u/Eightteentwo2

Fish Pond Requests

I finally figured out how to make most of the fishing data mostly presentable in spreadsheet form. But after encountering a bug in Sunlit Cobblemon where my ripper tooth did nothing, not even give the error message, it's making me question if I was thorough enough in my initial testing in SSV. Heck, idr if I even knew about ripper teeth when I did the testing I wrote down. Does anyone know how to find what file contains the settings for fish pond requests? I'd rather avoid doing the testing again, as even with commands on a test world, it was a pain to do.

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u/Eightteentwo2 — 3 days ago

I have walked 1000 blocks, and I have walked 1000 more...

...just to be the man who walked 1000 blocks to find neither brambleghast nor pawmot. (sorry, I couldn't resist)

To clarify, I walked 1000+ blocks with bramblin and pawmo in my party and an additional 1000+ blocks with them outside the ball, and neither will evolve. Is there another condition I'm missing? I know it's over 1000 blocks because I walked the full length of my charting map network (over 1000 blocks) as well as just walking over 1000 blocks away from my home waypoint (which I started at). I'm trying to grind out the annoying evos while I'm rebuilding my stock of candies for the level evos and truffles for making aged ancient cider.

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u/Eightteentwo2 — 16 days ago

Custom Maps for SSV or SC?

After seeing the incredible variety of resources available in both Society: Sunlit Valley and especially Sunlit Cobblemon as well as basing mainly at a floating house in my current SC world, I've been theorycrafting a possible skyblock/superflat world in Sunlit Cobblemon capable of reaching perfection with minimal item additions. The only issue is that I don't know how to make a skyblock/superflat world that keeps its biomes. I've seen stuff for making custom vanilla worlds, but since both SSV and SC have modded biomes, none of the methods I found would work.

Does anyone have experience in making custom modded worlds that can point me in the right direction?

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u/Eightteentwo2 — 17 days ago

Tomato Vines Stopped Growing

I have no idea what happened, but my tomato vines stopped growing. They're permanently at 1/3 days. I tried moving them away from other blocks, I tried giving them extra light, and I even tried putting greenhouse glass over them. Nothing's worked. In all my worlds, this is the first time it's happened. I probably still have enough production for this world since I'm not using them much now that I've got some stockpiles of cooked food, but if anyone has any insight into what could cause this, I'd appreciate it. They worked earlier in the world, which is how I stockpiled as many tomatoes as I did, but now they aren't working. I tried planting some in another chunk, and that also didn't work. I'm out of ideas

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u/Eightteentwo2 — 1 month ago

Advanced Wine Keg Sheet

Since EMI doesn't tell you what brews each juice makes, I wrote down everything relevant from each individual recipe in EMI. I'm also working on a more general spreadsheet, but I figured since this information is especially obnoxious to obtain, I'd post this section. I may add more once I'm confident they're readable by other people, but for now, this is the only one I'm confident makes sense to other people.

I have the juices color-coded, the amount of juice they use (1 bottle gives 25% juice), I bolded brews that can't be made in the normal keg, and lastly, for brews that need 3 of an ingredient, I put their ingredient x3 in the "Ingr 1" column to make it easier to sort multi-ingredient brews. Though you do have to make a copy if you want to use the filter. Right now, it's sorted by type of juice primarily, then alphabetically. Hopefully someone else finds this useful!

https://docs.google.com/spreadsheets/d/1lBsZnAOpNhyXJMjJLcjVMYEP_b9US_tdfH1pwVV7js4/

u/Eightteentwo2 — 1 month ago

Do Y'all use Sweets?

If you haven't, you should at least try them. The Sweets buff is nuts, especially if you can stack it. I'm currently doing a combat-focused world, and the biggest jump in power I got wasn't from equipment gains (though they obviously helped), but a lunch bag filled with sweets. Thanks to Spice of Life, it cycles through each sweet, and unlike other buffs, it stacks. I don't know the specifics, but at the very least, it boosts speed, damage, and attack speed. I think it also gives haste, but that could just be in my head. I wind up blitzing through skull cavern fast enough that enemies aren't getting a chance to spawn in numbers ahead of me until I'm 3 biomes deep. And the crazy part is that they're not as obnoxious to make as I thought.

