I start off with a quick tutorial on upgrading your Metallurgy Crusher, and make our first alloy, Bronze. Then it’s back off on the great bee hunt. There was a swamp biome near the village, so perhaps I’ll find some Marshy Bees there.
Mods Mentioned
Metallurgy by Rebel Keithy and Shadowclaimer : There are several mods that allow you to turn ore into dusts, and then into alloys. They’re largely compatible with eachother, but Metallurgy’s crusher is the easiest to use when starting out, before you’re able to utilise more complicated energy sources.
For general purposes (tools and armour), bronze is almost as good as iron, but iron is so common you don’t often need a substitute. There’s plenty of times you’ll need bronze for specific recipes and upgrades, and there’s not much else to do with tin anyway. Keep your bronze in dust form until you need it, as there are two other alloys that use bronze as ingredients.
Forestry by Sir Sengir : My collection of Mundane Bees is complete! Forest, Meadows, Wintry, Modest, Tropical, and Marshy are the base from which my Bee Empire shall be born. I’m wary of attempting any cross-breeding until I’m able to better analyse their individual traits, which, like so much else, is going to need Buildcraft energy. I’m working towards that.
Extra Bees by Binnie : I couldn’t resist grabbing that Water Hive though. As you’ll have guessed from its location, water bees are aquatic.
Ars Magica by Mithion : Another Ars Magica tower lurks in the swamp. I’ve got quite a collection of spells now. I shall have to see how many more of them I can scribe.
Magic Bees by MysticAges: I’m still getting used to all the new hive types that Magic Bees retroactively generated in my world a few days ago.
Ruins by AtomicStryker : It was pure chance that that well was on the edge of the village, and also happened to intersect with a cave system. I had a pretty good idea that something unpleasant was in store for me down there, but it would make for a dull episode if I avoided ALL the traps!
With my starter hives running, it’s time to go in search of more of the mundane bee species I have Forest and Meadow, but can I find Modest, Wintry, Tropical, and Marshy?. A trip around the surrounding biomes is needed.
May contain moderate amounts of peril..
Mods encountered
Forestry by Sir Sengir: There was another swamp biome near the village. I might head out there tomorrow for a look around.
Magic Bees by MysticAges : The poisonous effect around Tropical hives is nothing compared with what can happen near the hives of magical bees.
Utility Mobs by Father Toast : I shall miss the dear old Luggage. He shall be reborn just as soon as I get my hands on another skeleton skull. From watching the video back, I think he must have tried to enter the wizard tower via the underwater entrance, and drowned. I should fill that in.
Grimoire of Gaia by Silentine : It was the GoG home invasion special today, with a Sphinx in my temple, and a Valkyrie in my house. I’ve been skimping on torches to save coal, but I think I’d better get both of them lit up better.
With my ill-gotten apiaries from the village, it’s time to begin my bee-keeping career. I show how to craft a scoop, locate the basic Forestry hives, make a starter bee house, and get it working on making delicious honey!
Mods encountered
Forestry by Sir Sengir: The Meadows and Forest hives I went looking for are basic Forestry hives. I went after those two in particular because those bees will do well in Extreme Hills, which are also normal temperature and humidity. I’ll look at the other basic hive bees in a future episode.
Extra Bees by Binnie : The Extra Bees Hive that slipped my mind was Stone Hives, which occur underground. I’ve encountered a couple in the cave episodes.
Magic Bees by MysticAges : The other hives I spotted in the Forest were new additions from when I updated Magic Bees earlier this week. I’m leaving these and the Extra Bees hives alone until I get the hang of the simple Forestry ones.
Utility Mobs by Father Toast : Seeing as I can’t get my chest golem to stay, it seems he’ll be accompanying me on all my adventures! I have decided to call him Boxy. I hope he’s better at dodging creepers than I am.
We begin back in the Desert Temple where I’ve just spent the night after coming out to scoop up a few tonnes of sand for glassmaking. I head off into the plains on the other side of the desert in search of signs of civilisation.
Mods Encountered
Utility Mobs by Father Toast : The Chest Golem was the clear star of the episode. I hope I can do a better job of keeping it alive than I’ve done with my rabbits, so that it can help me with my inventory issues long into the future. I wonder how safe it’d be to take it dungeoneering.
Forestry by Sir Sengir : Now I have those two apiaries, I’ll set them up back at home, and begin to dabble in the joys of bee, tree, and butterfly breeding.
