Stone Age: Difference between revisions

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{{ombox |type=notice |smallimage=[[File:QuestbookIcon.png|40px]] |small=yes |textstyle= color: grey; text-align: center;|text= Follow the Quest Book!}}Greg Tech: New Horizons is divided up into tiers that mark progression - Stone is the first of these. You have no power other than your own hands, travel is slow and dangerous, and hunger constantly nips at your heels. The [[Quest Book]] is here to guide you along, and this page focuses on getting to the [[Steam Age]] as soon as possible.
 
[[Beginner Tips]] is highly recommended reading, which straddles the Stone /, [[Steam Age|Steam]]s, and a bit beyond into [[LV]].
 
== Goals ==
* [[#Starting_Location|Home Base]] - somewhere safe to live
* Home Base
* [[#Basic Farms|Basic Farms]] - food to avoid starving
* [[#Tinker's Tools|Tinker's Tools]] - shaping the world around you
* Tinkers' Tools
* [[#Prospecting & Mining|Prospecting & Mining]] - acquiring resources
* [[#Tinkers' Smeltery|Tinkers' Smeltery]] - more advanced processing
* [[#Coke Oven|Coke Oven]] - charcoal production
* [[#GregTech Iron Tools|Iron Tools]] - metal tools for crafting
* [[#Bronze|Bronze]] - the first alloy and gate to Steam Tier
* Bronze
 
== Starting Location ==
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* Near river or lake. With no infinite water until you get a Railcraft Water Tank, you will be making frequent trips to fetch water. Make sure the water source is large enough, at least 60 blocks. Being near a river is good for setting up kinetic water generators later, but not necessary. Rivers are also not a bad way to get around by boat. Proximity to water also where clay will generate. Large quantities go into making the [[Smeltery]], which is the first step towards better [[Tinkers Tools|reusable tools]].
 
* [[Biome]] with high IC2 nutrient bonus, IC2 hydration bonus, and humidity. Not desert or snowy. [[InGame Info XML]] shows humidity but not the other two. If you plan on growing [[IC2 Crops Guide|crops]] later for resources[[resource]]s nutrient/hydration bonuses will support plants with higher stats and make them grow faster. The [[Water Tank]] auto-fills with water over time, and the speed of this is heavily affected by the biome humidity (90% humidity will fill 3x as fast as 30% humidity.)
 
* Sand: Desert within reasonable travel distance. You will need sand for many of the early multi-block recipes, and for glass. Later you can automate creating it from cobblestone, but in the Stone Age you have to collect raw sand from the wild.
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* Village: A great place to setup a base. Villages however should be avoided until you have a bed, otherwise the villagers will be slaughtered while you hole up at night. Steal a door; you won't get one until you smelt iron. Walled villages are especially good if you can light them up inside the walls. Iron Golems can be turned into a passive income iron farm. Help yourself to some crops as well. If you're particularly lucky there might even be an incomplete Smeltery in the village or a Tinker's Construct house.
 
*Exposed Minerals: This is difficult in GTNH since ores spawn in veins. Sometimes you might get lucky and find a vein on the surface, but it's pretty unlikely. Always mark any you find with [[JourneyMap]].
 
*Near a lava pool: Handy for refilling your smeltery.
*Lava: Handy for refilling your smeltery. Don't expect many surface lava pools other than a rare Meteorite crater or single blocks. Most locations will need a ladder down to lava level.
 
*[[Roguelike Dungeons]]: The large brick buildings on the surface with a bed and furnace are perfect for starting a base. The stairs down can be blocked off to prevent monsters from coming up. Also, the bricks can be cannibalized later for multi-block structures. You can cheese the dungeon by going down with only torches and lighting it all up before returning for loot. The other variants of Roguelike Dungeons aren't as profitable as the brick house but can still make for a solid temporary home.
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== First Days ==
{{ombox |type=notice |smallimage=[[File:QuestbookIcon.png|40px]] |small=yes |textstyle= color: grey; text-align: center;|text= Rush the first few tasks until you get a torch or you'll be stuck in the dark.}}Fair warning, nights in GTNH are ''dark''. Gamma correction is disabled, on purpose, and you won't get a steady supply of torches until well into the game. And there are terrifying Infernal mobs that can do nasty things to you. Expect to wall yourself in a hole in the ground during the night until you get your first bed. Torches will be in short supply until your first [[Coke Oven]] when excess creosote, wool and sticks can make torches in quantity. (Tip: to have only a tiny bit of orientation in your absolute dark dirt shack, press F7 to know where the floor is). If you're lucky and find a coal vein, you can smelt the ore to make coal for torches. There is also a guide on the [[Questing Mechanics]]. Coal may drop from Small Coal Ore, but it's not a guarantee. One of the first quests offers five torches in exchange for wood, which you are strongly advised to pick.
 
