Update: Note that because of the gate block, you can't use the top of any of the machines. If you are having any difficulty with the QDS quests, try placing a hopper (or similar) next to it. This is the only exception I'll make to the 'no transportation blocks' rule. There may be a bug with HQM about cooldown repeatable quests not showing correct timings, it seems to be a visual bug, but I am unsure if it is anything more. It is something I know of and can do nothing about. Anyways, I have answered a question about the usage of strongboxes, and something else I came up with on the spot! Spoiler: Strongboxes Feel free to use and abuse them as you see fit, so long as they don't conflict with the existing rules. Upgrading them is allowed, moving stuff in them is allowed too. It's not map breaking as really you can just shove it in your inventory and make a few trips otherwise. However, you can choose to eschew my words and make it all the more challenging for yourself by only using chests and instead making a pile of strongboxes. It is up to you where you make your strongbox pile, but I want you to take screenshots of your strongbox pile and share it with the world! This, is the Strongbox Challenge! The most impressive pile of strongboxes I might even show off on the front page, so eternal glory can be yours! Or something. Pile of the day: Falkner35's pile! Hello, one and all, this is a unique concept for a map (as far as I'm aware at least) where the objective of the map is not about survival or thrival, this is going to be an economy based map! with money! and golems! You are the owner of a factory. Your objective is to make big bucks. However, you are not allowed to use pipes (or hoppers, I know what some of you are like). The whole idea of this map is to use golems to carry items from one place to another, and I know some of you are thinking "Oh god not more thaumcraft research," to which I am happy to reply that you are able to get golems through the magic that I call 'HQM economy simulator repeatable quests', or shops. Rules that I have planned Play on Peaceful, or at least without any mobs. You cannot pick up or move the machines, You will only be allowed to move chests, strongboxes, and of course; Golems. I would prefer it if there were no chests on the output sides of the machines, that's for the golems to pick up. Same goes with hoppers on input sides. However, It is acceptable to have such items when connecting to the QDS, as apparently Golems do not work well with them. You are not allowed to make more machines, but you are allowed to craft tools, such as axes, hoes, and the golden bag of holding, for example. If you find any loopholes, please notify me about it, and carry on playing the map as it was intended to be played. Spoiler: Screenshots (I know it's a flat world, hopefully you won't be leaving the factory.) The beginnings of your new career! Future Quest mindmap Current images for the launcher, better ones would be appreciated. Spoiler: Videos Magzie explains the map very well, he also talks about earlygame strats. Would recommend. THEM GOSH DERN KIDS BREAKING MY WALLS AND MY RULES BACK IN MY DAY WE zzzzzzzz Another good highlight of the pack by MeatyLock. Follow the Gamer fez um vídeo, mas eu não entendo o que ele está dizendo! Spoiler: Mods and Permissions Thaumcraft: Open so long as there is a link to the thread, Also Spreadsheet CoFH Core: Open, Spreadsheet Thermal Expansion: Open, Spreadsheet Extra Utilities: Open, Spreadsheet HQM: Gave permission for the Jam Packed competition The modpack is now on the launcher! Go onto the 3rd party packs tab, and click on the pack codes button. The code is: "capitalism"