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

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

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 idea was to be able to pull up backups of old pristine/changed configs to regenerate them if desired, but I'm not really sure there's a point to it other than maybe restoring a completely hosed-up config in the latest version.

Interestingly enough, you could also use the system to compare configs from one version of the pack to another without any manual changes whatsoever to document exactly what configs changed between releases.
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
Your "It's (almost) all ASCII..." remark got me thinking about HQM data. I can't really process that, so I'll have to set up a way to mark binary files so they will be skipped over.
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
Just to test the system in it's current state, I ran it against the old DW20 v1.0.4 configs as the Snapshot, and the new DW20 v1.1.1 configs as the Master. @VikeStep hadn't uploaded the changes to the Public Modpack Listings page yet, so I figured it would be interesting to see what the system was able to pick up.

Hiding huge wall-of-text about this config-patcher thing to save the eyeballs of everyone reading this thread that don't have one lick of interest in this. Move along, nothing to see here...

Obviously it doesn't look at anything but configs, so new/changed/removed mods aren't typically noticed.

I did two runs, the first (larger) run being the differences file, the second being a list of files missing from either the Snapshot (original 1.0.4 configs) or Master (new 1.1.1 configs) directories.

First, the big list of diffs:
Code:
[--- \config\BetterTitleScreen.cfg]
[+++ \config\BetterTitleScreen.cfg]
[@@ -6 +6 @@]
[-        §1Feed §2The §4Beast§f: §3Direwolf§520]
[+        §1Feed §2The §4Beast§f: §fDirewolf20]
[--- \config\BiblioCraft.cfg]
[+++ \config\BiblioCraft.cfg]
[@@ -52,0 +53,6 @@]
[+}]
[+]
[+]
[+defaultbigbooktextscale {]
[+    # This value will set the default text scale of text in the Big Book. Choose a positive integer between 0 and 7. 0 is the smallest scale and 7 is the largest scale. [range: 0 ~ 7, default: 0]]
[+    I:general=0]
[--- \config\Botania.cfg]
[+++ \config\Botania.cfg]
[@@ -92 +92 @@]
[-    # The density of each flower patch generataed, defaults to 16, the lower the number, the less each patch will have.]
[+    # The density of each botania flower patch generataed, defaults to 16, the lower the number, the less each patch will have.]
[@@ -95 +95 @@]
[-    # The quanity of flower patches to generate in the world, defaults to 2, the lower the number the less patches geenrate.]
[+    # The quanity of botania flower patches to generate in the world, defaults to 2, the lower the number the less patches generate.]
[@@ -96,0 +97,3 @@]
[+]
[+    # The quantity of botania mushrooms to generate underground, in the world, defaults to 40, the lower the number the less patches generate.]
[+    I:worldgen.mushroom.quantity=40]
[--- \config\chisel.cfg]
[+++ \config\chisel.cfg]
[@@ -3,0 +4 @@]
[+    # The tool that is able to break roadLines (requires useRoadLineTool to be true to take effect)]
[@@ -4,0 +6,2 @@]
[+]
[+    # The lowest harvest level of the tool able to break the road lines (requires useRoadLineTool to be true to take effect) (0 = Wood/Gold, 1 = Stone, 2 = Iron, 3 = Diamond) Default: 0]
[@@ -5,0 +9,2 @@]
[+]
[+    # Should the road line require a tool to break (If false, road lines can be broken in Adventure)]
[@@ -10,0 +16,4 @@]
[+    # Should someone be able to chisel something into a different color.]
[+    B:allowChiselCrossColors=true]
[+]
[+    # Should the chisel be damageable and take damage when it chisels something.]
