean a gigantic wall of drawers that my hobbit hole can’t exactly accommodate right now.

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It was made somewhat brutally clear that in order to get Mutandis to experimentally mutate through different plants to collect all the possible specimens, one was going to need quite a bit of Mandrake.

Problem is, if you pull Mandrake by daytime, they come alive and become a little annoying mob that creates nausea and screams horribly into your ear.

I’d figured out by chance that keeping them in a pit helps to limit all the crazy running around chasing after them, and watching a Youtube video suggested the clever idea of using Punji sticks as mandrake killing traps (they like to run towards you and screech, so you can pull them places.)

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A coincidence of sorts, I’d made a little chamber under this room because I’d previously found a rock hive while digging out stone to replace it with dirt for the crops. (The flowing dirt seems to be some kind of texture bug with an Agricraft water pad, but I kind of like the effect as it sort of hides the pit.)

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Inside the pit is a little safe zone for me to climb up and down with ladders, and at the far end, a little tunnel that connects to the Mandrake growing zone, filled with Punji sticks.

Basically I can cut down the whole Mandrake zone with a few Scythe swings, and then race up the ladder leading out of the Mandrake area and down this ladder into the pit. Any live Mandrakes that have been humping the walls screeching realize they can path right to me via the tunnel, and run through many many spiked punjis, conveniently falling over dead by the time they get to or near me.

Since I made a Ring of Magnetization via Botania some time ago, even if they fall over dead further away, the delicious Mandrake crop that is looted off their dead bodies floats right to me regardless of which trap offs them.

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Further along, I improved my mushroom and nether wart growing corridor from lazy pitch black 1 person-wide tunnel risking mob spawns and blocked by a door to a small low light growth chamber.

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Me attempting a little primitive aesthetics, while wondering if it was possible to block the brightness of light emitted by torches with a semi-translucent block or microblock. I ended up with stained glass microblock covers over an empty square with a torch in it.

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There’s a page of the HQM quest book devoted to creating life from Spawn eggs.

So I had to improvise little animal holding pens/zoo/stables thingummies.

At first they were just stone chambers with fence and fence gates at the entrance, but the opaqueness of the walls annoyed me. I wanted to be able to look through the pens and see what was being kept as I walked by.

I was debating something with glass dividing up the chambers, but some experimentation later, I couldn’t really find a good shape that would take up exactly the middle point of the block beyond a microblocks pillar or post.

Couple this with the madness of clucking chickens and baying cows doing their best to cross pens (the grass looked greener on the other side, presumably), I soon gave up making it perfect and just went for something, anything, vaguely fence-like and got out of there.

I count my blessings that no one has modded in chicken shit and cow dung yet in Minecraft (not in this pack anyways.)

Can’t seem to find a noise muffler block in Regrowth, sad to say.

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Ok, this might be slightly inhumane, but well… it keeps them easily accessible for trades!

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I’m contemplating some kind of see-through monster tank/specimen chamber for the other side. Part of said quest line is to make things like Spawn Zombie and Spawn Creeper eggs. Not sure what I would do with those really. It’s not like they’re really endangered species…

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The crops chamber has stood up to massive expansion, thankfully.

Presumably one day I’m either going to have to rearrange some of them so that they make sense (flowers together, metal crops clustered somewhere else, etc.) or make an even larger chamber to grow squares of crops and pipe them all to a big storage wall somewhere…

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Machinery experiments have been haphazard.

It’s been one Forestry machine after another (Carpenter, Squeezer, Centrifuge, Fermenter, etc) and the odd grey Rolling Machine all opportunistically hooked onto anything that supplies RF power.

The garishly candy-cane colored pipe is a quartz kinesis pipe that transports said RF power.

There’s a starter Hobbyist’s Steam Engine behind that mess somewhere, which I was initially using, and then swapped over to the multi-block steam boilers feeding into a more intermediate steam engine version in the background.

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More garishly colored Buildcraft pipes, along with my absolute disregard for linear systematicity.

On the left is a steam boiler consisting of a low-pressure tank block and a solid fueled firebox, and the right is a low-pressure tank block coupled with a liquid fueled firebox.

I’d been working desperately to try and get to the liquid fueled one, because I’d been accumulating a LOT of creosote oil from the coke oven, but progression-wise, the solid fuel one had to come first.

In the end, well, why waste either?

Both are temporarily still manually filled with water and the desired fuel. I’m still looking for the equivalent of an RF storage in this modpack – I’m used to not wasting RF power and storing it all up in a RF cell of some kind – before I start automating it all.

The neon green extraction pipes are emerald fluid transport/extraction pipes – one step up from the wooden extraction ones – that pull a fluid out of the block’s inventories.