I'm in a mushroom fields-only world where I added the challenge of not buying animals except to do bundles (and then killing them when I get everything I need), but I have a small farm with the resources to make more than enough sweets to fill my lunchbag slots. Currently, I have a stack or more of: Stuffed Cornet (milk, sugar , sweet dough per 4), Glowberry Tart (glow berries, sugar, sweet dough per 4), Pudding (milk, egg, jam per 4), Apple cupcake (cake dough + apple jam per 4), and the craziest one imo, Sausage with Oat Patty (oat + butter + potato + carrot + 2 minced beef per 2, and it's also a proper combat food). Sweet dough is just egg + grain + sugar + water per 12, and cake dough swaps milk for the water.

I can't stress how easy it is to get and stack sweets. Especially in a normal world. Granted, if you're playing normally, you probably don't benefit as much from sweets stacking and would rather use crops to make money, but man does it do wonders in Skull Caverns. Again, if you haven't tried using sweets, try it. It's easier than it looks to make and it is a stronger buff than you'd think.

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u/Eightteentwo2 — 1 month ago

Arrows

I'm making good progress on my combat-focused mushroom island single-biome world. I've finally got most of the gear I need to regularly do skull caverns for funds, materials, and xp, but I keep running out of arrows (or health) well before I run out of time. So I have 2 questions:

  1. Is there an easy way to farm arrows without hunting for a skele spawner? (Most mobs do not spawn naturally in mushroom fields, which is why I chose it in the first place). I have 2 chickens (from a zombie spawner), but that's slow.

  2. Are there any good pre-mastery ranged options I'm overloooking that don't require arrows?

For clarification:

  1. I know the pickarang/flamarang can do ranged combat. It's just too slow for my ranged playstyle.
  2. I know there are ranged relics. I don't have them yet and don't want to rely on my poor game luck to do ranged combat. (blasted 3 spatial signs)
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u/Eightteentwo2 — 1 month ago

Spice of Life Lunchbags bugged?

In my combat-focused world, I wanted to use the Spice of Life Onion's lunch bag as my hotbar food, but I can't get it to turn into the edible state, and I can't find a keybind to change it. Is this a bug? Or were the lunchbags/boxes deliberately nerfed?

EDIT: It started working again for no apparent reason. So it's definitely a bug.

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u/Eightteentwo2 — 2 months ago

Dumb question about fishing in single-biome worlds

I'm trying to force myself to use skull caverns to make money, so I'm playing on a single-biome mushroom island world and farming/fishing just enough to make food and earn the funds for the vault. This made me wonder: Is it possible to get fish normally unobtainable outside that biome (in my case, ocean/river fish) in some other way? Of all the fishing stuff I've tested, I don't have a concrete answer. I'm pretty sure the answer is (and if it isn't, should be) no, but I've overlooked stuff before, so I don't want to just assume.

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u/Eightteentwo2 — 2 months ago

Auto-Traders and Regulator Upgrades

I decided I wanted to make a proper auto-tapper farm (instead of having normal tappers in one of my artisan hopper cubes) to cut back on my sparkstone usage. I'm at the point where the last thing to set up is feeding bottles into and out of a depot using the auto-trader to generate the bottles, but I only ever want a maximum of 1 stack of bottles on my depot.

My usual go-to of networked pipes doesn't pipe out of the auto-trader, and the only guide I could find related to the auto-trader uses the regulator upgrade in an importer connected to a refined storage network. Unfortunately, I can't figure out how to use the regulator upgrade, as I can't find a way to use it with any combination of right-click, facing towards or away from RS blocks, and the shift/ctrl keys. And I can't put a non-configured one into an importer. Plus, I don't really want to set up a second RS stystem just to process tapped goods. Right now I'm making do with a hopper to automate my mystic syrup, but I don't want to need a trader for each fluid.