[@@ -11,0 +21,2 @@]
[+]
[+    # The extra attack damage points (in half hearts) that the diamond chisel inflicts when it is used to attack an entity.]
[@@ -12,0 +24,2 @@]
[+]
[+    # The max damage of the diamond chisel. Default: 5000]
[@@ -13,0 +27,2 @@]
[+]
[+    # The extra attack damage points (in half hearts) that the iron chisel inflicts when it is used to attack an entity.]
[@@ -14,0 +30,2 @@]
[+]
[+    # If this is true, the iron chisel can left click chisel blocks. If false, it cannot.]
[@@ -15,0 +33,2 @@]
[+]
[+    # If this is true, the iron chisel can change its chisel mode just as the diamond chisel can.]
[@@ -16,0 +36,2 @@]
[+]
[+    # The max damage of the standard iron chisel. Default: 500.]
[@@ -49,0 +71 @@]
[+    B:aluminum=true]
[@@ -61,0 +84 @@]
[+    B:bronze=true]
[@@ -98,0 +122 @@]
[+    B:lead=true]
[@@ -114,0 +139,6 @@]
[+    B:rcBleachedBone=true]
[+    B:rcBloodStained=true]
[+    B:rcFrostBoundBlock=true]
[+    B:rcInfernalStone=true]
[+    B:rcQuarriedBlock=true]
[+    B:rcSandyStone=true]
[@@ -119,0 +150 @@]
[+    B:silver=true]
[@@ -124,0 +156 @@]
[+    B:steel=true]
[@@ -125,0 +158 @@]
[+    B:tallow=true]
[@@ -128,0 +162,5 @@]
[+    B:tfMazestone=true]
[+    B:tfTowerstone=true]
[+    B:tfUnderBrick=true]
[+    B:thaumium=true]
[+    B:tin=true]
[@@ -129,0 +168,4 @@]
[+    B:twilghtForest=true]
[+    B:tyrian=true]
[+    B:uranium=true]
[+    B:valentines=true]
[@@ -143,2 +184,0 @@]
[-]
[-    # Should people be allowed to use the auto chisel]
[@@ -148,0 +189,2 @@]
[+]
[+    # If this is true, you can chisel from the chisel leaves back to vanilla ones. If it is false, you cannot.]
[@@ -149,0 +192,2 @@]
[+]
[+    # Chisel stone to cobblestone and bricks by left clicking.]
[@@ -161,0 +206,51 @@]
[+hexcolors {]
[+    # Black color for hex block overlay #RRGGBB]
[+    S:hexblack=#1e1b1b]
[+]
[+    # Blue color for hex block overlay #RRGGBB]
[+    S:hexblue=#253192]
[+]
[+    # Brown color for hex block overlay #RRGGBB]
[+    S:hexbrown=#51301a]
[+]
[+    # Cyan color for hex block overlay #RRGGBB]
[+    S:hexcyan=#287697]
[+]
[+    # Gray color for hex block overlay #RRGGBB]
[+    S:hexgray=#434343]
[+]
[+    # Green color for hex block overlay #RRGGBB]
[+    S:hexgreen=#3b511a]
[+]
[+    # LightBlue color for hex block overlay #RRGGBB]
[+    S:hexlightBlue=#6689d3]
[+]
[+    # Lime color for hex block overlay #RRGGBB]
[+    S:hexlime=#41cd34]
[+]
[+    # Magenta color for hex block overlay #RRGGBB]
[+    S:hexmagenta=#c354cd]
[+]
[+    # Orange color for hex block overlay #RRGGBB]
[+    S:hexorange=#eb8844]
[+]
[+    # Pink color for hex block overlay #RRGGBB]
[+    S:hexpink=#d88198]
[+]
[+    # Purple color for hex block overlay #RRGGBB]
[+    S:hexpurple=#7b2fbe]
[+]
[+    # Red color for hex block overlay #RRGGBB]
[+    S:hexred=#b3312c]
[+]
[+    # Silver color for hex block overlay #RRGGBB]
[+    S:hexsilver=#ababab]
[+]
[+    # White color for hex block overlay #RRGGBB]
[+    S:hexwhite=#f0f0f0]
[+]
[+    # Yellow color for hex block overlay #RRGGBB]
[+    S:hexyellow=#decf2a]
[+}]
[+]
[+]
[@@ -168,0 +264 @@]
[+    # Amount of andesite to generate in the world; use 0 for none.]
[@@ -169,0 +266,2 @@]
[+]
[+    # Amount of diorite to generate in the world; use 0 for none.]
[@@ -170,0 +269,2 @@]
[+]
[+    # Amount of granite to generate in the world; use 0 for none.]
[--- \config\factorization.cfg]
[+++ \config\factorization.cfg]
[@@ -53 +52,0 @@]
[-    # work in progress; may be unstable]
[@@ -59,0 +59,3 @@]
[+]
[+    # Distance between colossi in chunks]
[+    I:colossusSpacing=48]
[@@ -60,0 +63 @@]
[+    B:generateBrokenBedrock=true]
[@@ -62,2 +65,2 @@]
[-    # Set to false to disable broken bedrock spawning around dark iron ore]
[-    B:generateBrokenBedrock=true]
