[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

Maul_Junior

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I've been inspired by a few sources, mainly the #RRLite boys, but also the Fantasy city Build Challenge. The problem I had with both of these sources is that they're drawing on tired, Tolkien-esque tropes that start with the decidedly tired (to me) Humans are the default by which all others are judged, no pros or cons. To me that's just yawn-worthy.

So I decided to draw on tropes that have been around for a far shorter timeframe. Mainly, the Bay12 game Dwarf Fortress. So here is my rough list of races for the Refugee to Regent Challenge. Each Race has a *main* race and a Sub-Race, which is generally the opposite alignment than the main race. The exception is the Goblins. Their Sub-Race is the Kobolds.

This list is just an initial brain fart, and is in no way finalized. I'd love some feedback.

The Rules as listed currently are the standard ruleset. All Races would change what/how many buildings they build based on the %s plus or minus from the standard ruleset.

In the case of a fraction/decimal in your math, round DOWN.


Humans

Humans: Greedy, Expansionistic, and Militaristic, they want to own or lay claim to every last Chunk on this Jeb-forsaken Cube. Their militaries tend to be 125% stronger than the average, and tend to have more Outliers than any other Race. Unfortunately, in their mad dash to have everything, they are very sloppy in their Agricultural techniques, and have to build 125% more Food Sources per population.

Humans have 125% more soldiers in their Military (Includes Watchmen)
Starting at Iron village, Humans build 2 Outliers every other Stage (Iron Village, Gold City, Lapis Lazuli, Diamond Capital).

Humans suck at farming. They need 125% more Food Sources per population than any other Race.



Human Sub-Race: Investment Bankers

Investment Bankers are the most hated creatures on the face of this Cube. These humans care only for themselves, and build massive, opulent Estates for themselves. They tax whatever poor workers happen to live in their towns, and keep them all in poverty.

Investment Bankers may not make Outliers
Investment Bankers quadruple the number of Nobles in a given Stage.
If there are no Nobles in a given Stage (from Wooden Settlement on), there must be at least 2-4 Baron/esses.
All Buildings in Investment Bankers towns must be built to Slum standards.
All Dwellings in Investment Bankers towns must be based on the "Settler's Shack" "Refugee Refugee Refuge" or "Settler's Shanty"

Testificates--Pacifist, Agricultural

Testificates are a quiet, hard-working people. They are always willing to lend a helping hand, and will gladly help anyone in need. They are by far the most skilled healers on this Cube, so they are at peace with nearly every single other Race out there. They are content to farm their land, and smelt what little ore they need for their tasks. Both their farming fields and Furnaces are free for all to use.


Testificates may not build any Military
Testificates may not build Walls
Testificates only need half as many Food Sources per population than the standard.
Up to 4 Testificates may live in any Dwelling (Max 2 per Bedroom)


Testificate Sub-Race: Witches


The Testificate Witches have gotten a bad rap since the Great Ending War. It is true that many fought with the Endermen and the Ender Dragon, but many forget that many Witches also fought against those self-same forces. They spend their days in Magical pursuits, and tend to try to hide their settlements. Nearly any Race that happens across the Witches attack them, so the Witches tend to make the first strike.

Witches may start Magic at the Wooden Settlement Stage.
Witches may be used to found a Capital.
The Maximum Population for a Witch Settlement is 75. Any more than that and other Races tend to come together and wipe them out. Once the Settlement Population Cap is reached, an Outlier must be founded to progress.
Witches may not have Nobles.
Witch Player Characters may not have Estates. Witches have to pool all their resources in order to survive.


Dwarves--Drunken, Surly Midgets (Industrial, Xenophobic)

Dwarves are a newer race to the Cube. Nobody knows quite when they appeared, but everyone agrees that they build the finest weapons around. They are most commonly spotted by their short height and voluminous amounts of body hair. 90% of a newborn Dwarf's body weight is hair, though that ratio tends to even out at about 50/50 when fully grown. Dwarves are very fond of alcohol, and can literally make alcohol out of anything. Grass, Wheat, Barley, Pebbles, Dirt, Stone, Clay. Anything. Dwarves are actually born drunk, and need alcohol to get through the working day. They are very protective of their Mountainhomes, and while they do not generally venture out much, they defend their Mountainhomes to the Death.


