[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

TomeWyrm

New Member
Jul 29, 2019
898
1
1
Whoa! Thanks guys! This is just what I need!
Ok so my reply:
1. I will be adding hunger overhaul, but I don't like spice of life at all. Sorry, but I just blah.
2. Got waila, got bagginses as my backpack mod. Derp I got NEI. For some reason, I don't like BoP. But I might add it anyway, seeing a lot of people like it.
3. Applied energetics I don't have. I just dislike it now because it seems everyone has it in their packs. Yes I got JABBA. I couldn't live without JABBA xD.
4. Yes I will add bibliocraft. I do really like this mod
5. Yus! I love botania!
6. Ok, I will get binnies mods and magic bees. But with gendustry, I think I will disable everything but the JSON bee adding because I lean towards binned mods more.
7. Chickenchunks I will add. Definitely.
8. Chisel is in :D
9. Out of all the npc mods, I might lean towards McA a bit more then custom NPC's because I have never played with Custom NPC's.
10. I will look into those mods. Sounds pretty nice. Can you link them to me?
11. EnderI/O is no question and extra utilities is already in.
12. I *might* add ender storage. Maybe
13. I was thinking about adding magical crops. But I think i'm going to buff some of the recipes.
14. I have never played with frames at all. I'll probably look into it.
15. IC2 and Inventory tweaks are already in. I might make it a disabled mod and let people decide if they want it or not.
16. I'll look into logistics pipes.
17. Mekanism yes. Mekanism armor and wepons on mobs no.
18. I dunno about the furniture mod. I already got bibliocraft.
19. Hmm. Do you recommend a portal mod? I just cant think of any to use.
20. Natura and obsidiplates are in.
21. For some reason. Openblocks doesn't like one of the mods. I will look into it and see if I can fix the issue.
22. Progressive automation I probably will use.
23. Projest red I will probably use too.
24. Railcraft is in
25. Random things seems pretty cool. I'll look into it.
26. TiCon and some addons are in.
27. TE is definitely in.
28. I don't know much about wawla. I'll look into it.
29. All of those magic mods are in there. I will be adding the thaumcraft addons soon.
Ok. I'll also look into draconic evolution. Never heard of it b4.
Thanks for the thoughts!
Cheers,
Bagginses was chosen because balance, right? Have you looked at Iron Backpacks? I assume that you looked at Backpacks by Eydamos. I would end up switching it out personally, but I've never been a fan of tiny backpacks *shrug*.

The problem with not including AE is one of storage and automation. EnderIO *FINALLY* managed to get CLOSE to the abilities that AE has, but nothing, and I mean nothing, currently can replicate the ability to automate with AE except for possibly Logistics Pipes. And nothing beats the speed of item travel (not necessarily transfer, there are mods with more throughput/bandwidth, but nothing beats the "latency" of AE). Additionally every other storage method has space issues. So just keep that in mind. AE and LP can also integrate if you just want to use AE as an "uber barrel". The other way around doesn't really work as well though.

Are you certain about gendustry? 1.7 heavily changed the way Binnies mods work, the process is like 50 times slower now. I believe the inoculator (by itself) takes a REAL LIFE HOUR to work. Which saddens me, I don't mind increasing the time a bit. But I don't want to be forced to abuse servers and chunkloading in order to be allowed to progress at a rate I find reasonable with bees. I would actually prefer doing it the old fashioned way and just breed a billionty 6 drones because then I don't have to wait longer than I have time to play. Even with all the inaccuracies! The sequencer/analyzer takes forever too from what I recall. Tedium does not make good gameplay! The only reason binnies mods are in my packs is because I can't replicate the worldgen hives with Gendustry. Really. The woodworker is awesome, and the new fences and glass are cool... but I added Extra Bees because of the hives (vanilla forestry bees just don't produce all that much useful stuff in comparison).

CustomNPC's and Minecraft Comes Alive are compatible. CustomNPC's is still a "you have to be able to use this mod", like ComputerCraft, OpenComputers, Steve's Factory Manager, etc. Check it out though, neat mod if you can use it.

http://minecraft.curseforge.com/mc-mods/223106-ender-compass (works just like a compass, except it points to nearest end portal instead of world/your spawn)
http://www.wuppy29.com/minecraft/mods/nether-eye-mod/

Be extremely careful about buffing MagicalCrops. If you do, remove the seed drop chance so you have to make essence seeds in order to get new crops or multiply your stock. It's VERY easy with as many growth multipliers as we have access to now to take a single magical crop seed and make fields that stretch to render distance in times that would boggle your mind (I think I had 256 of them by about 8 hours of playtime... from starting the world.) I'd suggest removing the seed drop chance ANYWAY. MagicalCrops is flat-out more powerful than bees. Easier to get into, more products, more versatility with those products, quicker to get into a product you want, easier to understand, etc. That's one of the reasons I use Fluxed Crystals and Attained Drops. They're a bit less... self-multiplicative.

