Compulsive Building

Good Morning Folks. This past weekend I originally set out to start a brand new world in Enshrouded, and see all of the content. What I have done instead… is compulsively hollow out the side of a mountain, with the goal of building down to the shroud. There are certain patterns that I get suck in with games… where I cannot bring myself to do something else until the mission has been accomplished. I even built a worktable and a bed on this nonsensical shelf floating above the shroud just so that I could quickly reset the day or build more stone blocks as needed. There is nothing impressive about my build… it is mostly just a box, but I still find myself compelled to build in this manner. Often times I “pretty” the structure up once I have reached a point where I feel okay about it… but at least for awhile I always go through a bulk utilitarian building phase.

Removing spawned material in Enshrouded is a massive pain in the ass… so what I learned when I decided to dig a basement at release, is that you can use prefab blocks as a way of removing chunks of the world in a consistent manner. For example my preferred floor height is two 2×2 blocks stacked on top of each other. So as I started hollowing out the side of the hill, I started placing these blocks and then removing them in a structured manner so that I could clear out individual floors of my weird boxy structure at a time. Effectively… I will probably be stuck in this pattern until I have hollowed out as far down as the current parameters of my base will allow. Then I will go back into a phase of adventuring again… until I can increase my base size… and then likely back to hollowing out the ground again.

This is not just an enshrouded thing… in Valheim I could not hollow out the earth easily… so instead I built this stupid network of connected bases. I had no real reason to build so many bases… but I just felt compelled to keep creating beachheads in new areas of the map. I even went so far as to create this secret base, with a hidden portal… that was MASSIVE and way deep out into the chain of islands on a shared map. I thought it would be funny if someone on our server stumbled onto it and wondered what the hell was going on. In Valheim specifically I used to use the fact that you could transport the same character between multiple save games…. to rapidly transport materials between locations since things had so much weight. I would pop over to a private save… dump my inventory, then move to where I wanted to dump the items in the public save… and pop back over to retrieve them into my characters inventory. I think this “efficient” gameplay annoyed Kodra who was all about the real world ramifications of having to transport objects around the world.

Minecraft is the real place where you can see my compulsive patterns in action. I have so many different save files… all with the same basic patterns. Something super common is my trademarked tunnels to nowhere. I will just start digging in a direction and keep going until I hit something that looks interesting. For example this tunnel goes for unknown thousands of blocks… I think I went through four diamond pickaxes to carve this 3×3 tunnel that effectively leads to nowhere interesting at all. I saved every bit of the stone that I harvested meticulously in a bunch of chests, so that I could then in turn use it to build other dumb structures that no one will ever see. A lot of times I will find myself compelled to build like this while I am listening to an audiobook or something, bringing subtle order to the chaos of the random spawns.

In the same save file you can see a “stack of boxes” similar to what I have going on in Enshrouded. What you cannot see is just how many floors are below ground that I compulsively dug all the way down to bedrock. Once you get down there… you can see a bunch of mining operations as I scoured the earth looking for resources. There are people who build pretty houses in these games, but for whatever reason… I always strike down into the earth to find my safe domicile. I think on some level if I had my druthers… my perfect house would be dug into a mountain side with big windows facing out into the world… but plenty of shadowy places where I can escape the light of day. I keep effectively building these same structural ideas in whatever game I happen to be playing.

Another thing you will find in a lot of my saved games… is interlinking paths that don’t really serve a purpose. There is no reason why I built skyroads between mountain peaks…. and then also hollowed out paths between them. Like there is no mechanical purpose to any of this. As soon as I closed off an area and lit it up, I was completely safe from anything that might spawn at night. However I just kept building these random terraces and cascading staircases that went up the sides of hills… and then dipped inside of the mountain only to poke out the other side and go in a different direction. My builds in games often feel akin to the Winchester house… where I just kept building for the purpose of building. Then randomly I will decide to roll a brand new world and start the entire processes over again.

Sometimes I will end up with something unintentionally beautiful… like this area where I dug into a mountain and found a natural grotto with waterfalls coming down from above and a subterranean pond. So I then set forth to build a stairwell that went up through said pond… for reasons that do not really exist other than to do it. I am sure all of this is some sign of a malady or something…. but I find a weird level of peace just sort of aimlessly building. I used to sit in the floor with building blocks, legos, or later contrux as a kid and effectively building the same sort of structural designs over and over. Now said buildings… exist in digital form. Because of this weird compulsion that I seem to have… all of these games will likely remain evergreen. Hopefully there will never be a time when I do not find joy in the simplicity of placing or removing blocks. On some level I think this is probably some way I deal with anxiety… because I am shuffling around quite a bit of it right now.