Set up some [[Item Storage]] with Chests, [[JABBA]] barrels, and/or [[Storage Drawers]]. There are a ton of items to collect and getting organized early is key to a pleasant GT:NH experience. Choose your starting location with care because it becomes exponentially more difficult to move as more resources are gathered and infrastructure built.
 
Pick up any [[Garden]]s and berry bushes nearby. Hang onto a few of each garden and break extras for some early food. Do *not* jump or run unless necessary. Until food is renewable, hunger is a real problem. Build stairs up/down between your house and farm if they're not level as soon as possible, and between commonly traversed destinations.
 
Close combat with most mobs is likely to end in your death this early in the Stone Age. Avoid or cheese whatever you can, and run away from everything else. Many hostile mobs have dangerous abilities. Punji Sticks, Quicksand, Natura Berry Bushes or Cactus all make for good defensive barriers. Once you have a bed, sleep immediately as it turns to night (6:32pm). This will prevent hostile mobs from spawning and ruining your day. Make a [[Sleeping Bag]] for a portable bed that won't reset your spawn point.
 
Explore the immediate area around your base to ensure there aren't any environmental [[Hazard]]s. Two in particular to be wary of are Hungry Nodes and Tainted Lands. Hungry Nodes are invisible but manifest as a small localized area of block destruction. Approaching too close is lethal. Tainted Lands are dark purple and spread, slowly infecting and destroying any living things the Taint comes into contact with. Eerie biomes caused by Eldritch Obelisk's nodes and Stone Circles should also be given a wide berth, as they can spawn powerful mobs.
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== Basic Farms ==
Beyond{{ombox the|type=notice random|smallimage=[[File:QuestbookIcon.png|40px]] bits|small=yes of|textstyle= foodcolor: questsgrey; handtext-align: out,center;|text= thereEat aren'ta manyvariety goodof food sourcesor available.it'll stop A basic vanilla farm will keep yourestoring from starving to deathhunger.}}Beyond the Squidsrandom arebits easyof tofood killquests and drophand calamariout, whichthere canaren't bemany cookedgood orfood eatensources rawavailable. See [[Beginner Tips#Food|Beginner Tips - Food]] for the best ways to keep yourself fed. Break [[Garden]]s to get food, drop them in any crafting grid to convert to seeds. Start a smallbasic farm plotas withsoon Pam'sas Harvestcraftpossible orto vanillaavoid cropsstarving to death. Farmland must be within 4 horizontal blocks of a water source block at the same Y-level or it can't be tilled. Tilling non-hydrated grass with a hoe/mattock will yield seeds.
 
Squids are easy to kill, respawn on their own, and drop calamari which can be cooked or eaten raw.
Plant a large plot of cotton. You're going to need a ton of string for tanned leather, backpacks and a sleeping bag/beds. Place all of your Pam's gardens that you don't have more than eight of on the ground around your base so they start spreading. Leave at least six blocks between gardens of the same type.
 
Plant a large plot of cotton after securing renewable food. You're going to need a ton of string for Tanned Leather, [[Backpack]]s and a Sleeping Bag/beds. Place all of your Pam's Gardens that you don't have more than eight of on cleared dirt/grass around your base so they start spreading. Leave at least six blocks between gardens of the same type. Consider breaking extra Stalk Gardens to find some soybeans and plant a 9 x 99x9 cropland of that. Soybeans are one of the most versatile crops and process into Tofu for the Healing Axe quest.
 
Lure some cows, chickens, pigs and/or sheep into a pit or pen before slaughtering any extras. Passive mobs have a chance to [[explode]] on death if not killed with an appropriate tool, another reason they don't make for the best food supply.
 
==Tinker's Tools==
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== Prospecting & Mining ==
Copper and Tin are going to be the first minerals requiring dedicated searching. Many players start with a nomadic lifestyle until they hit upon a copper or tin vein. Copper is used more often, but can show up in more ores (malachite and chalcopyrite). Tin is rarer; look for Cassiterite or Garnet sands. Cassiterite spawns high (y80-200) so it's best searched for in elevated areas like mesas or mountains. Iron is relatively plentiful, with many alternate sources. Make an [[Ore Finder Wand]] as soon as possible.
 
Other important resources[[resource]]s to make it into the [[Steam Age]] include Redstone, Calcite, Gold & Gypsum, so keep track of these if found. Redstone is a primary, while Calcite spawns rarely in Lapis veins, Gold spawns rarely with Magnetite, and Gypsum is found with both Basaltic and Granitic Mineral Sands. [[NEI]] has an excellent module for GT Ore Veins, showing composition, world type, scarcity and depth.
 
