[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

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
The Agrarian Skies pack from JadedCat & Co.?

While I like the pack, and have played it a bit, I'm not sure it'd fit well with the challenges as Maul_Junior arranged them. Merely getting the dirt/sand/clay for your initial hovel would be much more difficult in ASHQ, and the need to farm your veggies in a testificate village would be a nightmare as getting to one would be a challenge by itself. :)

I briefly fiddled with Monster, but found I was disabling too many mods that I thought detracted from the spirit of what I wanted to accomplish (I have no use for hats or portal guns for example). I'm now looking at TPPI again (v0.3) thanks to Ainuryn bringing back onto my radar, though even there I've had to tweak a few things.

I added:
  • Roguelike dungeons - in "cheap (generous=false) mode", where you don't get loads of freebies with relatively no risk. I think it's better balanced in this mode
  • Hunger Overhaul - I fiddled with the hunger values a little from defaults, but it pretty much makes sure food doesn't become an ignored resource too quickly. It also integrates well with...
  • Pam's Harvestcraft - Lots of alternatives to Potatoes/Carrots/Wheat. The more complicated the meal, the more hunger it restores. Feels right to me, and lets me put some variety in my Custom NPC villages....
  • Custom NPCs - Yep. Short of the Citizens/Denizens plugins from CraftBukkit, this is as close as I'm going to get to getting semi-intelligent villagers. Vanilla villagers are a pet peeve of mine. Never liked em, and even in the 1.8 snapshots, still not impressed.
  • GLSL Shaders Mod - Not at all necessary for the game, but adds nice visual effects if your computer can handle it. Hard to find good quality shaders too, most are still a bit buggy, particularly underground around sunset. :-( I should *never* be seeing a sunset in my deep mining tunnels! Aarrrggh!
Configs changed:
  • Removed Taint. All of it. Can't stand the stuff, makes the game so much more annoying to me it isn't even funny. Particularly if I'm not getting deeply into Thaumcraft until mid-late game. The rest of the mod is brilliant.
  • Removed those silly TConstruct Slime Islands. Some people love em, most don't mind em. I'm in neither of those camps. :)
  • Removed Biomes O Plenty Quicksand. It was amusing at first, but vanilla villagers are incredibly dumb when it comes to quicksand and I have more pressing issues to deal with than digging all this stuff up to keep Squidward the Farmer from suffocating himself again.
  • Removed Natura Overworld Clouds. Yes, they're kinda neat. No, I have no use for them. Yes, they make my skies look ugly. Begone!
  • Removed Project Red Volcanoes. I think BoP handles volcanoes just fine as a biome, and sometimes the worldgen just sprinkles the Project Red version around like mad. I had SEVEN of them show up on ONE island once. Ugh. I had no config option to just reduce the frequency, so...
On the fence about:
  • Dartcraft - I really like the ideas behind a lot of it, but it seems so ...overwhelming... in that it makes a lot of other mods irrelevant or inferior choices if both are present. If that's the case, why bother having the other mods at all? Overall, I think it's just a little over the top in the "plays well with others" category. Personal preference, really.
  • Minefactory Reloaded - At first, I didn't like the mod, then I got to liking the automation aspects a bit. Then came those 'Sacred Rubber Sapling' abominations. The current mod maintainer (SkyBoy?) is perfectly within his rights to add such features if he chooses, as I am perfectly within my rights to stop using the mod if I don't like the direction he's going with it. This again is more a philosophical issue with me. I know it can be toggled off in the config, but the mindset behind putting it there in the first place is alien to me. Put in a "Creative Rubbertree Resource Chest" or something instead for Pete's sake. The rest is just trollish in my eyes. For many, the thing is awesome.
Overall, the TPPI people put together a pretty solid pack. It has variety without too much fluff, it lets you get to your goals through any of several different tech or magic paths, and doesn't FEEL as bloated as some of the other packs do.

Yikes! I wasn't originally intending to go into Soapbox-mode. For those that didn't TL;DR on me, thanks for reading! :)[DOUBLEPOST=1396114657][/DOUBLEPOST]
A little town tour celebrating my one year anniversary on YouTube.


Congrats Mobius! And thanks for a very entertaining year!
 

YX33A

New Member
Jul 29, 2019
3,764
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@YX33A I'll gladly help you set up and test Hardcore quest. Not sure how we'd do buildings though.
Thing is, Buildings aren't a thing we can't check for...
Unless one checks for materials and thus if one can or can not build a building. There are quest completions that don't consume resources, so those could be used to check if a building is "ready".
 
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Littggr

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Jul 29, 2019
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Thing is, Buildings aren't a thing we can't check for...
Unless one checks for materials and thus if one can or can not build a building. There are quest completions that don't consume resources, so those could be used to check if a building is "ready".
Possibly, material choice might be an issue. Easy to do the NPC and food requirements though.
 