Minecraft But Cumbersome

Hey Folks! I guess I might still be taking a bit of a break given that I did not blog yesterday. I am mostly spending my evenings chilling out mapping in Path of Exile II while listening to the latest book in the Divide series by J.S. Dewes. However there is another game that I have been exploring a bit. One of my friend tipped me off to Vintage Story, which is a game that attempts to bring back the confusion and fear that was playing Minecraft back in Alpha when we did not have all of the patterns and progression trees memorized. This game has apparently been out since 2016, and started its life as a mod of the same name. However mechanically it feels fairly similar to Minecraft in that you punch blocks to harvest them, place them with the right mouse button, and open your inventory with E.

The similarities however go careening off a cliff pretty quickly. In Minecraft you punch a few trees, get some resources to craft some basic tools and then rapidly start progressing your way up through the skill tree as you immediately dive into being able to mine resources properly. In Vintage Story… you go through the Stone Age first. Essentially in that first day you are looking for a few resources, the first being flint, which shows up occasionally in these stone piles scattered around the surface of the world. In the above image there is a stonepile in the middle of the screen, and flint will show up as a slightly darker colored rock in those piles.

When you have at least two pieces of flint you can create your first tools by the process of knapping, which is a legitimate thing that our ancestors used to create effectively the first known tools. Essentially in the real world, you use one rock to flake off pieces of another rock until you have shaped it into the manner that you wanted. In Vintage Story you place down the stone on the ground and then slowly knock out pieces of rock until you have freed the shape of the toolhead that you are trying to create. Initially you are going to create a Knife which then can be used to harvest plants, because you will need grass and reeds to progress further.

Once you have a toolhead you can place it in your crafting inventory along with a stick, which you can either pick up off the ground, or get from punching bushes rarely. You can also create an Axe with flint that allows you to start felling trees… and then taking those logs and splitting them into firewood. When combined with dry grass you can create your first campfire. You have to use dry grass and sticks to create a firestarter though… which has a seemingly random chance of lighting something on fire as it loses durability.

Once you have your trusty flint knife, you can wander around and find bodies of water… which often have cattails growing beside them. You can now harvest these and then use them as reeds for the creation of wicker goods. Namely you want to create hand basket which allow you to expand your meager inventory beyond the tool hotbar slots. You can also use these to create more permanent chests that will be helpful once you settle down and build shelter.

I built a relatively simple shelter… that is honestly quite ugly… but I don’t know how to make decent looking building blocks. Essentially the game has a day/night cycle that is 45 minutes in length. In the default survival mode when night falls, a monster type called creeps spawn and hunt you down. You have to be inside in order to really survive this. Similarly wolves are another massive problem in survival mode as they will aggro you from quite a long distance away and chase you for a good ways before giving up. You can also customize your difficulty level, and for the time being I am playing on a custom mode that delays the nighttime spawns for several days and makes wolves neutral. I am essentially trying to get my feet under me before I deal with chain deaths.

I’ve reached the point where I am beginning to move into the metal age, and with this I need clay in order to form molds and crucibles. Essentially once you have a shovel you can seek out clay deposits and then similar to knapping, you form the clay into specific shapes building up several layers of blocks until you have reached the final shape. Here I was creating four crucibles where I had to create the base for each and then build up several layers of walls before finally adding the top to the container.

However your clay doesn’t become usable until you have fired it in a kiln. The cool thing about this is… so far everything that I am doing in this game mirrors the real world practices. So the simplest form of a kiln is a pit kiln, where you effectively dig a whole… surround the raw dry clay vessels by material that burns, and then layer on things that will burn more slowly above that… finally lighting the whole mess and letting it burn and cool on its own. Weirdly enough I have actually fired clay bowls in the real world with a version of this… in essentially a metal trashcan. In the game version you dig a single block hole, place your vessels on the ground, layer up 5 layers of dry grass, then 2 layers of sticks, and finally place 4 pieces of firewood on top before lighting the whole thing. It takes 24 in-game hours to complete the process at which point you will have your fired pottery waiting on you at the bottom of the pit. These however catch EVERYTHING on fire… so make sure you surround the pit with some sort of non-flammable retaining wall. Definitely DO NOT do this in a wooden home.

There are a lot of random spawns out in the world, including traders that will buy things from you and sell other things back to you for the gears currency that they trade in. There are various ruins of buildings, that occasionally will have chests that you can loot with resources that you might not yet be able to create on your own. When I last stopped playing I was firing a hammer mold and a pick mold, and was roaming around the world looking for surface deposits of copper. The next step is to go through the process of smelting that copper in a crucible and then pouring the molten copper into the two molds. From there I will need to create a pair of tongs so that I can take the toolheads once cooled and go quench them in a nearby body of water.

One of the things that I really appreciate about the game is that it has a very robust mapping system. You can right click on the map and add waypoints noting various things that you find in your travels. I’ve heard that finding copper deposits on the surface also indicates that there should be nearby copper once you are capable of mining below the ground. So I’ve marked all of these with a copper colored pickaxe with the goal of eventually going back once I have the necessary tool to go exploring further. Similarly if you find clay, you can mark it on the map so you can go back later and harvest more of it given that there always seems to be a lot of it when it spawns.

