[CHALLENGE] (v4.3-ish 6/7/18) Refugee to Regent Kingdom Building Challenge

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What do you think of the Serf to Supreme Challenge?

  • City Construction Challenge was better!

    Votes: 9 7.0%
  • It's okay, but there's definitely room for improvement

    Votes: 35 27.1%
  • Give me my Electrics sooner!

    Votes: 14 10.9%
  • I enjoy the slow introduction of mods.

    Votes: 43 33.3%
  • I wish Element Animation would hurry up with the next episode.

    Votes: 24 18.6%
  • I love it!

    Votes: 51 39.5%

  • Total voters
    129

Dare2Win

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Jul 29, 2019
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Sadly, my old world for this became corrupted (accidently clicked on a timer with a block) and i had to restart, but i wanted it on 1.5.2, so i made a pack with so many more mods, but i am waiting on a fix from UB and trying to figure out my mo'creatures not spawning problem. Then i will start again, but hard mode! o_O
 

Maul_Junior

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Jul 29, 2019
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Okay, back to work on this (no, really). And before I get started, I'm going to give you guys a list of the mods I have installed in my Kingdom Pack.

I will not be releasing this as a mod pack for the general public, but I am willing to help people out with configs on an individual basis if someone wants to try this out. This is mainly because a lot of mods don't give permission for their mods to be distributed in public packs.

Keep in mind that I made this a few weeks ago, and some mods I didn't include because they weren't up to date may have updated to 1.5.2 since then (sadly, Mystcraft hasn't updated to 1.5.2 yet, but Dimensional Doors is a decent substitute for zipping around the surface quickly).

Rei's Minimap
Enhanced Books
Advanced Solar Panels
Alchemine
Applied Energistics
Ars Magica
Atomic Science
Backpack mod
Basic Components
Bibliocraft
Biomes O' Plenty
Buildcraft
Carpenter's Slope
Charge Pads
Chest Transporter
Complex Machines
Dimensional Doors
Ender Storage
Extra Bees
Factorization
Forestry
Gregtech
Hats
ICBM
IndustrialCraft 2
Iron Chest
Lanterns
Modular Powersuits
Magical Crops
MineChem
MineFactory Reloaded
MFFS v2
Natura
NEI Bees
Nether Ores
Nuclear Control
Obsidian Pressure Plates
OmniTools
Power Converters
Railcraft
Sorcery
Sorcery NEI
Steve's Carts
Thaumcraft
Thaumic Bees
Twilight forest
Thermal Expansion
Tinker's Construct
Traincraft
Universal Electricity
A lot are pretty standard, a handful of newer ones, and a few UE mods.

plus a few iChun mods (Portal/Grav gun/Torched, and HATS) that weren't in the list when I made it out before.

But THESE are the mods (plus a handful of others, like Mystcraft, that haven't updated yet) that I will be writing this challenge for. If you have a suggestion for a mod you think I should consider, please speak up. I will be trying to leave it open for more UE mods, but these are the ones I'm trying to learn atm.

Again--this is a private pack, and I will not be distributing this out to more than a handful of people who already have it. If you want to do all the work to gather the mods up, do Forge, etc, I am willing to help you with the God-Awful nightmare that is the configs--I have some pre-written that lets these behave nicely (I may have missed one or two IDs here and there) on a case by case basis. Simply because I fucking hate configs.

Didn't before I put this pack together, but now......

ugh.

But keep posting your progress reports, I love reading them.

And Anubis I'll make up a Wall of Text for you on the wiki.
 
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whizzball1

New Member
Jul 29, 2019
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Okay, back to work on this (no, really). And before I get started, I'm going to give you guys a list of the mods I have installed in my Kingdom Pack.

I will not be releasing this as a mod pack for the general public, but I am willing to help people out with configs on an individual basis if someone wants to try this out. This is mainly because a lot of mods don't give permission for their mods to be distributed in public packs.

Keep in mind that I made this a few weeks ago, and some mods I didn't include because they weren't up to date may have updated to 1.5.2 since then (sadly, Mystcraft hasn't updated to 1.5.2 yet, but Dimensional Doors is a decent substitute for zipping around the surface quickly).