In this case, they’re pulling Steam and feeding it into the Steam Engine (blue thing in the center), which then converts the Steam into RF power.

Said RF power is then being pulled out by the neon green kinesis pipe version and fed into the mini-network of rather haphazardly linked machines.

Oh, and the bright yellow pipes are gold fluid transport pipes, which are the more efficient fluid transport versions.

Having been completely defeated in my attempt to hook up the white quartz kinesis pipes adjacent to the green fluid extraction pipes so that the RF power could power the extraction, I threw my hands up and stuck Wooden Engines (with lever attached) onto each and every one of the green pipes. Now they will go and keep going and I don’t have to think about it further, beyond how ridiculous the whole thing looks.

(You may safely ignore the cactus. The cactus is for the bee hives. Turns out the edge of this cobblestone platform was conveniently reaching over into the Ocean biome, which has a conducive temperature/climate for normal-ish bees, and I just used the most available ocean biomes squares I had left.)

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Yet another primitive and garishly ugly attempt for me to work through and understand the various machines involved in this cycle.

The block on the left with a whole bunch of Wooden Engines sticking out from it is a Buildcraft Pump, pulling water out of a 3×3 infinite water source.

It is pumping an unlimited supply of water into the (currently green) Combustion Engine, which is supposedly one of the top tier engines of this mod.

Cos if you don’t and it runs out of sufficient water coolant, it goes boom.

Or so they say.

I am frankly not interested in finding out (there’s already enough craters in this ‘ere blasted wasteland), hence an infinite water cooling system first of all.

Said Combustion Engine can run on Oil, to produce RF power, but inefficiently. It does better on Fuel.

In order to convert Oil into Fuel, one needs a Refinery (the red gizmo) and to power it with RF.

Hence the tank of oil on top of it, to constantly feed oil into it. (Much to my exasperation, the pipe was incapable of delivering oil via gravity, and thus yet another clunky emerald fluid pipe with a tail of Wooden Engine+Lever was attached onto it.)

The converted fuel is then extracted into another tank, by way of Emerald Pipe+Wooden Engine+Lever contraption. (Can I shorten it to EWEL from now on?)

One can feed the Fuel back into the Combustion Engine to keep it going, but I’m sitting back on joining more pipes and larger tanks to this for now, mostly because I’m still looking for something that can store up all the RF energy produced.

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I pumped up the little oil pool on the left into the big tank too, by the by. I was getting tired of falling into it accidentally and trying to clamber out of it, with its quicksand-like properties.

Turns out it didn’t really have that much oil in there, but well, some is better than none.

I’ve seen much larger geysers and spouts of oil, while exploring out on the ocean, but I’m not 100% sure how I’m going to collect those, beyond a gigantic ugly kilometers-long golden pipe floating in the air and leading to an impromptu pump platform by the spout… I suppose I could lay it down on the ocean floor for a little more authenticity…

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This part of the outside is devoted to machines that look a lot less rainbow.

The red brick Bloomery Furnace creating Wrought Iron from Iron is in the foreground, the Tinker’s Construct Smeltery behind it with casting basins and a casting table, while the multiblock Blast Furnace for making Steel out of Wrought Iron is on the left.

Mariculture’s Crucible Furnace, hastily automated via hopper and adjacent ingot caster, is just beside the Blast Furnace.

I’m starting to run out of easily reachable short-term goals, which is a little bit demotivating.

Everything I consider doing next seems like it’s going to take a while.

I still have magic seeds to create via runic altar and grow, but collecting the requisite components is a rather tedious multi-step process. One has to find the ingredients, operate and power the runic altar, dig out further expansion in the seed chamber, fill it with more rows of garden soil and crop sticks, etc.

I can make more spawn eggs of different creatures, but ditto, it’ll also involve a lot of runic altar creation, digging out chambers to house the creatures, and so on.

I could make an upgraded automated farm, but that would mean finding the space, digging it out, laying in the blocks, growing stuff, automating it and hoping it works…

Maybe I’ll run around in the Nether and hope I can find Nether Copper Ore for the next quest in my HQM book… except I’ve already searched the area around my portal in a 50-100 block radius and can’t seem to find any…

😦

Guess I’ll have to think on this a little more.

 

Minecraft: Regrowth – First Thoughts

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Minecraft: Regrowth is a modpack with an interesting premise. You awaken in a wasteland of nothing, dead trees, dead rock, dead everything.

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If you’re lucky, you find a pool of oil near your front doorstep / spawn point.

From this auspicious beginning, your task (if you choose to accept it) is to bring life back into the world.

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That mini-forest and grass patch is entirely man-made.

