[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

The Mobius Archives

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I'm around, just been taking a holiday break and getting back to work now. More stuff from me soon =)
Excellent! I'm looking forward to seeing your builds :) And here's a simple one of mine:


I decided that since I no-longer have a reliable source of food since the 1.7.10 petrification I'd best have a farmer in my outlier to support the population.
 
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splashblue

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Jul 29, 2019
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I wish it was possible to create a mod for this challenge. Like a checklist/hqm reward system for every building you create.
Too bad that code cannot check on those things easily...
 

Senseidragon

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May 26, 2013
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I've been wanting that too, @splashblue since HQM was released. But the variety of building styles makes it all but impossible to recognize when the requirements - as written - are met.

However, if the challenge were tweaked a bit to measure resources gathered (like in dirtcore, gather x stacks of clay to meet the minimum required dimensions for a house, it lets you complete that step. You can also have bonus, optional steps that complete if you figure out how to e.g., create torches before you have the ability to mine coal. The bonus could be a reward to make your dirt-age life easier, but would be trivial once stone age unlocked, since quest completion of that step would then be trivial.

It wouldn't allow you to really enforce limitations (like mining below ground without being properly geared) but there are *cough* a couple other mods out there that can help on that front. You can have things like food requirements be implemented as repeatable quests on a timer that provide a desirable or even mandatory resource as an incentive to complete. Maybe villager or passive mob spawn eggs?

All in all, you can put something together that would be challenge-like, but certainly not the challenge as it currently exists. Writing the quests themselves could be fun, but are probably a ton of work to create.

One can still hope though. :)

Edit: fixed link.
 
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Senseidragon

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Excellent! I'm looking forward to seeing your builds :) And here's a simple one of mine:


I decided that since I no-longer have a reliable source of food since the 1.7.10 petrification I'd best have a farmer in my outlier to support the population.

A very good episode, @The Mobius Archives -- If you have Carpenter's Blocks installed, they're definately worth checking out. You can even toggle the pressure plates to be player-only if you desire, removing the need for also having additional mods to provide that functionality.

I liked the little garden shed you made at the end, it was something I hadn't really considered, and it looked pretty good, and that discovery about the lunch bag was neat as well. I thought it was pretty useless till I saw you do that.
 
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TomeWyrm

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Jul 29, 2019
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Do be careful with the Carpenter's blocks. They have been known to create massive amounts of lag in the past with the oddest of causes and no real warning. For instance: stacking carpenter's fences — in the version that is in the Yogscast Complete modpack doing that causes an amazing amount of FPS lag while they're in the vicinity. They don't even have to be in your field of view!
 
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The Mobius Archives

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A very good episode, @The Mobius Archives -- If you have Carpenter's Blocks installed, they're definately worth checking out. You can even toggle the pressure plates to be player-only if you desire, removing the need for also having additional mods to provide that functionality.

I liked the little garden shed you made at the end, it was something I hadn't really considered, and it looked pretty good, and that discovery about the lunch bag was neat as well. I thought it was pretty useless till I saw you do that.

Good idea on Carpenter's blocks. @TomeWyrm do you know if the FPS hit on the Yogscas Complete modpack was 1.6.4? It may be "fixed" in 1.7.10, I don't have a beast of a machine so if a FPS drops it will be noticeable and remedied in the most hideous of fashions by disabling the mod.

The garden shed was a last minute idea. I recall VintageBeef making something similar in one of his builds, I may tweak it with microblocks/Carpenter's blocks later to make it look better.
 
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Senseidragon

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I didn't notice any lag issues yet in my world from Carpenter's Blocks, but I'm going to have to test with fences to see if I can find that problem. My computer is pretty beefy, but the other computers in my family aren't quite so sturdy and lag does affect them sooner. Thanks for that heads-up!

Based on my fun times with checking out Material Energy 4, and the exchange above with @splashblue I am fiddling around with another batch of mods that might lend themselves well to an R2R pack.

One is Improving Minecraft by Pifou92000. Every feature is able to be set on or off via the config file, and some of those features just set my mind whirring with possibilities. I thought the wild versions of the cow/sheep/pig/chicken were quite interesting.

Based on @The Mobius Archives last episode, I've added 3D Furnace by spAnser, more for the immersion/visual effects than for any particular game mechanic.

Another one I'm testing, and again added more for aesthetic reasons than mechanical, is MinePainter by Hypercross. I have yet to see if there's a lag penalty for what it adds, but it looks like it could let me tweak the looks of my buildings with interesting flair.

I'm by no means an artist, but simple pixel-carving I think I can handle.

I'll have to go look up VintageBeef and see what I've missed - it's been a while since I've looked in on his channel.
 