Rei's Minimap
Enhanced Books
Advanced Solar Panels
Alchemine
Applied Energistics
Ars Magica
Atomic Science
Backpack mod
Basic Components
Bibliocraft
Biomes O' Plenty
Buildcraft
Carpenter's Slope
Charge Pads
Chest Transporter
Complex Machines
Dimensional Doors
Ender Storage
Extra Bees
Factorization
Forestry
Gregtech
Hats
ICBM
IndustrialCraft 2
Iron Chest
Lanterns
Modular Powersuits
Magical Crops
MineChem
MineFactory Reloaded
MFFS v2
Natura
NEI Bees
Nether Ores
Nuclear Control
Obsidian Pressure Plates
OmniTools
Power Converters
Railcraft
Sorcery
Sorcery NEI
Steve's Carts
Thaumcraft
Thaumic Bees
Twilight forest
Thermal Expansion
Tinker's Construct
Traincraft
Universal Electricity
A lot are pretty standard, a handful of newer ones, and a few UE mods.

plus a few iChun mods (Portal/Grav gun/Torched, and HATS) that weren't in the list when I made it out before.

But THESE are the mods (plus a handful of others, like Mystcraft, that haven't updated yet) that I will be writing this challenge for. If you have a suggestion for a mod you think I should consider, please speak up. I will be trying to leave it open for more UE mods, but these are the ones I'm trying to learn atm.

Again--this is a private pack, and I will not be distributing this out to more than a handful of people who already have it. If you want to do all the work to gather the mods up, do Forge, etc, I am willing to help you with the God-Awful nightmare that is the configs--I have some pre-written that lets these behave nicely (I may have one or two loopholes here and there) on a case by case basis. Simply because I fucking hate configs.

Didn't before I put this pack together, but now......

ugh.

But keep posting your progress reports, I love reading them.

And Anubis I'll make up a Wall of Text for you on the wiki.
Welcome back!
 

Maul_Junior

New Member
Jul 29, 2019
314
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Lol, thanks.

BTW I made up a color-coded list on the wiki of the mods, separated by what I consider their category to be. It's obviously subjective to each player, but this is how I consider them. Portals, etc all being more magic than transportation (which is mainly rail mods).

Categorized Mod Listing


FYI before anyone suggests the following mods:

Pam's Harvest Craft mods gave me fits when I tried to do their configs, so I'm not going to try to put them back in for a few months at least.

I would like to get PHC in eventually, along with the Flintlock Guns mod. And I desperately want to get the Clay Soldiers Mod working too. But that's a lot of Config work that I'm not willing to do atm. Also, I'm running 2.2.2.2 of Forestry atm, because last I checked the Bee mods hadn't updated to the 2.2.2.4 Forestry API.

And Anubis it will be a little while before I get the Wall of Text going, because I'm going to be doing 3--one for each difficulty. Right now I'm going to work on making progress in the Challenge.

First Post/Wiki homepage is edited with links to the lists of mods. Eventually I'll get around to linking every single mod to its parent thread, but that day is not this day.

Currently working on the Hardcore Iron Village (Sorry 'Stoners. But the Magic/Tech startups has so much to it I'm not quite ready to tackle it just yet). New Room for your Dwelling: The Trophy Room! Also, IronCorers get Maids and Gardeners.

And how's this for a challenge? After you finish every stage, you strip off your (surviving) armor and your tools, and put them in here, and you have to make new tools/armor. Repeat after the next stage, and the next......

It might be annoying at first (if you take the challenge), but by the end, you'll see just how much you've progressed. Just....be sure to leave LOTS of room for the Trophy Room.

Player Dwelling section for IronCore is complete.

Something that I'm realizing as I'm writing is that Gravel isn't 100% useless in this challenge, unlike most games. You need it to make arrows (lots and lots and LOTS of arrows), make paths (if you want), and Brownstone Roads (check out the latest Tinker's construct).

K, I'm calling it a night, but I've made good progress on IronCore.

I got the Transportation, Agriculture, and Residential sections finished.

New requirements for Transportation include the pathways, starting to take advantage of any water you may be based on, and a railcraft station.

New Agriculture requirements (that I'll retcon into normal mod oops) include an Orchard/bees section, a Plantation (non-food/Natura bushes) section, and separating sheep by color required this stage, also capping the amount of food needed per player at 20/plants per stage.

I'm also switching up the way I tell you to do housing. I'm adding the instructions to build a house at the job description. I'll go through after I finish for a final job/population tally.

Next up I'm tackling Fortifications, and Community Buildings. And then I'll get working for you 'stoners.
 