With as many transdimensional teleporters as you've got in the pack already, there isn't much reason to not add people's favorite. Tesseracts, Dimensional Transcievers, The TC mirrors are cross-dimensional aren't they? Most portal mods will allow for cross-dimensional item transport (usually via minecarts), the chest seals from thaumic... um... exploration? Are cross-dim. But as always, personal preference.

Frames are only really a thing if you played with redpower in the 1.2.5/1.4.7 days. But Maul did, and so the challenge references them in a few places... it's hard to beat a functioning flying airship base though :)

Crayfish's adds more "furniture" furniture. Bibliocraft adds more storage/functionality (and tables, lamps, and chairs). Crayfish adds ovens and refrigerators and... um all sorts of things (I don't play with it myself)

As for transport, you have 2 high-tech methods of near-instant transport (EnderIO's ender rails & IC2's teleporter). Me personally? I can't stand Enhanced Portals. It's apparently pretty popular though. The dialing system bugs me, and the power requirements also bug me. I much prefer RFTools' transporters/dialers for some reason. But those BOTH don't allow quite the level of flex that the mystcraft portals do. Which is why Mystcraft is "overpowered" (feh on that). The other issue with RFTools and Mystcraft (other than RFTools/EP3 being rather late-challenge in comparison to Mystcraft) is that they're build-your-own dimension mods. Some people like that, some don't. Also Mystcraft is really bad about custom ore generation methods like COFH worldgen and CoG. It takes some arbitrary hardcoded defaults for ore density, checks chunks after they're generated, and then decides if your world is unstable or not. It's made it unusable in DW20 1.7 without disabling instability entirely.

I've got RFTools AND Mystcraft, but I like options :p.

Thaumcraft addons list: (It's as complete as I could manage, excepting things like Railcraft, Magic Bees, and Another One Bites The Dust 2 which have TC integration, but aren't really "addons")
http://minecraft.curseforge.com/mc-mods/75598-thaumic-tinkerer (It's not Thaumcraft for me without TT anymore. Vazkii is good at what she does, even though Neko and Pixel are doing it now, Lizbeth's ideas drove that mod for the longest time)
http://minecraft.curseforge.com/mc-mods/225095-thaumcraft-nei-plugin (Enough said, hehe)
http://minecraft.curseforge.com/mc-mods/223666-thaumic-energistics (assuming you add AE and ExtraCells, it lets you do Arcane Worktable crafting with an AE terminal and your wand. Also store essentia in and utilize from your AE system as a fluid)
http://minecraft.curseforge.com/mc-mods/222153-automagy (It adds automation aids that are useful outside of thaumcraft builds. The redcrystal is AMAZING!!!!)
http://minecraft.curseforge.com/mc-mods/224237-forbidden-magic (It's a lot the Cross-mod Integration Addon. Adds a blood magic wand, a ars magica wand, a few botania flowers revolving around TC, "a flower that spreads like a weed and whose petals can be crushed for ink" (I use the botanurgist's inkwell, myself))
http://minecraft.curseforge.com/mc-mods/221389-thaumcraft-mob-aspects (Config files will allow you to customize aspect for mobs from any other mod. Which is nice for things like Mo Creatures (can't use in modpacks) or Lycanites, or Twilight Forest (all three are default supported))
http://minecraft.curseforge.com/mc-mods/75783-thaumic-warden (I don't use this one, never really seen the point, personally)
http://minecraft.curseforge.com/mc-mods/78716-symcalc (The stabilization mechanic is so unintuitive and spammy. This thing has saved me SO much annoyance and the personal requirement of everything below my altar being skulls/nitor/candles... nitor is seriously laggy when you've got 200 of it!)
http://minecraft.curseforge.com/mc-mods/224935-warp-theory (I don't use it. Makes warp 50 billion kinds of even MORE annoying, also the documentation is crap-tacular)
http://minecraft.curseforge.com/mc-mods/69450-thaumcraft-extras (Wasliebob is on my NOPE list, I don't like him as a community member, as a coder, or as a creative mind behind an addon. I'm not going to continue because I have nothing nice to say about him. Just listing it for completeness and because maybe other people actually like it?)
http://forum.feed-the-beast.com/threads/0-8-2-1-6-4-1-7-10-technomancy-discussion-thread.47481/ (Ah Technomancy. I love the ideas, but a lot have been replaced by other addons and there's always been odd implementation issues. It still gets in my packs for neat things like the Node Dynamo and Ecologic Transmuter)
http://minecraft.curseforge.com/mc-mods/224434-talismans-2 (It's more like Thaumic Reliquary, making a mod craft via TC but not really be... integrated... with TC. Ya know?)
http://minecraft.curseforge.com/mc-mods/221897-thaumcraftgates (Yay! An automation solution for those of us that can't program in CC/OC, and don't want to use void jars with infinite sources of essentia!)
http://minecraft.curseforge.com/mc-mods/223704-nodal-mechanics (I know I didn't like the other mod by this author, and this has the same out-of-mod issues of lack of documentation. But I've been missing the ability to create nodes ever since Technomancy went... screwy/broken/un-updated. Note I haven't gotten to that part of the mod in legit, but I checked it in creative... it's EXPENSIVE. 150 times the vis points in the node in essentia, on a dangerous level infusion. Which I prefer to the version in Technomancy)
http://minecraft.curseforge.com/mc-mods/220308-thaumic-infusion (I had issues with it, and it didn't really add anything THAT awesome, but if you want to look, give it a try)
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
It was a mistype, 1SDAN was initially 193 instead of 19, then I copy+pasted and then I fixed it on Dan but never edited the total on Gerald. IIRC, he was at 0 Nutrition at that time.