[+    # If true, Colossi will generate in the world. If false, the player will be given an LMP instead of a lost map.]
[+    B:generateColossi=true]
[@@ -69,0 +73,3 @@]
[+]
[+    # If set to true, then you must have a manual in your inventory to look up items]
[+    B:requireBookForManual=true]
[@@ -105,0 +112,6 @@]
[+    # If set to true, the Lost Map won't take damage]
[+    B:infiniteGuideUse=false]
[+]
[+    # Comma-separated list of block names. In front of the list must be either a +, for white-listing, or a -, for black-listing.]
[+    S:laceratorBlockGraylist=-minecraft:bedrock,minecraft:end_portal]
[+]
[@@ -109 +121,2 @@]
[-    # If set to true, players will find a docbook after getting iron]
[+    # If set to true, players will find a lost map after getting the diamonds achievement]
[+    B:playersDiscoverColossusGuides=true]
[--- \config\IC2.ini]
[+++ \config\IC2.ini]
[@@ -2 +2 @@]
[-; created Feb 26, 2015 10:15:51 AM]
[+; created Mar 4, 2015 11:45:45 PM]
[--- \config\iChunUtil.cfg]
[+++ \config\iChunUtil.cfg]
[@@ -38 +38 @@]
[-    I:dayCheck=26]
[+    I:dayCheck=4]
[--- \config\InvTweaks.cfg]
[+++ \config\InvTweaks.cfg]
[@@ -3 +3 @@]
[-#Thu Feb 26 10:16:26 EST 2015]
[+#Wed Mar 04 23:46:20 EST 2015]
[--- \config\JABBA.cfg]
[+++ \config\JABBA.cfg]
[@@ -36,0 +37,3 @@]
[+    # If true, punching a barrel will remove one item and shift punching a stack. [default: false]]
[+    B:reverseBehaviourClickLeft=false]
[+]
[--- \config\PneumaticCraft.cfg]
[+++ \config\PneumaticCraft.cfg]
[@@ -24,0 +25,3 @@]
[+]
[+    # Defines the difficulty of the programmer shown to the user. 0 = easy, 1 = medium, 2 = advanced [range: 0 ~ 2, default: 0]]
[+    I:"Programmer Difficulty"=0]
[--- \config\buildcraft\compat.cfg]
[+++ \config\buildcraft\compat.cfg]
[@@ -3,0 +4,3 @@]
[+    # Minefactory Reloaded integration. [default: true]]
[+    B:enableMFR=true]
[+]
[--- \config\buildcraft\main.conf]
[+++ \config\buildcraft\main.conf]
[@@ -47,2 +46,0 @@]
[-]
[-    # set to false to prevent fillers from dropping blocks.]
[@@ -119,0 +118,3 @@]
[+    # Set the default marker range. Setting it too high might cause lag and general weirdness, so watch out!]
[+    I:marker.range=64]
[+]
[@@ -162,0 +164,3 @@]
[+    # Enable the slimeball based pipe waterproofing recipe]
[+    B:pipes.fluids.enableAdditionalWaterproofingRecipe=true]
[+]
[@@ -182 +186 @@]
[-    S:version=6.3.6]
[+    S:version=6.4.1]
[--- \config\endertech\general.cfg]
[+++ \config\endertech\general.cfg]
[@@ -7,0 +8,6 @@]
[+healthpad {]
[+    I:HealthPad.ChargePerHalfHeart=192000]
[+    B:HealthPad.ForceAlwaysSendHealth=false]
[+}]
[+]
[+]
[@@ -9,0 +16,2 @@]
[+    I:Rendering.GUITopLeftXOffset=0]
[+    I:Rendering.GUITopLeftYOffset=0]
[--- \config\endertech\items.cfg]
[+++ \config\endertech\items.cfg]
[@@ -5,0 +6 @@]
[+        I:Exchanger.BaseCost=2048]
[@@ -6,0 +8 @@]
[+        I:Exchanger.HardnessCost=64]
[@@ -7,0 +10,3 @@]
[+        I:Exchanger.MaximumCost=16384]
[+        I:Exchanger.MinimumCost=2048]
[+        I:Exchanger.RadiusCost=128]
[--- \config\powercrystals\minefactoryreloaded\common.cfg]
[+++ \config\powercrystals\minefactoryreloaded\common.cfg]
[@@ -235 +235 @@]
[-        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)]
[+        # The amount of energy generated by this machine in one tick, in units of 10 RF (i.e., 2 DaRF = 20 RF)]
[@@ -301 +301 @@]
[-        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)]
[+        # The amount of energy generated by this machine in one tick, in units of 10 RF (i.e., 2 DaRF = 20 RF)]
[@@ -561,0 +562,3 @@]
[+        # If true, the golden jailer safarinet will be craftable. It causes released mobs to always render their nametag, like a player would.]
[+        B:GoldenJailerSafariNet=true]
[+]