So I have 2 questions:

  1. Am I missing a really obvious way to export a specific number of items from the auto-trader?
  2. How does the regulator upgrade work? It's probably worth learning for future projects anyway.
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u/Eightteentwo2 — 2 months ago

My world is slowly breaking

My current world is breaking in really weird ways. First, items stopped stacking properly. Not from the no quality=/=0 quality issue, but one that can be fixed by putting the items in a container, sorting the container, and then they stack again until I use or obtain another one. Annoying (especially when breaking/placing torches) but manageable. Now, some of my crops in my main farm area have vanished. Even weirder, I can't place any crops in the place of the missing crops, even if I break the block under it and/or I change the fertilizer on the tile. There doesn't seem to be a pattern to what is and isn't missing, and it doesn't affect my other farms. I'll attach some pics of the missing crops and the mechanism in case those help. I can't figure out what's going wrong for either of these issues, and I don't really want to make a new world just yet since I'm messing around with Create setups.

EDIT: I'm dumb and didn't realize that the crops were dying from lack of light after I moved my light sources while upgrading sprinklers.

15 missing broccoli (center) and 1 missing turnip (upper left)

2 missing cabbage (right), 4 missing cauliflower (left), and 2 missing oat (top left)

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u/Eightteentwo2 — 2 months ago

Bison

I'm trying to figure out how to farm bison, but the little information I could find elsewhere has been inaccurate, at least in regards to this modpack. Since I happened to have a herd of bison near my base, I decided to figure out how to tame them and document what I've learned about bison in SSV. And maybe hopefully find that someone knows an actually good way to farm bison pre-sparkstone. So far, I've found that:

- Adult bison are aggressive but can be milked daily for the *second-*most valuable daily milk from naturally-spawning mobs (unless moobloom are also natural spawns. I've never found any), tied with water buffalo (who are not aggressive and I used in my first world since they happened to be near my summer crop farm and seem to be just superior to bison in every way)

- Bison can attack you if you are within ~2.5 blocks of them, so you WILL be attacked if you try to interact with them without increased entity reach (e.g. wearing a forgotten hat), and their knockback pushes you away in the direction they're facing. This also means that if they attack you while facing away from you, you'll be knocked back TOWARDS them.

- Baby bison (from miracle potion breeding) are ALSO aggressive but less aggro despite everything I could find online saying they should be neutral at worst. And they remain aggressive when they become adults.

- Even once they "trust you" enough for magic shears, they're STILL aggressive.

TL;DR: Bison are awful

EDITS:

  1. Thanks for the swift replies! I consider mastery to be post-sparkstone, given how plentiful it is in skull caverns, which is why I didn't mention plushies. Also, now that I know moobloom ARE natural spawns, I'll need to add that to my list of biomes to hunt for.

  2. I forgot to list the other main benefit of happy bisons. Magic shorn bison can give a horn worth a base value of 3,300g each, though they don't stack and count as adventurer products. They also provide leather and raw bison, but unlike water buffalo meat, bison has no cooking recipes since it's not tagged with any meat tag.

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u/Eightteentwo2 — 3 months ago

Question about fishing loot boxes

I've played through the bulk of this modpack, and until I started doing testing for a potential fishing-only run, I had never caught the box item while fishing. I had lockboxes, treasure chests, and neptune's bounties, and I even found boxes in loot chests and dig spots, but I had never fished up a box until I was fishing in my test world. And even then, only once. The normal box would be insanely valuable to get in a fishing-only run, but I have no idea what its catch conditions would be that make it so much rarer than the other boxes. Does anyone know how the pack decides which loot box you fish up? And more to the point, how would you increase the odds of getting the normal box?

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u/Eightteentwo2 — 3 months ago

My Bear/Dusty Largos Aren't Eating from Slime Feeders

I'm trying a world focused on slimes, and when I was deciding which breeds to combine, I figured that best case scenario, bear + dusty would be content with the dominant diet, worst case scenario, they still need to eat bones. If I manually feed them, they act like picky slimes, but when I set up feeders, they refuse to eat either. Is there a workaround, or should I just kill them and re-assign my breeds?

EDIT: I think I finally figured out what's happening: If my bear/dusty largo hasn't eaten, it will eat 1 honey item. Then, the slime sees:

- It needs food

- Eating a honey item will make it sad because it's picky

- It can't eat a bone because it sees its diet is only honey items

- It wants to avoid becoming sad, so it doesn't eat the honey item

BUT manually feeding them by dragging them over either food type works for some odd reason.

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u/Eightteentwo2 — 3 months ago