You must build 7 Hovels in the Dirt Hovel stage.
Dwarves may not build traditional Outliers.
Dwarven Outliers must be built to the Iron Village stage after a brief Hovel stage.
Dwarven Outliers may only be built in the Gold City, Emerald Megalopolis, and Diamond Capital stages.
Only 7 Dwarves are sent out to colonize each new Mountainhome. Migrants come by the Creeperload once it is successful, however.
The Dwarven Capital and Outliers are known as the "Mountainhomes."
Dwarves may start with Technology mods at the Wooden Settlement Stage.
Dwarves may use tools, weapons, and armor that are one Stage higher than their current stage. (Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).
90% of all Dwarven Buildings must be underground.
All Entrances to Dwarf Fortresses should be thoroughly trapped against intruders.
Dwarves should have 125% more military than standard.


Dwarf Sub-race: Sober Dwarves

Every so often, the most horrible thing imaginable happens to Dwarves--they lose all alcohol from their bodies, and become sober. This is a most terrible affliction, and Sober Dwarves are instantly called "Boring" or "Squares" and cast out from the Mountainhomes. Sadly, once Sober, Dwarves are immune to the effects of alcohol. Sober Dwarves are far more friendly than standard Dwarves, though they maintain their Technological edge, and their ability to make superior tools.


7 Hovels are required in the Dirt Hovel stage.
Sober Dwarves build half the standard military
Sober Dwarves may start Technology at the Wooden Settlement Stage.
Sober Dwarves may use tools, weapons, and armor that are one Stage higher than their current stage. (Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).
Sober Dwarves follow standard Outlier ruleset
Sober Dwarves build 1 extra Outlier in the Iron Village, Gold city Stages (from standard ruleset).
Sober Dwarves may build above or below the surface--up to you.



Elves--Frumpy, Hippy Tree-huggers

Elves are amongst the most stuck-up creatures that walk this cube, second only to Investment Bankers and Used Kar Kobolds. They are blessed with an extraordinarily long life, and for some reason have become overly attached to nature. Because they live so long, they learn skills far faster than the average person, and don't need as many people per Settlement. Also, they institute a tree-cutting quota to themselves and anyone they trade with.

Double the amount of nobles in any given Stage.
1 Baron/ess must move into the Wooden Settlement.
2 Barons/ess must move into the Stone Hamlet.
2 Baron/ess and a Count/ess move into the Iron Village.
2 Baron/ess and 2 Count/esses move in during the Redstone Discovery.
Elves need only half the Agricultural Resources per person than the standard ruleset.
only 1 Tree may be cut down in the Dirt Hovel stage.
Only 4 Trees may be cut down in the Wooden Settlement.
Only 10 Trees may be cut down in the Stone Hamlet
Only 15 Trees maybe cut down in the Iron Village.
Only 20 Trees may be cut down in the Redstone Discovery.
Only 25 Trees may be cut down in the Gold City.
Only 30 Trees may be cut down in the Glowstone Expansion.
Only 45 Trees may be cut down in any subsequent stage.


Elf Sub-race: Necrotic Elves

Another race left to suffer after the Great Ending War, the Necrotic Elves were ensorcelled by both sides to become masters of the Necromantic arts. Their skin was permanently stained black or grey, their lifespan shortened to that of a mere human, and were hunted nearly to extinction in the years since the Great Ending War. However, because of the powers granted to them as a direct tradeoff during the War, and the fact that Elves are not naturally peaceful like the Testificates, they have proven to be far more resilient than the Witches. Their magical powers are incredible, but as a result Technology tends to malfunction when Necrotic Elves are around. They were among the most powerful of the enchanted races in the Great Ending War, and remain to be a powerful, albeit rare, force to be reckoned with.

Necrotic Elves may begin Magic at the Dirt Hovel Stage.
Necrotic Elves may not begin Tech until the Gold City Stage.
Necrotic Elves build 150% more military than standard.
Necrotic Elves must build walls around everything they build in every stage.