Grimoire of Gaia by Silentine : Centaurs are largely peaceful, these days, but I still don’t quite trust them.
Industrialcraft : The rubber tree sapling I looted will hopefully grow up with some rubber tapping nodes.
Ars Magica by Mithion: Exploding towers. Whoever heard of such a thing!?!
Metallurgy by Shadowclaimer and Rebel Keithy : As well as all the ores I’ve been finding, Metallurgy also replaces many of the vanilla villager trades to use coins instead of emeralds. I’ll be able to mint those coins from precious metals like gold and silver.
The Bee Gang,as I call them, (Forestry, Magic Bees, and Extra Bees) all have new versions out, and are now delving into butterflies too.
Biomes O’ Plenty now has Nether Biomes, and Natura updated to be compatible with them.
Bibliocraft has added a whole bunch of new beautiful lightsources.
Buildcraft has totally revamped its oil generation, and now has oil subbiomes for desert and ocean.
Updating or adding mods to an existing world can be a little fraught sometimes, but I managed to get everything updated for my ongoing video world.
Worldgen
Extra Biomes XL 3.13.2 : A wide range of additional biome types to explore, as well as some new plants. I have all of the biomes disabled right now, so that my initial area will be base biomes.
Biomes O’ Plenty 0.5.5 : Another biome mod. Once again, the biomes are disabled in the main overworld, meaning I’ll only have vanilla biomes. However, when I start journeying the multiverse with Mystcraft, any biome from EBXL or BOP could make an appearance. 0.5.5 now adds biomes to the Nether dimension too.
Metallurgy 3.0.0.0.10.6 : Adds a wide range of additional metals, and ores. It’ll be dealing with most of the ore generating in worldgen, apart from a few from Tinker’s Construct that it doesn’t include. I’ve turned the rarity of ore up from its default settings which seem rather too generous to me. The 1.5.2 versions are only available from Rebel Keithy’s twitter feed, linked to at the start of the Metallurgy thread.
Dungeon Pack 1.5.2 v3 : Adds a variety of structures to the land of minecraft. I have a lot of mods which add structures, so I’ve made these pretty rare. I’ve also disabled quite a few structures that I didn’t like the look of, particularly ones that float in the sky. I like my sky clear!
Ruins : More structures added to the world. Once again I’ve turned the rarity right up.
Natura 2.0.21 beta 9 : Some new trees, and a variety of berry bushes. I particularly like the Eucalyptus tree.
Wild Caves 3.0.4.2 : Adds stalactites, spiderwebs, and other decorations to caves and other underground areas. It makes spelunking a little more interesting, and usefully for me, the increase in diversity makes it harder to get lost!
Quality of Life
Not Enough Items 1.5.2.25 : This adds a recipe search system, which becomes increasingly vital the more mods you’re using. It also has quite a few cheat options, but I shall not be using those unless its needed to recover from a serious bug. NEI requires CodeChickenCore, available from the same page. Its tooltip option interacts badly with certain objects from other mods I’m using, so I’ll be keeping that off most of the time.
Quickly throwing together a miner’s backpack from the Forestry mod, I head back into the Abandoned Mineshaft area of my local caverns, in search of riches.
A dangerous business, but sometimes coming home is as dangerous as the adventure!
Mods Encountered
Forestry by Sir Sengir : I’ve got 3 of the Forestry backpacks now, and still want to collect the set. There’s also 45-slot versions of all of these, but I’ll need Buildcraft power to make those.
Grimoire of Gaia by Silentine : A griffon in my house! I’m assuming it got in through the open door while I was away in the caves, but there is a possibility it or the skeleton managed to spawn inside my home. I shall have to take more precautions!
Wild Caves by Alexmania : With the shears I made last episode, Wild Caves’ webs are a source of string as well as a source of danger!
Filled with arcane powers of jumping, I set forth to plunder the wizard tower on the western edge of the forest.
Mods Encountered
Special Monsters by Father Toast : “Dancing skeletons. Red, green, and yellow ‘uns.”. Green skeletons are quite toxic, but not too bad on their own. I was lucky there was nothing else there to take advantage of the wretched state the poison brought me down to.
Ars Magica by Mithion : Provider of highly plunderable wizard towers. They’re tricksy to get into, but once you’re in, they’re a veritable bonanza of building material. In particular, the small supply of glowstone dust I gathered is going to let me get into some more complicated crafting earlier than expected.