If you don't mind, I'm really trying to understand the math here.. I've got some ideas on the whole concept you're building, but I want to see how your system works first.

Here is Gerald from the last time I looked:

Code:
Nourishment = +15:
   [
     Fed Daily = +1 (x26) (Cap = 2) (Max = 30),
     Fed Weekly = +3 (x3) (Cap = 4) (Max = 4),
     Fully Stocked Food Locker = +1 (x1) (Max = 2),
     Base Nourishment = 4
   ]

How are you getting +15?
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
The problem with not including AE is one of storage and automation. EnderIO *FINALLY* managed to get CLOSE to the abilities that AE has, but nothing, and I mean nothing, currently can replicate the ability to automate with AE except for possibly Logistics Pipes. And nothing beats the speed of item travel (not necessarily transfer, there are mods with more throughput/bandwidth, but nothing beats the "latency" of AE). Additionally every other storage method has space issues. So just keep that in mind. AE and LP can also integrate if you just want to use AE as an "uber barrel". The other way around doesn't really work as well though.

Does the current build of Logistics Pipes work with Buildcraft 6.3.4? The last time I checked it seemed to have an API mismatch issue.
 

1SDAN

New Member
Jul 29, 2019
1,189
-15
0
If you don't mind, I'm really trying to understand the math here.. I've got some ideas on the whole concept you're building, but I want to see how your system works first.

Here is Gerald from the last time I looked:

Code:
Nourishment = +15:
   [
     Fed Daily = +1 (x26) (Cap = 2) (Max = 30),
     Fed Weekly = +3 (x3) (Cap = 4) (Max = 4),
     Fully Stocked Food Locker = +1 (x1) (Max = 2),
     Base Nourishment = 4
   ]

How are you getting +15?

There's 26 amounts of Daily Feeding, but the Cap is 2, so I'm getting +2. Weekly has 3 with a cap of 4, so I'm getting 9. Then there's the base and Fully Stocked Food locker bonus. That makes 16... wow Math fail
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
I'm just going to leave this here and back away slowly. I have the feeling that it's going to make so many mods a royal pita (Compatibility issues mostly. Replacement mods tend to do that) ... but it's a neat idea
http://www.minecraftforum.net/forum...ft-mods/wip-mods/2192122-betterbeginnings-mod

I tried this mod about a month ago. It was pretty neat, actually. The only issue I had with it was that it didn't really lend much after you'd progressed past the game start. Then it just became an irrelevant mod that consumed space. For what it does though, it was fun.
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
It means that you can only have a total of 30 straight days of being fed daily recorded. You still need to feed him, but the counter no longer increments past 30

So if there were ... an event ... that caused Gerald to miss getting fed one day, would
Code:
Fed Daily = +1 (x26) (Cap = 2) (Max = 30),
get reset to something like
Code:
Fed Daily = +1 (x1) (Cap = 2) (Max = 30),
assuming his food got restored? Would Fed Weekly get reset as well from a short interruption in the food supply?
 