Next, the much smaller list of missing configs:
Code:
*** \config\hammerChannels.cfg is not present in the Snapshot database
*** Directory \config\cofh\core does not exist in Snapshot.
*** Directory \config\cofh\redstonearsenal does not exist in Snapshot.
*** Directory \config\cofh\thermaldynamics does not exist in Snapshot.
*** Directory \config\cofh\thermalexpansion does not exist in Snapshot.
*** Directory \config\cofh\thermalfoundation does not exist in Snapshot.
*** \config\cofh\world\ThermalFoundation-Ores.json is not present in the Snapshot database
*** \config\cofh\world\ThermalExpansion-Ores.json is not present in the Master database

From the second spoiler, we see that HammerChannels.cfg is new, that's the new Factorization thing that has to do with Collosi or something.
Also, CoFH seemingly did a bit of reorganizing it's configs, including changing ThermalExpansion-Ores.json to ThermalFoundation-Ores.json

In cases like the CoFH reorganization, the changes won't show up in the diffs because the new format didn't exist in the snapshot, so there was nothing to compare against. The whole file is new as far as the system is concerned. Likewise, changing the name of a file won't get picked up by the diff for the same reason.
 

TomeWyrm

New Member
Jul 29, 2019
898
1
1
Include Vazkii's Mod Lister (well the 1.1 update to it) and you could have it notify you of updated/added/removed mods :)
Though it does output to the root of the instance, not the config folder.
 

VikeStep

New Member
Jul 29, 2019
1,117
0
0
Just to test the system in it's current state, I ran it against the old DW20 v1.0.4 configs as the Snapshot, and the new DW20 v1.1.1 configs as the Master. @VikeStep hadn't uploaded the changes to the Public Modpack Listings page yet, so I figured it would be interesting to see what the system was able to pick up.

Hiding huge wall-of-text about this config-patcher thing to save the eyeballs of everyone reading this thread that don't have one lick of interest in this. Move along, nothing to see here...

Obviously it doesn't look at anything but configs, so new/changed/removed mods aren't typically noticed.

I did two runs, the first (larger) run being the differences file, the second being a list of files missing from either the Snapshot (original 1.0.4 configs) or Master (new 1.1.1 configs) directories.