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YX33A

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Jul 29, 2019
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Possibly, material choice might be an issue. Easy to do the NPC and food requirements though.
Check for oreDict planks when planks are needed, TCon parts if a frying pan is needed(doesn't work for special NPC tools, like the head of the Mining Guild and his TCon pick, for example), etc etc.
Just need to be a bit clever is all.
 
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VaalDeth

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Jul 29, 2019
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@YX33A I'll gladly help you set up and test Hardcore quest. Not sure how we'd do buildings though.

Good luck you guys, I always want to see others do more crazy stuff than I.

On that note, here is my latest episode! (I did record this before releasing the previous one, so I still have full stone tools.. I'm an episode ahead at the moment, recorded episode 05 this weekend)

 

Littggr

New Member
Jul 29, 2019
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@YX33A I've set up a repo for the quest files. I'm getting started with a basic outline but I will need help with appropriate lore for the quests. I've figured out how to work the mod in terms of editing the quests and am going to start that when I get home. Also, send me a pm with your prefered chat system so we don't clutter up this thread ;-)

Edit: forgot the repo link - github.com/Littggr/R2R-Quests
 

Senseidragon

Well-Known Member
May 26, 2013
703
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88
Thanks for the mention Vaal, that was neat.

You got me thinking about the whole iron age vs. bronze age thing now.

In vanilla MC, it's kind of moot, since there isn't a bronze age, and there isn't any copper or tin. So vanilla isn't where the discrepancy comes in.

Historically, the bronze age came before the iron age but I feel it was more about the concept of "smelting" being discovered around the bronze age, and that copper / tin have low enough melting points that improvements over stone implements were seen. Copper by itself for example, isn't a lot better than stone where tools are concerned, it's too soft.

Iron actually was way more plentiful than copper or tin, but had a much higher (like 1600 or so degrees vs 1000 degrees) melting point than copper or tin. The big thing in the iron age I think is more the concept of mass production.

Bronze has several advantages over "simple" iron when it comes to things like tools or weapons, and that might be where mDiyo & others attribute bronze being somewhat better than iron. Iron becomes better when you add carbon (carburizing) into the smelting process and is a component of creating steel.

Remember also that by the time the iron age hit, smiths had plenty of time to refine their craft and come up with superior designs and techniques not discovered in the earlier age. It wasn't so much a property of the more abundant ore as it was a general technological advancement.

In modded MC terms, I think the way Tinker's Construct does things makes sense, assuming some modpack makers or mod authors don't go off and change the ore spawning without knowing any of this and makes copper/tin nearly abundant as iron <sarcasm>... oh wait ... </sarcasm>. Current versions of the FTB cofh WorldCustomGen configs are actually fairly sane.

Edit: I still think mDiyo was smoking Netherwart or something when he came up with Slime Islands... :)
 
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abculatter_2

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Jul 29, 2019
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Thanks for the mention Vaal, that was neat.

You got me thinking about the whole iron age vs. bronze age thing now.

In vanilla MC, it's kind of moot, since there isn't a bronze age, and there isn't any copper or tin. So vanilla isn't where the discrepancy comes in.

Historically, the bronze age came before the iron age but I feel it was more about the concept of "smelting" being discovered around the bronze age, and that copper / tin have low enough melting points that improvements over stone implements were seen. Copper by itself for example, isn't a lot better than stone where tools are concerned, it's too soft.

Iron actually was way more plentiful than copper or tin, but had a much higher (like 1600 or so degrees vs 1000 degrees) melting point than copper or tin. The big thing in the iron age I think is more the concept of mass production.

Bronze has several advantages over "simple" iron when it comes to things like tools or weapons, and that might be where mDiyo & others attribute bronze being somewhat better than iron. Iron becomes better when you add carbon (carburizing) into the smelting process and is a component of creating steel.

Remember also that by the time the iron age hit, smiths had plenty of time to refine their craft and come up with superior designs and techniques not discovered in the earlier age. It wasn't so much a property of the more abundant ore as it was a general technological advancement.

In modded MC terms, I think the way Tinker's Construct does things makes sense, assuming some modpack makers or mod authors don't go off and change the ore spawning without knowing any of this and makes copper/tin nearly abundant as iron <sarcasm>... oh wait ... </sarcasm>. Current versions of the FTB cofh WorldCustomGen configs are actually fairly sane.

Edit: I still think mDiyo was smoking Netherwart or something when he came up with Slime Islands... :)

This is actually very interesting. Where did you learn all this?

Also, he was probably thinking about how odd it was to have blue slimes everywhere, and how easy it made slimeballs. So he gave them a place to live.
 

VaalDeth

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Jul 29, 2019
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This is actually very interesting. Where did you learn all this?