Pigmen: Endangered Forerunners

The Pigmen race was nearly wiped out in the Great Ending War, but were among the first of the Races to walk the face of this Cube. both sides used their Magics on the Pigmen to make them stronger but different. There are only a few pockets of Pigmen left anywhere on this Cube. What few Pigmen remain are incredibly powerful in the Magical arts, and still remember the ancient Crafting secrets.

Pigmen may use Tools 2 Stages above their Current Stage.
Pigmen may use Magic starting at the Dirt Hovel Stage.
Pigmen may only build an Outlier during the Gold City and Diamond Capital Stages.
Pigmen build only 50% of standard constructions.
Pigmen may build only 25% of the standard Residences.


Pigmen Sub-Race: Zombie Pigmen

Out of all the races that were scarred by the Great Ending War, the Zombie Pigmen are actually the best off of them all. They still retain their mental faculties, are effectively immortal unless slain in battle, and retain much of the Magical potential they had as Pigmen. Though the fact that they are now Zombies does lessen their Magical Potential somewhat. Though they have been largely driven out of the Overworld because of their Zombie appearance, they are content to live in the Nether, and welcome all travelers. However, if attacked, the entire Zombie Pigmen community will attack the offending party. Never underestimate the fury of a Zombie Pigman.

Zombie Pigmen may only be used as an Outlier Race at or after Glowstone Expansion.
Zombie Pigmen build 150% magic than standard
Zombie Pigmen learn magic 150% faster than standard.
Zombie Pigmen build 125% more military than Standard.
Zombie Pigmen standard armament is Iron Armor with a Golden Helmet, enchanted Golden Sword.



Goblins: Pillaging Murder Machines

Goblins do not set down very many roots. They are motivated by only one thing: War. They love it. They crave it. They would do anything to have it. While they will attack nearby weak races, they prefer to fight people at or above their current strength level.

Goblins Must build 175% more Agriculture per population.
Goblins may only build Slums
Goblins may use Tools that are a Stage Higher than they are (Wood Tools in Dirt Hovel, Stone Tools in Wood Settlement, etc)
Goblins may not build walls.
Goblins build 150% more military than standard.

Goblin "Sub-race": Kobolds

While not technically the same race as Goblins, Kobolds are generally considered the same as Goblins--a nuisance. Kobolds are weak creatures that survive by stealing from stronger parties They are generally scared off by a show of force, but are quick to exploit any weaknesses they find.

Kobolds may not build Outliers
Kobolds have a population cap of 50.
Kobolds must build 200% more Agriculture than standard
Kobolds are generally found harassing trade routes between other race's Outliers.
Kobolds aren't really intended as a Player race.
Kobolds are intended to be used interchangeably with Bandits in the Crime section.


I want to make a Merfolk race eventually, based mainly on the Harry Potter Merfolk mixed with Mon Calamari/Quarren from Star Wars. I do not plan on making Orcs, though I do think Rock Trolls like from Terry Brooks' Shannara books would be interesting.
 
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Maul_Junior

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The Merdorfs:

The Merdorf people are a proud, strong people. Sadly, the last of the pure-blood Merfolk were wiped out in the Great Ending. the Merdorf come from a handful of Sober Dwarves and Merfolk that intermarried. The resultant mixture were cast out from both of their respective cultures, and forced to find their own way. The Merdorfs do not have the strong beards of normal Dwarves, but instead have mustaches (both sexes) of various sizes, shapes, colors, and styles. They have lost most of their former Dwarven affinity for creating wonderful tools, but still remember well the secrets of Gold and Iron. They do not have the webbed appendages of the Merfolk of old, but do require water to be nearby at all times. The Merdorfs managed to stay out of sight of most races following the Great Ending, and prospered for it.

Merdorfs must build all their settlements bordering water.
Merdorfs must have one underwater settlement constructed by the time they hit Diamond Capital.
Merdorfs must have one Settlement built on top of the water by the time they hit Glowstone Expansion.
The Settlement on top of the water or Underwater Settlement must be the Settlement that has the Merdorf's main Nether Portal (to counteract the extreme heat of the Nether)
Merdorfs have a Population Cap of 50 per Settlement in the Nether.
Merdorfs need only 50% of the standard Agriculture per population
Merdorfs may begin using (only) Gold and Iron in the Stone Hamlet stage.