TomeWyrm

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Jul 29, 2019
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That would be the 1.6.4 version. The RR folks won't be updating the yogscast pack to 1.7... Resonant Rise mainline was close enough, and significantly better performing and stable.
That being said, no idea if it was fixed or not. But the way things like carpenter's blocks have to be coded can cause some odd bugs. Simply be on the lookout, if your game starts lagging horribly and you just finished a build heavy in carpenter's blocks, it's a good suspect. Fireball has a base on ForgeCraft 2 that lags the crap out of basically everyone that enters it, and they're pretty sure it was his liberal use of carpenter's blocks (it's also a giant space station... so he's probably got a few hundred or thousand in the immediate vicinity of the entry point)

It's not "place down a carpenter's slope, FPS cut in half", just try and be judicious with them :)
 

The Mobius Archives

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Is anyone familiar with Sky Factory 2? I'm watching ZombieCleo play through and the quest book is a checklist instead of the HQM book and I figure that may be more useful for this challenge for the free flow process. Does anyone know what mod adds that book? I'll check myself when I get back to my main machine.
 

TomeWyrm

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Jul 29, 2019
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I'm betting it's TTcore... TPPI had something like that, but I haven't actually played Sky Factory, so I dunno
 

Senseidragon

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May 26, 2013
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The Achievement Book she uses is from a mod called Simple Achievements if that's what you're referring to.

The Phoenix Team (Hi @Gideonseymour ) also features this mod in their Phoenix Reborn pack. If you can't find the mod anywhere else, they do have it in their pack.

Edit: You can also get the mod straight from GitHub if you're so inclined, here's the location of that resource:
Code:
https://github.com/wyldmods/SimpleAchievements

Edit Again: Took forever to make that a non-clickable link. Grr.
 
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Senseidragon

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Senseidragon

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May 26, 2013
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As a quick update to my experiments with different mods, I absolutely love what MinePainter can do, but oh man does it start to lag like crazy if it starts to conflict with minecraft rendering. In my initial tests, I wasn't seeing any lag at all, and was totally impressed by what you could do with vanilla blocks and one of the three chisels the mod provides. It was sooo cool.

But then I took the chisel to a piece of dirt a little ways underground (where it was a bit shadowed based on time of day) and I tried to see if it worked there too. Game froze for about 2-3 seconds any time my view crossed a sculpted block. Nowhere else was the lag present. But every time I looked at a sculpted block ANYWHERE after sculpting that one dirt block in the shadows, it would freeze like crazy. This appears to be a client-side freeze, not server-side, but it is annoying enough that you'd regret installing the mod while this issue exists.

Alas, it will have to go on the shelf for now.

I then noticed that @Reika updated his set of mods recently, and I figured I'd rip out the usual Thermal Expansion / IndustrialCraft / Buildcraft type stuff and see what happened if I went straight up Rotary/Reactor/ElectriCraft.

Unexpectedly, things went boom.

Waila (v1.5.8a-1.7.10) when installed with DragonAPI (1.7.10 V3d) crashed my client every time I looked at something that would cause the Waila tooltip to show. It would crash pointing at Waila, saying something about a tabPattern not being right. As soon as DragonAPI was removed, things went smoothly.

Not wanting to give up quite so easily, I just swapped out the mcp/mobius/waila/api subdirectory in DragonAPI for the one in Waila v1.5.8a and so far everything works peachy-keen. I don't know that this solution is *the* solution for the problem, so I would strongly advise waiting for either Reika or Professor Mobius to tweak things on whichever end is most appropriate to tweak.

Edit: Reported this on Reika's mcforums thread here.

I found another mod (or set of mods) called MC+ Mods from Andykuo1. Some are a bit oddball and I didn't bother with or disabled entirely, but a couple of them were kinda neat, particularly from the R2R challenge perspective.

One example: The Firepit. two pieces of gravel and two sticks will get you a firepit placeable block. Place it on the ground and repeatedly right-click it with a stick until it lights. Feed it additional fuel as you would a furnace and you have an instant, low-tech furnace that gives off light as you would expect. If you (or anything else) walks through the firepit, you catch on fire as one would expect. If the fire pit goes out, you have to re-light it by right clicking repeatedly again to get it going again. It's pretty nifty, and I think fits well within the parameters of the dirt/wood stages of the challenge.

From the Random Things mod by lumien, I enabled "Hardcore Darkness" -- for some it may be annoying, but I thought it was neat. It just removes the minimal amount of lighting minecraft still provided even when everything was supposed to be completely dark. This *feels* dark.

Random Things also provides for the really fast leaf decay that I kinda prefer. Sure, it makes some mod tools moot, but I really don't enjoy shearing leaves all that much, nor do I care to hang around waiting for leaves to despawn so I can get the last couple of saplings or wood blocks hanging in mid-air.

Another thing provided by Random Things that I like is the Blood Moon, although I had to tweak the frequency down a bit. My daughter HATES the invasion-like number of mobs that spawn during a Blood Moon, but I think it adds a bit of challenge without going completely Ender-Zoo crazy. (I can't stand Wither Cats!)

The Improving Minecraft mod by pifou92000 is working out quite nicely. I did turn off some of the enchantments and other bits that seemed too easy though. I'm still testing the wild animals part -- I did have one instance where all the animals I was breeding despawned which wasn't cool, but I need to verify it is actually a mod problem and not a screwup on my part.
 
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