Stone Age: Difference between revisions

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GT:NH 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, 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.
GT:NH 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, 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 and Steam ages.
[[Beginner Tips]] is highly recommended reading, which straddles the Stone / [[Steam Age]]s, and a bit beyond.


== Starting Location ==
==Pack Length==
The most important decision in the game is choosing where to start. Look for a location that's relatively flat or open, near sand/clay, with good access to a body of water at minimum. Minerals will have to be searched for no matter what, and with a relatively flat location it makes it easier to get around and set up early farms. Due to the amount of infrastructure this pack demands you build, it gets progressively harder to move as you advance. Choose wisely.
The average estimate for ''completing'' GT:NH is over 8,000 hours, for someone who knows what they're doing. The vast majority of players don't have the time or inclination to achieve a [[Stargate]], let alone two, and that's expected. New Horizons is all about the journey not the destination. There's more content to enjoy at every tier beyond Stone, so here's how to get to the fun stuff as quickly as possible.


* 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]].
== '''Fresh World''' ==
In a fresh world there is quite a lot going on. I like to explore looking for a base for the first few nights. If you spot a rogue-like dungeon (mainly the brick ones) go in and get the bed! This will solve the slow nights. While exploring I try to find a location for a base that meets the following criteria:


* [[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 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.)
* Near rivers (water isn't renewable and they tend to have clay all over). Not a dry or tropical biome. Something middle of the road.

* Somewhere near a village. I like to build a vanilla iron farm once you have access to your first iron to supplement iron income and give you passive iron gain for the rest of the game. If you think this is "cheaty" then just don't do it.
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.
* Somewhere that has a desert within reasonable travel distance.

* Proximity to clay mountains / mesa. Clay can be electrolyzed into aluminum starting in [[MV]],

* Near an oil spout - ~128 blocks. If you are closer, cover the spout with dirt/cobble roof. Lightning or infernal mobs can set it on fire.

* Somewhere near a 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.

*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.
*Near a lava pool: Handy for refilling your smeltery.

*[[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.

*Wood: You will probably need more than seven stacks for the first three tiers (mostly for charcoal, paper and chests). Some great biomes to look for are Jungles, Swamps, any type of Forest (the dense or ones with big trees are especially great), and most of all, the Sacred Spring, which has massive trees but is a rather rare biome.


== First day ==
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.


<br />


* Gather Gardens as you explore.
* Gather Gardens as you explore.
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You can generally make everything for the healing axe quest before you go to the nether. The only thing you can't make is Rainbow Curry because you will need Burning Blossom (Biomes O' Plenty) from the nether to make that.
You can generally make everything for the healing axe quest before you go to the nether. The only thing you can't make is Rainbow Curry because you will need Burning Blossom (Biomes O' Plenty) from the nether to make that.

== '''Steam Age''' ==
In the steam age we begin to push for some steel and I like to always be making coke bricks (using the alloy smelter) when I'm not using steam.

Revision as of 23:36, 2 June 2023

Welcome to Greg Tech: New Horizons, Stone Age edition. GT:NH 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, 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 Ages, and a bit beyond.

Starting Location

The most important decision in the game is choosing where to start. Look for a location that's relatively flat or open, near sand/clay, with good access to a body of water at minimum. Minerals will have to be searched for no matter what, and with a relatively flat location it makes it easier to get around and set up early farms. Due to the amount of infrastructure this pack demands you build, it gets progressively harder to move as you advance. Choose wisely.

  • 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 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 crops later for resources 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.)

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.

  • Proximity to clay mountains / mesa. Clay can be electrolyzed into aluminum starting in MV,
  • Near an oil spout - ~128 blocks. If you are closer, cover the spout with dirt/cobble roof. Lightning or infernal mobs can set it on fire.
  • Somewhere near a 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.
  • 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.
  • Near a lava pool: Handy for refilling your smeltery.
  • 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.
  • Wood: You will probably need more than seven stacks for the first three tiers (mostly for charcoal, paper and chests). Some great biomes to look for are Jungles, Swamps, any type of Forest (the dense or ones with big trees are especially great), and most of all, the Sacred Spring, which has massive trees but is a rather rare biome.


First day

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.


  • Gather Gardens as you explore.
    • You will eventually need 8 of each to submit to the Healing Axe quest (this axe feeds you).
      • Leafy Garden
      • Mushroom Garden
      • Stalk Garden
      • Textile Garden
      • Tropical Garden
      • Nether Garden (I usually try to buy garden bags from the coins shop to get a Nether Garden early on to spread).
      • Ground Garden
      • Berry Garden
      • Desert Garden
      • Grass Garden
      • Gourd Garden
      • Herb Garden
      • Water Garden (You can find these in swamp biomes pretty easily or rivers rarely. Look for shimmering green on the water. They are distinctly different from lily pads).
  • Keep your eye out for Natura Cotton plants as well and grab all you see! You can always convert the cotton from Textile Gardens to Natura Cotton but if you find it raw...don't pass it up.
  • Keep your eye open for bamboo forests and quicksand (mainly just to be able to complete the quests in tier 0.
  • Get carrots, wheat and potatoes from a village if you come across one. This will prevent you from having to wait for carrots to grow.
  • Use JourneyMap waypoints to mark things. I think the default key to create one is "B". Mark things like aluminium gravel deposits, villages with bee houses, brick rogue-likes (easy bricks),
  • You will need to find 20 of each of the following flowers for the healing axe quest as you explore:
    • Blue Orchid
    • Poppy
    • Dandelion
    • Lavender (the trickier one as lavender fields are rare-ish).
  • Keep your eye out for Coconut trees from Pam's and mark them on JourneyMap for you to come back to. You will need them for the healing axe quest.

Stone Age

In the stone age we want to push a few different things:

  • Tinkers' Tools
  • Coke Oven (to make torches).
  • Iron, Copper and Tin
  • Plant a 9 x 9 cropland for the cotton. You're going to need a ton for tanned leather for bags and a sleeping bag in the stone age.
  • Consider breaking some of your extra (anything over 8) Stalk Gardens to find some soybeans and plant a 9 x 9 cropland of that (to make all the tofu for the healing axe quest).
  • Place all of your Pam's gardens that you don't have over 8 of on the ground so they start spreading (don't put too many in a small space because they seem to spread better when they aren't concentrated).

I usually rush to these parts to make the vanilla iron farm so I can focus on more difficult things (building the bricked blast furnace for example) while it accumulates.

The crops you're going to need for the healing axe quest are:

  • Soybean (pointed out above - can often times substitute tofu for things like eggs and meat so it is pretty useful).
  • Raspberry (smoothies).
  • Potato (fries).
  • Lettuce (burger)
  • Tomato (burger, ketchup, pizza)
  • Wheat (dough, bread, toast).
  • Strawberry (juice).
  • Onion (potato cake, supreme pizza, sausage in bread).
  • Rice (curry rice).
  • Spice Leaf (curry rice, supreme pizza, maple sausage).
  • Chili Pepper (curry rice).
  • Coconut (curry rice) (these are a tree crop and can be found in wet forests such as tropical or just dense wet areas - you can make make a tree to farm them once you have one).
  • Bell Pepper (supreme pizza)
  • Maple Syrup (maple sausage) (grows in Pam's Maple trees - like sap grows in rubber trees - can be found in world but tough to spot - can be purchased in coins shop and can use them to make more saplings if you wish).
  • Spinach (beef wellington)
  • White Mushroom (beef wellington)

You can generally make everything for the healing axe quest before you go to the nether. The only thing you can't make is Rainbow Curry because you will need Burning Blossom (Biomes O' Plenty) from the nether to make that.