First, the big list of diffs:
Code:
[--- \config\BetterTitleScreen.cfg]
[+++ \config\BetterTitleScreen.cfg]
[@@ -6 +6 @@]
[-        §1Feed §2The §4Beast§f: §3Direwolf§520]
[+        §1Feed §2The §4Beast§f: §fDirewolf20]
[--- \config\BiblioCraft.cfg]
[+++ \config\BiblioCraft.cfg]
[@@ -52,0 +53,6 @@]
[+}]
[+]
[+]
[+defaultbigbooktextscale {]
[+    # This value will set the default text scale of text in the Big Book. Choose a positive integer between 0 and 7. 0 is the smallest scale and 7 is the largest scale. [range: 0 ~ 7, default: 0]]
[+    I:general=0]
[--- \config\Botania.cfg]
[+++ \config\Botania.cfg]
[@@ -92 +92 @@]
[-    # The density of each flower patch generataed, defaults to 16, the lower the number, the less each patch will have.]
[+    # The density of each botania flower patch generataed, defaults to 16, the lower the number, the less each patch will have.]
[@@ -95 +95 @@]
[-    # The quanity of flower patches to generate in the world, defaults to 2, the lower the number the less patches geenrate.]
[+    # The quanity of botania flower patches to generate in the world, defaults to 2, the lower the number the less patches generate.]
[@@ -96,0 +97,3 @@]
[+]
[+    # The quantity of botania mushrooms to generate underground, in the world, defaults to 40, the lower the number the less patches generate.]
[+    I:worldgen.mushroom.quantity=40]
[--- \config\chisel.cfg]
[+++ \config\chisel.cfg]
[@@ -3,0 +4 @@]
[+    # The tool that is able to break roadLines (requires useRoadLineTool to be true to take effect)]
[@@ -4,0 +6,2 @@]
[+]
[+    # The lowest harvest level of the tool able to break the road lines (requires useRoadLineTool to be true to take effect) (0 = Wood/Gold, 1 = Stone, 2 = Iron, 3 = Diamond) Default: 0]
[@@ -5,0 +9,2 @@]
[+]
[+    # Should the road line require a tool to break (If false, road lines can be broken in Adventure)]
[@@ -10,0 +16,4 @@]
[+    # Should someone be able to chisel something into a different color.]
[+    B:allowChiselCrossColors=true]
[+]
[+    # Should the chisel be damageable and take damage when it chisels something.]
[@@ -11,0 +21,2 @@]
[+]
[+    # The extra attack damage points (in half hearts) that the diamond chisel inflicts when it is used to attack an entity.]
[@@ -12,0 +24,2 @@]
[+]
[+    # The max damage of the diamond chisel. Default: 5000]
[@@ -13,0 +27,2 @@]
[+]
[+    # The extra attack damage points (in half hearts) that the iron chisel inflicts when it is used to attack an entity.]
[@@ -14,0 +30,2 @@]
[+]
[+    # If this is true, the iron chisel can left click chisel blocks. If false, it cannot.]
[@@ -15,0 +33,2 @@]
[+]
[+    # If this is true, the iron chisel can change its chisel mode just as the diamond chisel can.]
[@@ -16,0 +36,2 @@]
[+]
[+    # The max damage of the standard iron chisel. Default: 500.]
[@@ -49,0 +71 @@]
[+    B:aluminum=true]
[@@ -61,0 +84 @@]
[+    B:bronze=true]
[@@ -98,0 +122 @@]
[+    B:lead=true]
[@@ -114,0 +139,6 @@]
[+    B:rcBleachedBone=true]
[+    B:rcBloodStained=true]
[+    B:rcFrostBoundBlock=true]
[+    B:rcInfernalStone=true]
[+    B:rcQuarriedBlock=true]
[+    B:rcSandyStone=true]
[@@ -119,0 +150 @@]
[+    B:silver=true]
[@@ -124,0 +156 @@]
[+    B:steel=true]
[@@ -125,0 +158 @@]
[+    B:tallow=true]
[@@ -128,0 +162,5 @@]
[+    B:tfMazestone=true]
[+    B:tfTowerstone=true]
[+    B:tfUnderBrick=true]
[+    B:thaumium=true]
[+    B:tin=true]
[@@ -129,0 +168,4 @@]
[+    B:twilghtForest=true]
[+    B:tyrian=true]
[+    B:uranium=true]
[+    B:valentines=true]
[@@ -143,2 +184,0 @@]
[-]
[-    # Should people be allowed to use the auto chisel]
[@@ -148,0 +189,2 @@]
[+]
[+    # If this is true, you can chisel from the chisel leaves back to vanilla ones. If it is false, you cannot.]
[@@ -149,0 +192,2 @@]
[+]
[+    # Chisel stone to cobblestone and bricks by left clicking.]
[@@ -161,0 +206,51 @@]
[+hexcolors {]
[+    # Black color for hex block overlay #RRGGBB]
[+    S:hexblack=#1e1b1b]
[+]
[+    # Blue color for hex block overlay #RRGGBB]
[+    S:hexblue=#253192]
[+]
[+    # Brown color for hex block overlay #RRGGBB]
[+    S:hexbrown=#51301a]
[+]
[+    # Cyan color for hex block overlay #RRGGBB]
[+    S:hexcyan=#287697]
[+]
