I've been catching up on
@The Mobius Archives because he's about the closest thing I have to a rewatchable, studyable beta tester (aside from my own Challenge). No offense to the rest of you guys, but it's easier to study a video than posted updates.
Also I can't help but glaring jealously at that Sack of Holding.
A couple clarifications as I settle in to do some writing:
Leather Armor may be used at any time--Mobius was under the impression that he had to wait for the Wood stage to craft it. Was never my intention. derp.
Shears may be crafted at any time. (Quality of life change)
Furnaces may be built at any point *For Charcoal for Torches/shears* only, until you reach the appropriate stage. (Quality of life change)
Man, looking back at my previous post, I realize I haven't shown you my most recent project: a ~20-block deep pit, lined entirely in Spruce Wood, home to 2 4x4 Spruce trees. That may not seem like much, but I tend to have 1-1.5 Log stacks/tree, and 3-10 extra Saplings per TREE. And, if anything, 20 blocks deep is too shallow. it could easily stand to go 5-10 blocks deeper. But I'm kinda disspaointed. Mojang seems to have nerfed Spruce 2x2's height limits. They used to go 30-40 blocks tall easily. Sometimes 45+ IIRC. It's been a while since I loaded up my vanilla save on another laptop (that got its screen smashed. derp), but the damn things were TALL. Whenever I needed wood, I always used those suckers. Jungle trees would have handy climbing, but were like 50% the height of Spruce 2x2s.
I'd be tempted to go down another 4-5 blocks, but as it is, it's sitting on top of an underground Ravine. It was relatively simple to throw up supports underneath in the few spaces that were open to the Ravine, but for now, it's going to stay as it is.
I don't have pictures atm, but I will have some soon. Along with my IC2 rubber tree area (Complete, finished it before starting on the Mega Spruce farm), and I'm going to be building out a Pam's Maple harvest area to catch the wild maple drops that don't drop but leap out from the trunk. I'm probably going to either have a continuous row of Pam's Maples, or a 2x2 so the Maple is forced to throw itself out in a single direction.
-XX-
<-XX->
<-XX->
<-XX->
<-XX->
<-XX->
<-XX->
-XX-
X's being the Maple trees from a top-down view, and the arrows being the forced direction of travel for the Maple Syrup.
I'm kinda proud of my tree farms, even if they're manual, I'm only using wooden tools, and it's a LOT of work to get it built.
However, ONCE it's built, it's the handiest thing in the world to use. Maybe not as handy as "flip switch, watch product pour into AE network," but I enjoy the manual labor. Probably a bit of my asperger's kicking in.
Not sure what I'm going to tackle after the Pam's Maple......possibly a deep Jungle pit. Pictures soon. For now, I'm writing.
.....aaaaaand the
Dirt Hovel Stage is completely rewritten, and it is WAY better IMHO. it's a bit more work in-game, but it is SO much easier to write with standardized housing and Guilds. Geeze. you have NO idea how much easier.
How much more work in-game?
Well, your house, 7 more (the 6 Guilds and the leader of the Military), and a Shrine to Terrim, which will house an additional Acolyte.
So 9 houses, basically, plus the stockpiling, crafting, etc. But on the positive side, it does a good job of introducing the various Guilds. Or at least I like to think so.
>.>
Plus, in the wake of Voluptia, I am pleased to announce the SECOND deity in the R2R pantheon:
Terrim! Terrim is the patron deity of the Dirt Hovel stage, and, since the Mining Guild gets particularly shafted in this stage, the first required Shrine in the entire Challenge.
EDIT: Edited previous post so that Voluptia's shrine within the Shrine building is 2 blocks tall, so you can see the shrine part itself up above the Chest.
Basically it's
[Hay] [Cake] [Hay]
[Hay] [Hay] [Hay]
While Terrim's is
[Clay] [Sand] [Clay]
[Clay] [Sand] [Clay]
I may switch up the bottom layer to be something like:
[Clay] [Sand] [Clay]
[Sand] [Clay] [Sand]
or something. Dunno.
EDIT 2: Working on the Wood stage now, and just did some math.
The Basic Baron/ess Estate has ~85 rooms (give or take 3-16 depending on whether or not they're in a Guild and whether they're a Master or a Grand Master).
26 rooms in the main Estate, 3-9 Guild rooms for a Guild Master including the Office, 6-16 for a Guild Grand Master including the Office, 29 rooms for guests (much of that being the Guest Suites that take up 3 rooms apiece), and 11-14 Service Quarters.
Heh. That's a bit excessive if every Grand Master and Master is expected to have one. Even if every Grand Master is expected to have one.
bleh. rework needed.
But hey, there's a good number of rooms already built within the buildings from the Dirt Hovel stage! like 5.
And it's not like I expect it to be done in a single stage (considering this is WAAAAAY larger than the original Baron/ess Estate from back in the day). Nope, this initial Estate for you and the Guild Grand Masters should be done by the end of the Iron Village Stage.
....which, if you start from scratch in the Wood Settlement Stage.....
.....28 rooms/Stage. times......
o.0
welp. Estates are supposed to be huge.
lol
Wait until you get to the BIG Estates.
Probably gonna cut the Guest rooms required in half, at the very least.
EDIT#Whatever:
Aaaand got the rough outline for the
Wood Settlement Stage up, and I'mma take a break and play my own game now.
At the very least, there's a building list for immigrants and your estates. It's even got a bit of what I consider a funny joke towards the bottom.
The Guild Masters are fairly self-explanatory, and will be fleshed out. for example, the Delving Master is the Mining Guild's Master responsible for actually digging. the same guild's Surveying Master is responsible for ensuring that the mine shafts themselves don't collapse, and the Processing Master is responsible for turning ore into Ingots.
In the Merchant's Guild, the Stockpile Master is responsible for storing all the crap you're not using, the Mercantile Master is responsible for buying/selling, and the Markets in general. The Transportation Master is responsible for the roads, physically transporting your crap, boats, and, eventually, rails.
Crafter's Guild has all kinds of Masters depending on what needs to be built.
EDIT#Whatdoesitmatternow:
I added one more thing that I have intended to do for a while....the
Loner page.
Basically I intend to fill this page, eventually, with a bunch of people that either want to live by themselves or in very small communities.
The first type of person to the Loner page? Someone I've been intended to do for a LONG time.
The Trapper. Basically, they use Pam's Ground/Water Traps, but because they need to have a lot of space to trap anything, they have to be out in the boonies. I drooled the first time I saw them in action, but knew that I would feel like it would be a cop-out if I put them somewhere heavily populated.
So despite the fact that they're kinda quietly OP (like the rest of Pam's infini-plants. Disclaimer: I love Pam's Harvestcraft, however OP it may be), I still wanted to have some place that I could use them that wouldn't be totally cheap. And that's where the Trapper came from.
I want to do a Woodsman too. Basically, someone that's entirely self-sufficient and doesn't want much to do much with other folks.
If you have any ideas for other Loners I'm up for ideas.
.....dunno, maybe the Crazed Woodsman variant, who is hostile to everyone and attacks anyone who gets too close to his home. Lone Bandits, Lone Bandit Camps (pre-cursors to the full-fledged Crime page revamp) who attack anyone who gets too close........