[[File:IGI ore chunk.png|thumb|frame|right|alt=This text is displayed when the player is standing in a chunk that contains an ore vein.|This text is displayed when the player is standing in a chunk that contains an ore vein.]]GT [[Ore Generation|ore veins generate]] evenly spaced on a grid, with two chunks in all directions between ore chunks. JourneyMap comes equipped with a togglable ore vein overlay which will automatically register deposits, so long as they are at least 200 blocks away from spawn axis (chunk 0,0) in both horizontal directions (known issue). To get a vein to register, hit the ore block, use an [[Ore Finder]] wand with the correct resource, or a [[Prospector's Scanner]]. The [[InGame Info XML]] panel in the upper left (by default) will tell you when you're in an ore chunk. Once one is found, simply move three chunks over for the next. Rarely, there may be no vein to find. This happens most commonly when there is no stone in the height range the vein wanted to spawn at. Depleted veins can be toggled from JourneyMap with (default Delete) key. This will mark them with an X. Double-click on a vein icon to toggle tracking it as a visible waypoint.
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===Small Ores===
You've no doubt seen single blocks of resourcesores with names starting with 'Small' by now. These are indicator ores and a sprinkling of random resources[[resource]]s. Diamond, Redstone, Lapis, Gold, Silver, Iron. Nickel, Copper, Zinc, Tin and Coal spawn in all chunks of the Overworld as long as their Y requirements are met.
 
For other Smalls, they mean there's likely an ore vein of the corresponding material somewhere nearby. Silver, Zinc and Nickel do not spawn veins in the Overworld, so they're worth collecting or marking for later. Small ores can drop their associated resource, its dust or crushed forms. They rarely also drop a stone dust of the type of rock they were in.
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==Quests, Coins, & Lootbags==
Quests will give you coins, items or lootbags as a reward for completion. Coins are used later to buy things from the Coins, Coins, Coins tab of the [[Quest Book]]. They may seem useless right now, but save them. [[Enhanced Lootbags|Lootbag]]s will give a variety of random rewards. If the quest book says "Choice Reward" you have to pick one of the options; otherwise you get everything shown. It's not necessary to complete all the quests in order to progress. Mandatory progression quests are marked with a larger, fancier icon. When in doubt about what to do, find one of those and complete it. If a quest isn't completing, check that it's not a "Crafting Task" that was just unlocked. Crafting Task quests will not count previously crafted items, so especially this early it's highly recommended to follow the quests closely.
 
== Smeltery ==
[[File:Smeltery.png|right|200px|frameless]]The [[Smeltery]] is one of the reasons for all the fuss about clay, sand and gravel. Crafting the Grout is tedious in Stone Age since there's no automation. Set up a temporary work camp near the water's edge with your gravel, sand, clay and a Crafting Table or Crafting Station. Crafting Stations keep their inventory, so the only thing that has to be placed each time is the bucket. A saw is needed to make one, or they can be appropriated from a Tinker's house in Villages. It's mentioned by the Quest Book but bears repeating: the Smeltery does ''not'' double ores in this pack. That ability is gated behind the Macerator, which you will gain access to in [[Steam Age|Steam]].
{{clear}}
 
== Coke Oven ==
[[File:CokeOven.png|right|200px|frameless]]One of the first milestones is a [[Coke Oven]] for torches and charcoal. Massive quantities of charcoal are needed to make Steel later. The sooner you start on mass charcoal production, the better. The alternative is going mining for coal regularly.
 
The Coke Oven build is similar to the Smeltery; large quantities of sand and clay, shaped into bricks, cooked and assembled into blocks. Like the Smeltery, this process is best accomplished close to a water source to minimize trips for refilling buckets for the Crafting Station. While initially a single Coke Oven is enough to get a stable source of fuel and torches, most players are going to want multiples to keep their [[Bricked Blast Furnace]]s fed sooner rather than later.
{{clear}}
 
==GregTech Iron Tools==
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==Bronze==
Bronze is an alloy of Tin and Copper, easily mixed in a 1:3 ratio in a crafting grid. While both materials are abundant in [[Ore Generation|worldgen]], sometimes it can be difficult to locate a source of Tin. Tin is commonly found as Cassiterite Sand (Y50-Y60) or Cassiterite Ore (Y80-Y200), both of which like to spawn at high elevations. If Chalcopyrite Ore has been found, use a piece in your [[Ore Finder Wand]] to help locate a Vermiculite Vein, which contains Cassiterite as well. Sample ores can also be bought from the Quest Book in a pinch.
 
 
 
<center><big>Are You Ready? Next Up, The [[Steam Age]]</big></center>
 
 
{{Template:Navbar GTNH}}
[[Category:Tiers]]
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