Rough sketch of a possible Merfolk variant. :D
 

abculatter_2

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If I started a map with this challenge in effect, would it be okay if I detailed my progress here? I'd rather not start a new thread about it, but if you'd rather I do then I will.
 

Maul_Junior

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Starbound is quite awesome.

I'm quite tempted to write up a quick version of the Challenge for Starbound.

:p

And abculatter, feel free.
 

Dunkurtin

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So I've been away from Minecraft for a while, and there aren't any official FTB mod packs, and I REALLY don't feel like going through the headache of configs AGAIN......so for the near future, I'm going to be playing the Resonant Rise pack, since that looks AWESOME, and will be relearning the mods, and learning new ones/changes to old ones. For now, I'll be basing the mod challenges on the RR pack.

That said, I've got barebones outlines for up to the Diamond Capital stage (which has the three main objectives written and basically nothing else atm lol), so I'm going to spend a bit of time relearning modded Minecraft before I start fleshing out the Outlines from Vanilla only to Mod-inclusive. Don't be surprised if I focus on fleshing out only one or two mods at a time. I also plan to write a few more Bibliocraft books.
If you haven't gotten too far with Resonant Rise yet I suggest abandoning it for the just announced 1.6.4 version of Direwolf20. I love RR but unfortunately it's still too early in development and the constant updates are often very unstable. I've had to restart more worlds in the short time i've been using it than the entire time i played over 3 different FTB packs. The Direwolf20 pack will have pretty much everything in RR plus extras from the forgecraft server. It should be up in the launcher in the next couple days (DIrewolf though it was already up but it's not).
 

Maul_Junior

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So I've played a lot of Starbound--I think it's close to 150 hours (161), and I'm back to the Challenge.

http://refugeetoregentchallenge.wikispaces.com/Wood Settlement

Wood Settlement's updating is complete, and even has a table of contents with easy search terms.

I'm working on Points now. I'm shooting for 50 points for Normal, and probably 100 for Hardcore. The dimensions that I took out actually return as Bonus Points. I've removed the wool floors from the challenge, but brought them back as Bonus Points, with the option of either Wool floors or the Wool Carpets.

Lessee....what else.....

I yanked the infirmary out of your estate and put it into the Settlement Center.....Hardcore starts this Stage with a Trophy Room, instead of wherever else I introduced it--I think it was Iron Village or Redstone Discovery.

Anyway, as soon as I finish the Normal Settlement's points, I think I'm going to start a topic on the Minecraft forums. I've been meaning to do it for a while, but I wanted to get it looking a bit better before I did. And with the Dirt Hovel/Wood Settlement pages being fully revamped, most of the truly embarassing things are gone.

Plus, you know, I found this thread when I was considering whether or not I should do it now.

http://www.minecraftforum.net/topic/231091-anyone-know-how-to-build-a-citytown/

:p


EDIT:

er, it's up..



http://www.minecraftforum.net/topic...t-an-empire-building-challenge/#entry26893246

:p
 
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Maul_Junior

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So I've come to realize that I've really neglected sea/river/etc-faring content. Mainly in the Agricultural and Transportation sections, with one or two Fortification additions. To that end, for the next little bit my focus for writing new stuff for this challenge will be largely maritime. These won't be required but will be highly recommended if you live near an ocean.



Houseboats, pleasure yachts, oil derricks, and all kinds of fishing.....it's what I'd like to focus on.



I plan on including a lot of fishing ideas, from fishing huts/villages to lighthouses, ships in a harbor, Harbor defense ports, Calclavia (or other mod) Inchworm ships that can actually roam the oceans (probably flat-keeled to deal with Minecraft physics), to ships that can't really move and are more like buildings. Default ruleset will run more along the line of the 1800's-era shipping where nearly every ship was armed.



To that end, I have been inspired by watching videos of SethBling's cannon challenge lately, and totally want to include something like that. Say, in later stages in port towns they must be defended by a *moored* ship that is capable of sending a broadside off of either their port or starboard sides with TNT cannons. Said ships would by necessity be a bit bulkier than mere model ships, but I think they'd be pretty neat to have. Especially if you had a flat-keeled inchworm ship of the line with 2-block thick Obsidian armor complete with TNT cannons and arrow Dispensers (or lava) ready to be activated to ward off swimming boarders.