The game is definitely interesting, but I am not sure if it is the sort of thing I will play with any frequency. I play games not necessarily to mirror the difficulty of how you might do the same thing in the real world, and while I appreciate the level of “sim” built into this survival Minecraft clone… it might be a bit too cumbersome for me personally for the long run. Especially given how quickly your tools break down, forcing you to create new ones. The level of nonsense that I am going through to create my first copper tools… is not something I want to do on a daily basis. In theory once you move on to smithing, things get a bit easier… but still the amount of resources needed to do only the most basic things seems a bit on the extreme side.

If you are the sort of person who likes to run Minecraft with the super simulation heavy mods installed, it might be worth checking out Vintage Story. One thing of note… this is not on Steam but is instead on Humble Bundle, Itch.io, or directly from the developer. I picked my copy up from Humble mostly because I already have a bunch of games on that platform.

Iron From Fear and Lava

Even thought I had used Modrinth to download and install mods, I had not actually been launching the game through it all this time. I had simply been copying the mods over manually into the appdata folder for Minecraft. However, I have learned… Minecraft mods update shockingly often. As a result, I have decided to copy all of my saved games over to a Modrinth profile and migrate to launching the game through it. All in all, it has been a pretty smooth transition save for the very first time I loaded the game. I am guessing there is some process of caching in all of my stuff that had to happen all at once. After that first time though, everything has felt effectively the same as launching through the Microsoft launcher.

I have been undertaking a few massive projects over the last few days. Essentially I decided that I needed a more reliable source of iron so that I could keep building nonsense. This meant that more than anything, probably the best option was to build a villager iron farm. This however is a massive pain in the ass and there are a bunch of competing ideas about how it performs the best. So just to make sure it worked successfully I decided to build it way the hell up into the air. This meant that I needed to get 3 villagers way up there… and a zombie. The zombie is the easy part, because they will follow you without much issue. Villagers however have to be moved either by boat or by baiting them with a work bench of some sort.

Unfortunately, I don’t have screenshots of this nonsense because I keep forgetting that this is what happens every single time I hit my default printscreen key instead of the F2 key. When I am in the middle of doing my nonsense, I fall back upon defaults and keep hitting the key that I hit by rote memory. It was a mess. I used a Composter since I had a few of those lying around, and took him as far away from the village by boat as I could before breaking the boat and dropping a composter… then dropping another one once they had bonded with the first one and then going back and breaking the one they were bonded with. I set the game to peaceful to make the move a bit less frustrating.

The biggest problem with all of this is the fact that the closest village to me is roughly 600 meters to the east of me… across a mountain range. I originally thought I would be making this trek no normal mode and spent some time laying down a pathway of torches… and then got the bright idea to just flip it to peaceful for the time being. I am not entirely certain how I would have dealt with the villagers constantly getting attacked, and I would have kept having to throw them in the boat to keep them from running away. Worse is that I would have had to do this three times, each time just as frustrating as the last.

For the “other side of the mountain problem” I did a bunch of pre-work and dug a straight tunnel from the Village side of the mountain to my side of the mountain, which would get the villagers close to where the Iron farm was going to live in the sky. Again I am coming in and taking screenshots after the fact so that I could have something for this blog post. Thankfully there really wasn’t anything messy in the route I randomly chose. I had to deal with a patch of gravel which is always annoying, but in large part, I could bore straight through the stone to the other side. Again I torched it off thinking that I would have to deal with mobs all along the route. If nothing else this gives me a faster path to get over to the village if I ever need to abduct more villagers.

As for the farm itself, it is the standard affair that you have likely seen dozens of internet guides on how to create. One room has 3 beds and 3 villagers, and then there is another room where you lure the zombie and set up so that the zombie can never reach them but has to have open air between the villagers and zombies so that they can see them at all times. The zombies trigger the spawning of an Iron Golem which then only has one area where it can spawn up top, covered with moving water… that pushes the Iron Golem into a pit with a block of lava that will kill it and drop the goodies into a hopper/chest system for collection. If you are wondering why I have a glass walkway… it is because the Iron Golems cannot spawn on glass making it a reasonable option for building scaffolding to check on things.

Each time you kill a Golem it drops at least four bars of iron and potentially some poppies. I have no clue at all WHY the Golem drops poppies but I guess I will never run out of red dye. It is honestly impressive how fast the farm works, and if I wanted to go through the hassle… I could set up three more of the exact same farm in the space I have set aside, but that would also involve luring 3 villagers and a zombie each time. Maybe I should have set up a Villager breeder farm first… but that sounded equally annoying. In truth I have replaced all of the iron that I used creating the farm already, so mostly I just need to spend some time AFKing in range and letting it do its work.