Also, he was probably thinking about how odd it was to have blue slimes everywhere, and how easy it made slimeballs. So he gave them a place to live.

Agreed abculatter, I was surprised not to find slimes everywhere in the swamps and had to go find and scaffold up to the island.. not terribly difficult but hey...had to stay up there through a few nights? :p


Thanks for the mention Vaal, that was neat.
You got me thinking about the whole iron age vs. bronze age thing now.
In vanilla MC, it's kind of moot, since there isn't a bronze age, and there isn't any copper or tin. So vanilla isn't where the discrepancy comes in.
Historically, the bronze age came before the iron age but I feel it was more about the concept of "smelting" being discovered around the bronze age, and that copper / tin have low enough melting points that improvements over stone implements were seen. Copper by itself for example, isn't a lot better than stone where tools are concerned, it's too soft.
Iron actually was way more plentiful than copper or tin, but had a much higher (like 1600 or so degrees vs 1000 degrees) melting point than copper or tin. The big thing in the iron age I think is more the concept of mass production.
Bronze has several advantages over "simple" iron when it comes to things like tools or weapons, and that might be where mDiyo & others attribute bronze being somewhat better than iron. Iron becomes better when you add carbon (carburizing) into the smelting process and is a component of creating steel.
Remember also that by the time the iron age hit, smiths had plenty of time to refine their craft and come up with superior designs and techniques not discovered in the earlier age. It wasn't so much a property of the more abundant ore as it was a general technological advancement.
In modded MC terms, I think the way Tinker's Construct does things makes sense, assuming some modpack makers or mod authors don't go off and change the ore spawning without knowing any of this and makes copper/tin nearly abundant as iron <sarcasm>... oh wait ... </sarcasm>. Current versions of the FTB cofh WorldCustomGen configs are actually fairly sane.
Edit: I still think mDiyo was smoking Netherwart or something when he came up with Slime Islands... :)

Exactly. =)

I understand the choice in Tinkers Construct terms with smelting being harder than a single ore (also that Iron spawns higher up than Tin), but flavor is nice... I was deciding on doing a Bronze age regardless for said flavor, but have since decided there are too many mods gated at iron (specifically CHISEL!!!!! and magic..) that I want to get to sooner than later, so I am going to build most of what I had as bronze age building requirements during the stone age. =/

Then will unlock all metal / smelting use as per the normal Refugee rules, well all that I can mine with Iron level of course.

Also until I get machines I will try and process all my ores with the smeltery (and maybe alittle hand grinding from AE..)
 
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TomeWyrm

New Member
Jul 29, 2019
898
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Yeah, the slime islands were a response to the backlash of the blue slimes being royally annoying. They spawned everywhere, and no matter what you set the spawn rate to (except 0) they would inevitably take up all the spawnable monster slots if you kept playing in one place for a long time.

Slimes have some unique characteristics amongst the minecraftian monsters... ones which make me VERY glad they were once restricted to spawning deep underground in 1/10th the chunks. They aren't killed by light, they don't despawn if you switch to peaceful, they spawn at any light level, and they multiply when they die. When Mojang increased the spawn height to y=40, I understood. y=16 was too low, and with as many slimeballs as you ended up needing if you liked sticky pistons? Reasonable change... bit high, but whatever. I would have doubled the chance of spawning chunks and raised it to somewhere near the top of gold ore spawn levels (y=29). Then they added them to swamps without changing their mechanics. That was a horrible move. As evidenced by mDiyo with the blue slimes pre-islands. If you want surface slimes they have to work like other hostile mobs. There are only two ways to guaranteed remove slimes. Kill them all, or move 128+ blocks away. That is horrible design. At least zombies and skeletons take sunlight damage, silverfish go into blocks, and spiders/creepers despawn regularly. Slimes pile up like you would not believe if you build a base in/near a swamp. Or play TiCo before the slime islands.

Incidentally the slime islands are also a help to the peaceful players, they provide a renewable source of slimeballs!
 
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Senseidragon

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May 26, 2013
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This is actually very interesting. Where did you learn all this?

Near the bottom end of the page, under "Bronze and Iron Ages"
http://www.essential-humanities.net/history-overview/stone-bronze-iron-ages/

Difference between Iron and Bronze
http://www.differencebetween.net/object/difference-between-iron-and-bronze/

Some trivia from a historical forum
http://www.worldhistoria.com/iron-versus-bronze-swords_topic125836.html

And of course that pinnacle of civilization...
http://en.wikipedia.org/wiki/Bronze

Some fascinating stuff buried in the above links. :)
 
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Maul_Junior

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Hey guys, I'm trying to work on this when I have time--but I thought I'd share a decision that I came to regarding Iron--

if it's needed for cosmetic or minor items, feel free to use it before you hit Iron Village. You just shouldn't be using stacks and stacks of it. However, you still may not make Iron Tools/Armor until Iron Village. This change is mainly because of the various mods that would be useful but--eep! they contain 1 or 2 Iron Ingots!