The TNT cannon concept is actually something I've wanted to do for a long time in the challenge. It's briefly mentioned in one or two stages, but not really. TNT Cannon testing Outlier anyone? It can be far out of the way, and it can literally be a place where you wreck the local landscape as you practice cannons. Or, if you know TNT cannons, for show, etc.



Also, I'd like to put in rules for zeppelins and/or airships. With and without TNT cannons ready to rain destruction on the world below. With or without inchworm/other drives. Because who doesn't love giant blimps/hot air balloons/etc? In Minecraft physics, it seems to me that balloons/zeppelins make far more sense than airplanes. Given that gravity/thrust doesn't work the same as IRL. But that's just me.



And, of course, when you have airships, you'll need airship docking facilities.



Most of this would be completely optional.



If anyone has any suggestions, feel free to post them here.
 
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Maul_Junior

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Also a few rule changes.

From the Wooden Settlement forward, you can now use any weapons, tools, or armor from chests (Dungeons/villages/etc) that you find. This includes iron+ tools/weapons/armor. You may not craft their replacements, but feel free to use them. The exceptions to this would be portal guns, gravity guns until the Iron Village stage, and Dartcraft mitts until the Stone Hamlet stage.. You would still not be able to use ingots you find in chests for crafting until the appropriate stage, with one exception (below).

the *lore* would be that while you found an incredible artifact that was for some reason left behind/lying around so you could steal it/etc, you can't build it yourself. Whether because the knowledge is lost, you don't yet have the expertise, etc. Whatever you want to tell yourself.

Also, I hadn't really done much with horses until the last few days and I hadn't realized how important saddles were. So. If you have Dartcraft installed and you have all the resources you need to make a Saddle via Force Crystals and Ingots *that you find in Dungeon/Treasure chests* feel free to do so, even if you technically aren't in the right stage to be working with metals. This would be the sole exception, because otherwise saddles are freaking rare. This applies to the entire challenge, from Dirt Hovel on.

I'm also tentatively placing Dartcraft in the Magic section, because while it does have some technological elements to it, it seems like magic a lot more. Arthur C. Clarke quotes be damned.

Again, a mod I don't have much experience with.
 
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Maul_Junior

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I go away for a few days an you just add some stacks of awesome! Looking forward to building my airship facilities (and finally using the portal and grav guns).

Actually, Portal/Grav guns have always been locked until Iron Village. I just went back and checked to make sure, and yes, that's how I had this. It's a little confusing, I'll admit "until you learn the secrets of metals" isn't very clear. There is one exception to the "use what you find in chests" rule, which would be the dirt Hovel stage, because it's kind of self-defeating to have a no-tools stage *unless you find tools in chests*.


And, again, rough outline of where I want to go with the races. You have your *main* race, which is you, 80-90% of your Capital, etc. Each of your Outliers may choose a different Sub-race.

The only exceptions to these rules would be Dwarves. Because regular Dwarves don't really form Outliers. They send out Dwarves to make new Mountainhomes.

I was going to also say Necrotic Elves/Witches, but while they would normally be attacked, they're making Outliers under your banner.

Once I get Tributes up and running, Necrotic Elves/Witches would more than likely have double the Tribute required vs. base Tribute.

That said, I'd like to figure out a way to have various races come in by stage.

So, say you're Human for Dirt, Wood stages. You get a massive influx of Testificates in the Stone Hamlet Stage, and Elves in the Iron Village Stage. Necrotic Elves show up to your Capital in Redstone Expansion, but for the next three stages it's mainly Humans again.

This is where I would LIKE to go with this. I have no idea atm how it will eventually work out.
 
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Maul_Junior

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Apologies for being absent for the last month. Went to stay with my parents over Christmas break, and their internet sucks. They literally pay by the bandwidth, from a cell phone company--and it shuts down between 11PM and 5 AM. Yes. it was worse than it sounds. I think I went through Netflix withdrawal. Because even watching a couple movies means hundreds of dollars in over-bandwidth charges.

Oh, and my only working computer refuses to see its wireless reciever. And refuses to connect when I hook it up to an ethernet cable ( so no internet AT ALL). And the monitor is fried, and spends most of its time being an annoying, burnt-out white color, so I need to hook it up to an external monitor, which really negates the whole "Laptop" thing.