1SDAN

New Member
Jul 29, 2019
1,189
-15
0
So if there were ... an event ... that caused Gerald to miss getting fed one day, would
Code:
Fed Daily = +1 (x26) (Cap = 2) (Max = 30),
get reset to something like
Code:
Fed Daily = +1 (x1) (Cap = 2) (Max = 30),
assuming his food got restored? Would Fed Weekly get reset as well from a short interruption in the food supply?
I'm thinking it should only half the Fed Daily counter, not reset it completely. Otherwise it'd be a bit too punishing for forgetting. But the resetting thing could be a hardcore option. Also, fed weekly is simply a rounded down integer variant of the equation
Code:
<fedDaily> / 7"
 

VaalDeth

New Member
Jul 29, 2019
145
0
0
Frames are only really a thing if you played with redpower in the 1.2.5/1.4.7 days. But Maul did, and so the challenge references them in a few places... it's hard to beat a functioning flying airship base though :)

Ahh yes... Here is the episode from my old FTB playthrough where I take for a test drive just a thing... Yes my inspiration was Stargte...

FEATURES LASER BEAM OF DEATH!!!! (Ok its a thaumcraft Mining laser...)



If you want to see the rest of the episodes (took a few to build the ship and test the systems) the full playlist is here (I also got some handy computercraft turtle scripts you can find in he earlier episodes):

http://www.youtube.com/playlist?list=PLFzLoEd0xhYtXr3JIZUxYU39RNMYg1f-3
 
Last edited:

TomeWyrm

New Member
Jul 29, 2019
898
1
1
Man, it's been AGES since I've seen those windmills, all aboard the nostalgia train!

No I didn't Sensei. I need to go clarify to Immibis about that. My sleep schedule has been killer lately and I've been forgetting a lot of stuff I've been meaning to do.
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
@VaalDeth I poked around but couldn't find the episode where you covered turtles. Do you have a ballpark of what episode #s it might be in?
 

Maul_Junior

New Member
Jul 29, 2019
314
0
0
so after a looong sabbatical while I worked on some IRL issues, I have a few things for you guys.

1: The Classic Wiki is being uploaded (minus most of the formatting because I'm straight-up copy/pasting and hitting enter a few times for easier readability) http://refugee-to-regent.wikia.com/wiki/Classic_Wiki

The Entire old Wiki has been copy/pasted to the wiki from my PDF, but most pages still have not been formatted at all. Link to the Classic Wiki is at the very bottom of the front page.

2: A new challenge for you--Town Councils/Personal Advisors. Before the Rule of Cool, you can only have up to 4 (may be lower in earlier stages). your Personal Advisors effect the entire Empire, Town Councils effect the towns they are living in. Until you get your first Outlier, Town Councils and Personal Advisors are the same people. The race of the Advisors/Councilors give you bonuses that effect your game (or you can just pick and choose the bonuses you want without having a Racial element).

Every Advisor needs a house equivalent to a Noble Estate (Elder in Dirt/Wood), and an office in either your Personal Estate or a community building (Town hall, etc), or both (if your Rule of Cool demands). Office requirements don't kick in until Stone Hamlet.

Dirt Hovel: 1 Advisor
Wood Settlement: 2 Advisors
Stone Hamlet: 3 Advisors
Iron Village: No limits from here on out

Testificates: All crops count for 10% more [20% if stacked]

Dwarves: Choose 1 tool--you may use up to 1 Restriction level above current Stage (ie a single, wooden tool in Dirt Hovel), and use the items you acquire with said tool (again, 1 Restriction level above current Stage) for aesthetic/structural purposes. Tools do not stack if Dwarves are both Advisor/Councilor. You must choose 2 tools.

Elves: Drops the required numbers of tree per Orchard by 10% [20% if stacked]

Humans: Each animal in a given Settlement (Stables/Kennels/Livestock) are worth 10% more [20% if stacked]

[Zombie] Pigmen: Increases or decreases amount of military needed by 10% [20% if stacked] as desired.


Iron Golem: Takes up 2 Advisor Slots, Civilization must be able to utilize Iron. Personal Bodyguard if Personal Advisor. In lieu of an office, if Advisor, requires a dozen dogs for protection detail and a pair of cats for sentry duties. Reduces military needs of a Town by 25% if Councilor. If Councilor, requires at least a dozen Snow Golems to patrol the town in addition to the Iron Golem.

Iron Golem Stacking: A Town may use all 4 slots to have 2 Iron Golems, in which case the military needs are reduced by 50%, and 30 Snow Golems will be needed for patrols.

Note: The Iron Golem Advisors/Councilors apply only to Player-created Golems created specifically for a Town, not to naturally-spawning Golems in a Testificate Village.
 
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