*insert Mojo Jojo "Curses" gif here*

Basically, people have figured out Iron, but now how to make tons of it or make efficient use of it yet. Basically, if you have to use more than a stack (16-32 Iron for Wood Settlement) over the entire Stage, you're doing it wrong. Still banned in Dirt stage.

I'm also tweaking how the Agriculture section works.

Basically, once I'm done with it, no more Agriculture requirements beyond having to feed everyone--do whatever you want. However, if you want your town to have an Agricultural focus, there will still be Agricultural Requirements--except you get to pick and choose what kinds of Agriculture you want.

Also, I'm giving each Agriculture type their "Agriculture Type House" and a bonus building that lets them do their job better. Once I'm done, certain types of Agriculturalists (Ranchers, Farmers, Plantationers) will also be able to build X-hand bunkhouses so that they can tend more blocks/livestock per X-House.

http://refugeetoregentchallenge.wikispaces.com/Agriculture

See the Farm section for a rough draft.

I'm considering assigning point values to everything so you can pick and choose various aspects of Agriculture so as long as your Agriculture total reaches a certain point, you either meet the Agricultural need of your town, or become Agriculturally focused. If I did the points system, I would also be able to have further point totals for X-Agricultural Type Focused Town--ie Farming Focused Town, Stable-Focused Town, etc. I plan on doing this for other areas, too--for the military, for tech, for magic (once I catch up on new mod developments geeze I'm behind on this lol)......



As for what this means for each Stage, I'l probably have all the infodumps for each kind of Agriculture in each stage, and after I've listed the types, Agricultural Focus Requirements stuff after that.

I'm also toying around with tables on the wiki for infodumps for important things like Agricultural stuff and Population and food requirements. See the Normal section of the Stone Hamlet section for my prototypes.


Geeze you guys are making great stuff. you're more creative in Minecraft than I am lol.
 
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VaalDeth

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Hey guys, I'm trying to work on this when I have time--but I thought I'd share a decision that I came to regarding Iron--

if it's needed for cosmetic or minor items, feel free to use it before you hit Iron Village. You just shouldn't be using stacks and stacks of it. However, you still may not make Iron Tools/Armor until Iron Village. This change is mainly because of the various mods that would be useful but--eep! they contain 1 or 2 Iron Ingots!

*insert Mojo Jojo "Curses" gif here*

Basically, people have figured out Iron, but now how to make tons of it or make efficient use of it yet. Basically, if you have to use more than a stack (16-32 Iron for Wood Settlement) over the entire Stage, you're doing it wrong. Still banned in Dirt stage.

I'm also tweaking how the Agriculture section works.

Basically, once I'm done with it, no more Agriculture requirements beyond having to feed everyone--do whatever you want. However, if you want your town to have an Agricultural focus, there will still be Agricultural Requirements--except you get to pick and choose what kinds of Agriculture you want.

Also, I'm giving each Agriculture type their "Agriculture Type House" and a bonus building that lets them do their job better. Once I'm done, certain types of Agriculturalists (Ranchers, Farmers, Plantationers) will also be able to build X-hand bunkhouses so that they can tend more blocks/livestock per X-House.

http://refugeetoregentchallenge.wikispaces.com/Agriculture

See the Farm section for a rough draft.

I'm considering assigning point values to everything so you can pick and choose various aspects of Agriculture so as long as your Agriculture total reaches a certain point, you either meet the Agricultural need of your town, or become Agriculturally focused. If I did the points system, I would also be able to have further point totals for X-Agricultural Type Focused Town--ie Farming Focused Town, Stable-Focused Town, etc. I plan on doing this for other areas, too--for the military, for tech, for magic (once I catch up on new mod developments geeze I'm behind on this lol)......



As for what this means for each Stage, I'l probably have all the infodumps for each kind of Agriculture in each stage, and after I've listed the types, Agricultural Focus Requirements stuff after that.

I'm also toying around with tables on the wiki for infodumps for important things like Agricultural stuff and Population and food requirements. See the Normal section of the Stone Hamlet section for my prototypes.


Geeze you guys are making great stuff. you're more creative in Minecraft than I am lol.

Love where your going with things, I have to say I understand the iron thing... I won't do it for my current challenge since I'm almost to Iron anyway, but I would totally agree with using iron you find (and maybe a few you smelt in stone age) for simple mod items that are not machine related. Ones specifically come to mind in my case are: Chisel (Chisel and Hammer) and Mystcraft (Book Binder), and a hopper for water stream collection farms.

Anyway, here is this weeks episode!! This time its a little larger build,