That said, I'm back at college, and I have access to THEIR computers and internet, so I will be returning to this (and Sweet Lady Netflix/Hulu+).

THAT said, 99% of my work on this before was done from the comfort of my own room in my fuzzy lazy boy chair that swivels (as awesome as it sounds), so it will be slower until something improves on that front. for the immediate future it will be slower, with nowhere near as much leaps forward as I had just before break.

Mobius, I didn't get to see any of your stuff over break, and I'm working on catching up. You do awesome work, bro, and can't wait to see it!

also getting back into fire emblem , considering putting FE classes in as a sub-challenge like the races. myrmidon, mercenary, archers, etc. with you as a Lord, obviously .this last paragraph is from my ps3. my only net access in my room. took me ten times too long to type . ugh.
 
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The Mobius Archives

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Welcome back Maul!

I was also away for the holidays and missing working on builds everyday. I decided to continue building my little village using the Monster mod pack, even with the world gen cliffs that resulted.

We've got visitors now but once I have room to record (relatively freely) again I should be able to plan out the rest of the village, at least for the Iron stage.
 

Maul_Junior

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So I have an idea of what I want to do next, which is revamp the start of the challenge, incorporating the various races. This would be a sub-challenge, so completely optional, but would hopefully help everyone come up with a fun building code/culture.

Basically I want to be able to have a madlibs type thing, where people can go:

My city/nation/empire is/are the [Biome you start your challenge in] [race/subrace] of [major geographical feature near city] [descriptor for size of city], [political attitude] of [major focus]

For example, [Desert] [Elves] of [Cliff][Ham], [Conquerors] of [Technology]

or [Mesa] [Pureblood Humans] of [River][ville], [Diplomats] of [The Military].

That said, I've expanded the lore, a bit. EVERY race started out human, but were changed, whether by breeding, magic, etc to what they are now. I do this so they can all interbreed--thus they are different races, not different species. small but significant scientific point. Each race will have the main race, and up to three sub-races.

For example: Humans

The Purebloods--they have the blood of the gods (Notch, Jeb, etc) and the gods' demi-heroes flowing through their veins, uninterrupted by the common folk. Basically aristocracy.

The Tre'manni--The True Humans. These don't have the blood of the heroes/gods, but are still purely human. Their blood isn't mixed with the "lesser" races.

The Halfbreeds/mudbloods/halflings/Half-[Race]. Humans in general look down on mongrels, and these are humans whose parents/ancestors have mixed their blood with the other races. Dwarf Halflings happen to look like hobbits, but halflings in this instance =/= hobbits. It's a general term I'm stealing along with the Potter mudblood.


Goblins:

True Goblins--Warriors

Kobolds--Sneaky little buggers

Ora'chen--Referred to as Orcs by the other races, the Ora'chen were once spoken to by the gods, and were once the oracles of the Goblin race. The rulers. Gifted in magic, but physically weak.

There's a LOT more to go on here, but I need to run to catch my pizza, and like I said this isn't from my room. it's from a semi-computer lab.
 
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TomeWyrm

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As awesome as that sounds (and trust me it sounds amazing). Don't you think maybe working on fleshing out the later bits of the challenge might better serve to entice people? You've gotten up to Redstone (and Tier 1 tech), but I noticed quite a few comments about it not being complete when I linked other people to the challenge.
 
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YX33A

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As awesome as that sounds (and trust me it sounds amazing). Don't you think maybe working on fleshing out the later bits of the challenge might better serve to entice people? You've gotten up to Redstone (and Tier 1 tech), but I noticed quite a few comments about it not being complete when I linked other people to the challenge.
Agreed. It sounds awesome, but, well, I don't think a massive overhaul for fluff is what I would put high on my priority list since you still need to get past Redstone tier.
I mean, the version from the second post(IIRC it was in the second post) was pretty good. Only 6 tiers(again, rough memory even though the post is still there), it still covered more then the current version.
I admit, I don't much agree with any kind of scoring system, because this challenge, if I undertake it, I'm doing it for me first, everyone else second, and I play SSP.