VaalDeth

New Member
Jul 29, 2019
145
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Looking good, here is my latest solo episode of the challenge. I hope you all enjoy! I've also provided a link to a tutorial on how to install the shaders for your own FTB install!

 

Anubis

New Member
Jul 29, 2019
87
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Many snips

Okay, back to work on this (no, really).

Glad to hear your back at it, you have done some great work on this so far can't wait to see what else you come up with, Keep up the epic work sir!

And Anubis it will be a little while before I get the Wall of Text going, because I'm going to be doing 3--one for each difficulty. Right now I'm going to work on making progress in the Challenge.

Don't worry about it, I can get it gathered up pretty easy. I'd much rather you keep working on the actual challenge =D .

K, I'm calling it a night, but I've made good progress on IronCore.

Nighty night, after work i'll go through what you changed/added.
 

KriiEiter

New Member
Jul 29, 2019
94
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0
Thanks for even starting this concept to begin with Maul.

I'm excited to see how the whole challenge will be mapped out.

I've decided to put my progress on hold for awhile until I compile your modpack and I've started up playing on my old server since they updated again.

I'll be checking this loving every update made I'm sure!

Keep up the awesome job, and everyone else keep posting your progress!
 

VaalDeth

New Member
Jul 29, 2019
145
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Episode 08! I design and start to build a barn for all my pesky animals.. no this is not my 'stone age' community building, its just what I'm doing instead of just those pens I already have...


Hope you all enjoy, any feedback is greatly appreciated - don't forget to hit that subscribe and/or like button if you do enjoy! =D
 
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Maul_Junior

New Member
Jul 29, 2019
314
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Not dead yet!

I'm still working on this, but I'm working through some stuff IRL so stuff will continue to be slow, probably, for the next little while. that said--nearly finished with IronCore, and, thus, The Iron Village. I've completed work on the Fortifications section (Officers! Cleaned up Listing that will eventually be retconned into Normal Mode!) as well as the Outliers. Just need to finish the Commercial Section.

Looking forward, the Redstone Discovery will not be a full stage (though for stuff needing *stages* it will be considered a Stage), it will be a slight expansion, but the focus is more on upgrading everything with the new magic/tech you've discovered--considering that depending on the mod pack you could have 20+ mods you need to get started on. It's more of an Expansion than a Stage. This will apply to BOTH Glowstone and Redstone, with the exception that Glowstone will require building a Nether Outlier (essentially a buffed Military-focused Outlier).

To clarify--there won't be much growth in the MAIN Village, but it's more of an "Upgrade the Village" and Outliers stage--the one from Iron and the 1-2 from the Dirt/Clay Hovels you built. Your Militia will also expand.


EDIT: Also, Mystcraft updated. So consider it now included in the mod pack.

:D

I'll work on the damn configs later.


AAAAAand almost forgot Magic/Tech.

derp.

Ironcore is officially complete. Look for Redstone Discovery soon.

Apiaries, Basic Magic, Basic Tech, Basic Steve's Carts, writing Ages, RP2 Logic (depending on your version, obviously), tree breeding, etc etc etc.

There's a reason I've been putting off Redstone Discovery. There's a HELL of a lot that starts to open up. And it just doesn't let up. And I've got to sort through it all and decide what goes where.

Despite the fact that I've included Gregtech in the pack, I personally don't have much experience WITH Gregtech, so for this first run I'm going to do a rough evolution of tech based on my personal experience and info I find lying around, and if someone would like to help me fill in the gaps re: Gregtech I'd love it.

I also edited the second post to be a fluff/endgame post. If you wanna use my backstory, whee! if not, meh. I want to eventually get the rules into Bibliocraft books--thus the bit about the Nether Star Emperor possessing books.

Because the Redstone Expansion I'd originally written was waaaaaay past this Redstone Discovery.
 
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whizzball1

New Member
Jul 29, 2019
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Gregtech is a very hard to treeitise mod.
I'll try to get it into a good tree right now, and send it to you.
 

GPuzzle

New Member
Jul 29, 2019
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Greg put a series of books in MC (kinda like Tinker's Construct's) that are found in dungeons. However... Greg doesn't exactly explain stuff.
I think the best one I've ever seen was ILGT's No Topic Thread tutorial.
Or mine!

Put 8 nether stars around a furnace to get your first Macerator.
Then perform a virginal sacrifice/blood sacrifice to get a Generator to power it.
 

