In brief I am looking for an option that fits within the requirements set out below for any of these things:
Valid lightning source
Valid Auto Fisher
Another way of formulating rotten flesh (botania?)
Another sneaky way to get a zombie / pigman / zombie villager
I am a very strong technical minecraft player who has completed Project Ozone 2 Kappa Mode Multiple times.
In my latest world I decided to limit my use of many common mods and items to slow progression in some areas and force more development as I make my way through the modpack.
These limitation disallow the use of specific game mechanics and mods until custom requirements are met to make the game harder to complete. For example, I have disallowed agricraft resource farming until I have an ME controller.
The restricts are:
No hostile mob farming (only summoning e.g. blaze or slime from ex nihilio barrels)
No loot bags
No Loot crates or better questing rewards except for flux-infused crook because without that it is a massive grind.
No magical crops
No agricraft resource crops
No nether
No End
No EMC
No block animation
No chance cubes
And obviously no duping exploits e.g. kappa mode recipe crossover errors or buggy mekanism game breaks
Passive mob farming is allowed
As much as these rule modifications are to make the game more challenging, they are more about finding new ways to do things or pseudo-exploits that can be used to get around problems and in only a few days I have go deep into pneumaticraft.
However I have got to a problem that I can only seem to get past by either by a massive grind to unlock hostile mob farming or a massive fishing grind.
Let me explain. To unlock hostile mob farming I have decided on having a full barrel of nutrient distillation. To achieve this I have opted for the thermal expansion method of making tectonic petrotheum and using magneticraft distilleries to process tectonic petrotheum into oil, sewage (and natural gas - dumping) and then process sewage in another refinery into sludge, nutrient distillation (and crystalline water - dumping). It is fairly fast but the downside is that the thermal expansion part requires masses of energy which even with 4 water wheels it is a pain to supply. Usually this refining is exceptionally profitable by using zombie generators and burning LPG (pneumaticraft refined oil). But I need zombie heads for zombie generators and making the generators to burn the LPG is very costly without agricraft resources. I could use a few high temp furnace generators but that is extremely inefficient and seems very wasteful.
Zombie generators overpowered in Kappa mode so I just want 1 to keep the process running.
The head drop is easy with 100% beheading TiC magical wood cleaver.
But the zombie isn't. I cannot use hostile mob spawning but if you die from a zombie / pigman, another zombie will spawn on your grave which I would consider summoning and could be easily be used to get around the problem.
But where to get the starter zombie.
I first considered to zombie syringe from MFR on the villager in the Last Millennium but I am stupid and that is not how it works. Zombie syringes only grow animals and baby villagers into adults with a "small chance" to spawn a zombie instead of the adult animal. I cannot find an exact figure anywhere but from testing it seems very low - possibly ~5%? Each syringe requires 8 rotten flesh which is a 1% fishing drop so approximately 800 fishes per syringe. ~3hrs20 of straight fishing per syringe or ~50minutes with lure III. And as the reel time is most of the time at this point the botaina brew won't help much. But another grind to get the enchantment. Possible option - but far from ideal! Interesting using the zombie syringe on baby pigs makes pigmen not zombies. An autofisher would be perfect but the only one I can find is the MFR fisher which needs a zombie head! Alse the MFR detcord fishing rod doesn't yield any items but fish
My second thought was to use lightening strikes to turn pigs into pigmen. But I cannot find a viable method to do this with the restraints put in place. For example, artifact items can cause lightening strikes but they are only from loot bags. Also every option from the Aether II makes pseudo-lightening which does not cause a transformation (tempest mob, lightning sword and lightning knife). Also I am aware of vanilla lightning "farms" but I am sceptical how well they work. Any info on this would be appreciated.
I just want to ensure I am not missing anything:
Valid lightning source
Valid Auto Fisher
Another way of formulating rotten flesh (botania?)
Another sneaky way to get a zombie / pigman / zombie villager
Or something else completely that I have overlooked that would help like another way to get zombie heads.
If I consider a suggestion too game-breaking I may not use it to maintain the sense of achievement after the struggle I have already undergone.