It’s a modpack that doesn’t believe in hardcore pwning you the minute you walk out your front door (which is a very strong point in its favor after trying out mods like Crash Landing or Void World, where I tend to lose patience with urban city fighting fending off an army of crazily modded zombies and skeletons, never-ending thanks to strategically placed and nearly impossible to find spawners)…

…but cleaves to a philosophy of removing the (often easier) standard “go-to” tech mods like Minefactory Reloaded, Thermal Expansion, Extra Utilities etc. in favor of walking you through less explored mods of a nature and magic flavor, such as Botania, Agricraft, Magic Crops and Witchery.

A few tech mods are still present, but mostly of the less explored, slightly more tedious/grindy variety, Buildcraft, Railcraft, and Mariculture being some of those you’ll be asked to learn and progress through before reaching the ability to comfortably make a Tinker’s Smeltery.

It’s quite a well done progression, helped along by a very comprehensive HQM quest book that walks you step-wise through unfamliar mods and always provides multiple goals to be working toward at any one point.

The overall feeling is that of a relaxing, growing/farming progression, that gives you sufficient time and space to build however you wish.

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In my case, that’s still pretty much a functional home of the ‘hole in the ground’ variety.

I find it quite impossible to break the habit somehow. I vaguely considered flattening out a huge open space on which to grow squares and lines of crops out in the world, but my spawn point happened to be in the Arid Mountains biome and the landscape was just too daunting to consider massive terraforming.

Besides, a gigantic walled compound was so… ugly.

(I ended up digging a 3 deep moat around the outside of my base to demarcate a relative safe area with torches to prevent monster spawns. This has the advantage of being almost invisible to the eye, if you’re not looking directly at it.)

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While the experimental industry is left outside, most of the really valuable stuff happens inside:

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My initial hobbit hole with resource storage / crafting chamber and a lower room for initial experimental Botania flowers and crop growing.

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A week later, it’s significantly more upgraded, and starting to reach the limits of its confines.

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I was perhaps a little foolishly optimistic in thinking this tiny chamber would be sufficient. It’s now been more or less converted into the initial crossbreeding zone – one produces new crops/seeds by crossing two existing crops such as those dandelions produced by crossing sugarcane and melons (don’t ask.)

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It turns out that seeds can increase in strength and growing speed and yield, and the easiest fire and forget method of propagation (since weeds are disabled in Regrowth and you don’t have to hover anxiously over the crops ready to smite them) is to stretch them out in a long line.

By the time the seeds propagate themselves to the end of the line, that last seed is often at the ideal 10/10/10 stats, or close to it (whereupon you start the line again.)

My second growth room was stymied by my poor architectural planning. I couldn’t widen it any further because there are mushroom corridors along the right wall that don’t appreciate any light being let in, and on the left, those windows pretty much overlook the sea.

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Third time lucky. (We hope.) Left and right views of the slightly more industrial sized underground farm.

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The sprinkler system is newly installed. One is still working out the kinks. Several water tanks are connected to it outside but it’s been proving really hard to create an infinite water supply in Regrowth without my standard easy way out of an aqueous accumulator.

I think my only hope at this point is to use a Buildcraft pump (which requires me growing redstone) and a 3×3 infinite water source.

It will also involve some wrangling with Buildcraft pipes, which I honestly quite loathe after getting used to the more flexible and intuitive Itemducts and Fluiducts from Thermal Expansion via Agrarian Skies or the conduits of Ender IO via Wanderlust Reloaded.

Buildcraft pipes feel like a massive programming throwback to something decades earlier where you have to specify -everything-, starting from the extraction wooden pipe (that apparently has to be powered by a separate engine, which in turn has to be powered by a redstone lever – unless I’m misunderstanding something) and then the actual transport itself requires differently colored pipes made out of different materials specifying the speed at which it travels and then god forbid you want to do something complicated while stuff is in the pipes because that requires more pipe colors to sort/divide/filter and so on.

Well, we’ll see. Regrowth leaves me with no choice but to learn how to manage it (or forcibly custom install another mod, but that feels like cheating) so manage it we shall, for the time being.

It’s like how I’ve started wrangling with Railcraft’s Steam Boilers and really primitive-feeling steam engines (which I hear can explode if you treat them badly, like pour water into an empty overheated steam boiler) because I don’t have anything more modern on hand and I need -some- amount of RF power.

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The beginning of the experimental ‘machines’ phase. I decided to do a more Agrarian Skies-like floating cobblestone platform to house the machine experiments.

I figure if things really go badly and explode, everything will just fall into the ocean and I can do recovery from there.

No doubt I will have to widen it further as time goes by, but at least there’s potential for a nearly infinite flat space in this direction.

Definitely a modpack worth trying.

Just don’t say I didn’t warn you if you go silent for several weeks and no one hears from you in a while. *coughs*