Maul_Junior

New Member
Jul 29, 2019
314
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So I'm trying to start the Redstone Discovery.....decided I needed to set down once and for all names of the magics, and what their practicioners are called:

Thaumcraft 3 magic is referred to as Thaumaturgy (Thaumaturge), Ars Magica as Wizardry/Wizards (Really into Terry Goodkind atm), Sorcery as Sorcery/Sorcerers, Alchemine as Alchemy/Alchemist. Potions/Enchanting as Brewing and Enchanting known as Witches/Warlocks.

Dimensional magic such as Ender Chests, Portals, Dimensional Doors, could be Locus magic?? Can't think of another word.....Locomagic and Locomagi as its practitioners? Any thoughts?

writing Mystcraft Ages talked about as "Mystcraft" or "Agecraft", and the actual writers as "D'ni"? Which would obviously be a very specific aspect of Locomagic and Locomagi.

The list below is a list of adjectives I'm trying to make based on their power name.

EU=Industrial
MJ=Electrical
UE=Universal
Blutricity=Blulectric

Exmaples: Gregtech is underlyingly Industrial, while Thermal Expansion and MFR are Electrical, but ICBM and Atomic Science are Universal. Sadly, Eloraam's Blulectric mod is possibly discontinued. And Thaumaturgical Apiculture can be useful if the knowledge is present (Thaumic Bees)

I kind of hesitate to have MJ as Electrical, but can't think of anything better. And am I leaving anyone out?

Thoughts?
 
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VaalDeth

New Member
Jul 29, 2019
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Liking the ideas Maul, MJ is mechanical power! EU is electrical, along with Bluetricity... which is why I'm clumping them together haha

Here is my episode 09, hope you all enjoy:

 

whizzball1

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Jul 29, 2019
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No, I'm pretty sure MJ was once said to be Pneumatic Power, considering that the engines push back... and forth... and back... and forth... generating friction which in turn creates power.
 

ex13

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Jul 29, 2019
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[..] MJ is mechanical power!
No, I'm pretty sure MJ was once said to be Pneumatic Power, ...

Sorry, I HAVE to say this: pneumatic power IS a type of mechanical power.

back... and forth... and back... and forth... generating friction which in turn creates power.

Generating friction is usually something you wish to avoid when generating, transmitting and using power (except for heating purposes), and not a way to "create" power. (future physics student anyone?)

I actually like mechanical power better, but I think both names fit quite well.
 
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GPuzzle

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Jul 29, 2019
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Technically speaking, MJ engines resemble more cilinders (like in a V16 car) than actual engines.
So we're talking about mechanical power.
And on Whizz's post...
Pneumactic systems work like a car's engine, just that it pumps air into the "pusher".
 
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KriiEiter

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Jul 29, 2019
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Technically speaking, MJ engines resemble more cilinders (like in a V16 car) than actual engines.
So we're talking about mechanical power.
And on Whizz's post...
Pneumactic systems work like a car's engine, just that it pumps air into the "pusher".

Ok you guys have some weird ideas about how things work in the real world.

Pneumatic power means power through pressure via air and Hydraulic would be power through pressure via liquid.

A car is a combustion engine, the pistons in a car are driven by miniature explosions from the gasoline, which in turn transfer their linear momentum (momentum along one plane) into centrifugal force ( circular momentum that powers the crank shaft) which turns your wheels.

(In the case of an electric car it's a bit different)

Anything that isn't fission, fusion, or solar panels is generally considered mechanical power (that includes wind power, hydroelectric, and all your engines). Basically mechanical power is power generated/consumed by anything with moving parts and not through chemical reaction.
 

GPuzzle

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Jul 29, 2019
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Ok you guys have some weird ideas about how things work in the real world.

Pneumatic power means power through pressure via air and Hydraulic would be power through pressure via liquid.

A car is a combustion engine, the pistons in a car are driven by miniature explosions from the gasoline, which in turn transfer their linear momentum (momentum along one plane) into centrifugal force ( circular momentum that powers the crank shaft) which turns your wheels.

(In the case of an electric car it's a bit different)

Anything that isn't fission, fusion, or solar panels is generally considered mechanical power (that includes wind power, hydroelectric, and all your engines). Basically mechanical power is power generated/consumed by anything with moving parts and not through chemical reaction.
We know it is mechanical power...
The only real problem is we are actually trying to take FTB stuff and incorporate it into real life.
Not the opposite.