The placement of the Iron Farm is at least in part so that I can AFK down at the mob drop farm, and should in theory have my Slime Farm, the Mob Farm, The Iron Farm, and all of my automated crop farms running at the same time. At some point, I need to go into my drop farm and spiderproof it, which should be easy enough given that I now have access to moss carpeting from finding a lush biome during one of my nether portal adventures. I already have more string than I can ever really use, and if I need more… it would be more enjoyable to go find a mine somewhere and harvest cobwebs.

In other news, I have expanded my Bamboo Farm upwards considerably in an effort to try and speed up production. This is in large part thanks to the influx of iron I am getting from the Golem farm, allowing me to do more dumb things with hoppers. It takes a TON of hoppers to direct loot from the top two tiers down to the bottom two tiers. I might expand my Sugarcane farm, but really… I am not even sure I need that much Sugarcane. I am contemplating building a Cocoa Bean farm, but again… I am not even sure I need them, and there does not appear to be a good way to fully automate that. The best option I saw was a design where you have pistons holding back water and then letting the water harvest everything before you replant it. In my hardcore series, I did something like this for harvesting fields of crops and it worked well enough but if I am going to the trouble of building something… I want it to run on its own if possible.

Unlimited Chicken

Good Morning Folks! Friends… I am swimming in cooked chicken. For years when I have played Minecraft the first thing that I have done is wrangle a bunch of cows… stuff them in a hole and then feed them wheat until they pass the entity cramming limits and start dying off giving me a stable supply of leather and beef. The thing is… I don’t really need much leather… and my chicken operation has been way more productive than I thought it would be. As such I am contemplating tearing down the cow station… and sending them all to that big farm upstate… to free up room for more shenanigans. I just do not need the beef in quite the way that I thought I would and chicken appears to be a perfectly cromulent option.

Chicken solves a lot of other problems like the ability to get a quick safe experience boost to repair items. In theory, if I cared more about it I would relocate the chickens to a place where I could reasonably use them to feed the egg-throwing machine directly. I could do some nonsense with minecart hoppers and bubble elevators, but that seems like “a lot”. Also, minecarts are super noisy, and I am already dealing with the din of a thousand clucks at all hours of the day. There is something primal that I enjoy about loading up a pitching machine and watching it birth chickens into my pen. I’ve created so many lanterns for the nether tunnels that I am going to need to find a more stable source of iron. I’ve gotten most of it from hollowing out areas under my base, but I might be trying to build a Villager breeder soon… and from there an Iron Golem farm since I have Pillagers nearby.

I am still playing quite a bit of Last Epoch and one of the things about Cycle 2.5 that I have to say… is that I don’t think dungeons are quite as much of a waste of time. This is in large part because mapping content that appears in Monoliths, can now appear and does so frequently in dungeons. Better than that, each floor of the dungeon seems to count as a new map meaning that you can find a Nemesis, Treasure Chest, and Exiled Mage on each floor giving you a way to burn through Nemesis so much faster than monoliths. I’ve only really spent much time doing Temporal Sanctum trying to create legendary gear, but then again that tends to be the only dungeon that I do consistently.

I had a dry streak of eggs that I complained about on the blog, and then grouped with Ace and immediately following that have gotten an egg for almost every single Nemesis. This is allowing me to start burning through my stockpile of non-LP copies of Palarus and Firestarter. This actually makes the whole Circle of Fortune thing making it super common to get 1LP uniques a bad thing. I wish you could throw LP uniques in the Eggs and then either get it turned into a completely random legendary or upgrade to higher LP levels. As it stands right now 1LP uniques… feel sorta awful to loot. I upgraded my Palarus this morning significantly keeping the 15 Health on Hit and adding 109% Melee Damage. I will keep trying for a 3 or 4 LP version, but for the time being, I am pretty happy with it.

I have to admit though, I feel like I am starting to wind down a bit on Last Epoch. This is the phase of the game where it always loses me. I am just not motivated by completing all of the bosses, and the worst thing about Last Epoch… is that it isn’t Path of Exile. What I mean by that is POE has quite possibly the most interesting endgame with a lot of player choice in what you want to focus on mechanic-wise. If I could take the player builds from Last Epoch and copy-paste in the Atlas of Worlds and all of the other endgame systems like Heist and Delve over top of the existing endgame… it would be my ultimate experience. The worst thing about Last Epoch is that it just doesn’t have a rich and varied endgame yet. I know over time they will get there, based on what we have seen so far, but it also means for the time being… every cycle has a shelf life.

Anyways Minecraft is giving me plenty of alternative shenanigans to enjoy, and at some point, I want to dive into Final Fantasy XVI now it is on PC, and Space Marine 2. I might try both of those out either today or this weekend.