I am looking forward to seeing what the community has to offer
Thankyou
Valid lightning source
Valid Auto Fisher
Another way of formulating rotten flesh (botania?)
Another sneaky way to get a zombie / pigman / zombie villager
I am a very strong technical minecraft player who has completed Project Ozone 2 Kappa Mode Multiple times.
In my latest world I decided to limit my use of many common mods and items to slow progression in some areas and force more development as I make my way through the modpack.
These limitation disallow the use of specific game mechanics and mods until custom requirements are met to make the game harder to complete. For example, I have disallowed agricraft resource farming until I have an ME controller.
The restricts are:
No hostile mob farming (only summoning e.g. blaze or slime from ex nihilio barrels)
No loot bags
No Loot crates or better questing rewards except for flux-infused crook because without that it is a massive grind.
No magical crops
No agricraft resource crops
No nether
No End
No EMC
No block animation
No chance cubes
And obviously no duping exploits e.g. kappa mode recipe crossover errors or buggy mekanism game breaks
Passive mob farming is allowed
As much as these rule modifications are to make the game more challenging, they are more about finding new ways to do things or pseudo-exploits that can be used to get around problems and in only a few days I have go deep into pneumaticraft.
However I have got to a problem that I can only seem to get past by either by a massive grind to unlock hostile mob farming or a massive fishing grind.
Let me explain. To unlock hostile mob farming I have decided on having a full barrel of nutrient distillation. To achieve this I have opted for the thermal expansion method of making tectonic petrotheum and using magneticraft distilleries to process tectonic petrotheum into oil, sewage (and natural gas - dumping) and then process sewage in another refinery into sludge, nutrient distillation (and crystalline water - dumping). It is fairly fast but the downside is that the thermal expansion part requires masses of energy which even with 4 water wheels it is a pain to supply. Usually this refining is exceptionally profitable by using zombie generators and burning LPG (pneumaticraft refined oil). But I need zombie heads for zombie generators and making the generators to burn the LPG is very costly without agricraft resources. I could use a few high temp furnace generators but that is extremely inefficient and seems very wasteful.
Zombie generators overpowered in Kappa mode so I just want 1 to keep the process running.
The head drop is easy with 100% beheading TiC magical wood cleaver.
But the zombie isn't. I cannot use hostile mob spawning but if you die from a zombie / pigman, another zombie will spawn on your grave which I would consider summoning and could be easily be used to get around the problem.
But where to get the starter zombie.
I first considered to zombie syringe from MFR on the villager in the Last Millennium but I am stupid and that is not how it works. Zombie syringes only grow animals and baby villagers into adults with a "small chance" to spawn a zombie instead of the adult animal. I cannot find an exact figure anywhere but from testing it seems very low - possibly ~5%? Each syringe requires 8 rotten flesh which is a 1% fishing drop so approximately 800 fishes per syringe. ~3hrs20 of straight fishing per syringe or ~50minutes with lure III. And as the reel time is most of the time at this point the botaina brew won't help much. But another grind to get the enchantment. Possible option - but far from ideal! Interesting using the zombie syringe on baby pigs makes pigmen not zombies. An autofisher would be perfect but the only one I can find is the MFR fisher which needs a zombie head! Alse the MFR detcord fishing rod doesn't yield any items but fish
My second thought was to use lightening strikes to turn pigs into pigmen. But I cannot find a viable method to do this with the restraints put in place. For example, artifact items can cause lightening strikes but they are only from loot bags. Also every option from the Aether II makes pseudo-lightening which does not cause a transformation (tempest mob, lightning sword and lightning knife). Also I am aware of vanilla lightning "farms" but I am sceptical how well they work. Any info on this would be appreciated.
I just want to ensure I am not missing anything:
Valid lightning source
Valid Auto Fisher
Another way of formulating rotten flesh (botania?)
Another sneaky way to get a zombie / pigman / zombie villager
Or something else completely that I have overlooked that would help like another way to get zombie heads.
If I consider a suggestion too game-breaking I may not use it to maintain the sense of achievement after the struggle I have already undergone.
I am looking forward to seeing what the community has to offer
Thankyou
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