[+    # Gray color for hex block overlay #RRGGBB]
[+    S:hexgray=#434343]
[+]
[+    # Green color for hex block overlay #RRGGBB]
[+    S:hexgreen=#3b511a]
[+]
[+    # LightBlue color for hex block overlay #RRGGBB]
[+    S:hexlightBlue=#6689d3]
[+]
[+    # Lime color for hex block overlay #RRGGBB]
[+    S:hexlime=#41cd34]
[+]
[+    # Magenta color for hex block overlay #RRGGBB]
[+    S:hexmagenta=#c354cd]
[+]
[+    # Orange color for hex block overlay #RRGGBB]
[+    S:hexorange=#eb8844]
[+]
[+    # Pink color for hex block overlay #RRGGBB]
[+    S:hexpink=#d88198]
[+]
[+    # Purple color for hex block overlay #RRGGBB]
[+    S:hexpurple=#7b2fbe]
[+]
[+    # Red color for hex block overlay #RRGGBB]
[+    S:hexred=#b3312c]
[+]
[+    # Silver color for hex block overlay #RRGGBB]
[+    S:hexsilver=#ababab]
[+]
[+    # White color for hex block overlay #RRGGBB]
[+    S:hexwhite=#f0f0f0]
[+]
[+    # Yellow color for hex block overlay #RRGGBB]
[+    S:hexyellow=#decf2a]
[+}]
[+]
[+]
[@@ -168,0 +264 @@]
[+    # Amount of andesite to generate in the world; use 0 for none.]
[@@ -169,0 +266,2 @@]
[+]
[+    # Amount of diorite to generate in the world; use 0 for none.]
[@@ -170,0 +269,2 @@]
[+]
[+    # Amount of granite to generate in the world; use 0 for none.]
[--- \config\factorization.cfg]
[+++ \config\factorization.cfg]
[@@ -53 +52,0 @@]
[-    # work in progress; may be unstable]
[@@ -59,0 +59,3 @@]
[+]
[+    # Distance between colossi in chunks]
[+    I:colossusSpacing=48]
[@@ -60,0 +63 @@]
[+    B:generateBrokenBedrock=true]
[@@ -62,2 +65,2 @@]
[-    # Set to false to disable broken bedrock spawning around dark iron ore]
[-    B:generateBrokenBedrock=true]
[+    # If true, Colossi will generate in the world. If false, the player will be given an LMP instead of a lost map.]
[+    B:generateColossi=true]
[@@ -69,0 +73,3 @@]
[+]
[+    # If set to true, then you must have a manual in your inventory to look up items]
[+    B:requireBookForManual=true]
[@@ -105,0 +112,6 @@]
[+    # If set to true, the Lost Map won't take damage]
[+    B:infiniteGuideUse=false]
[+]
[+    # Comma-separated list of block names. In front of the list must be either a +, for white-listing, or a -, for black-listing.]
[+    S:laceratorBlockGraylist=-minecraft:bedrock,minecraft:end_portal]
[+]
[@@ -109 +121,2 @@]
[-    # If set to true, players will find a docbook after getting iron]
[+    # If set to true, players will find a lost map after getting the diamonds achievement]
[+    B:playersDiscoverColossusGuides=true]
[--- \config\IC2.ini]
[+++ \config\IC2.ini]
[@@ -2 +2 @@]
[-; created Feb 26, 2015 10:15:51 AM]
[+; created Mar 4, 2015 11:45:45 PM]
[--- \config\iChunUtil.cfg]
[+++ \config\iChunUtil.cfg]
[@@ -38 +38 @@]
[-    I:dayCheck=26]
[+    I:dayCheck=4]
[--- \config\InvTweaks.cfg]
[+++ \config\InvTweaks.cfg]
[@@ -3 +3 @@]
[-#Thu Feb 26 10:16:26 EST 2015]
[+#Wed Mar 04 23:46:20 EST 2015]
[--- \config\JABBA.cfg]
[+++ \config\JABBA.cfg]
[@@ -36,0 +37,3 @@]
[+    # If true, punching a barrel will remove one item and shift punching a stack. [default: false]]
[+    B:reverseBehaviourClickLeft=false]
[+]
[--- \config\PneumaticCraft.cfg]
[+++ \config\PneumaticCraft.cfg]
[@@ -24,0 +25,3 @@]
[+]
[+    # Defines the difficulty of the programmer shown to the user. 0 = easy, 1 = medium, 2 = advanced [range: 0 ~ 2, default: 0]]
[+    I:"Programmer Difficulty"=0]
[--- \config\buildcraft\compat.cfg]
[+++ \config\buildcraft\compat.cfg]
[@@ -3,0 +4,3 @@]
[+    # Minefactory Reloaded integration. [default: true]]
[+    B:enableMFR=true]
[+]
[--- \config\buildcraft\main.conf]
[+++ \config\buildcraft\main.conf]
[@@ -47,2 +46,0 @@]
[-]
[-    # set to false to prevent fillers from dropping blocks.]
[@@ -119,0 +118,3 @@]
[+    # Set the default marker range. Setting it too high might cause lag and general weirdness, so watch out!]
[+    I:marker.range=64]
[+]
[@@ -162,0 +164,3 @@]
[+    # Enable the slimeball based pipe waterproofing recipe]
[+    B:pipes.fluids.enableAdditionalWaterproofingRecipe=true]
[+]
[@@ -182 +186 @@]
[-    S:version=6.3.6]
[+    S:version=6.4.1]
[--- \config\endertech\general.cfg]
[+++ \config\endertech\general.cfg]
[@@ -7,0 +8,6 @@]
[+healthpad {]
[+    I:HealthPad.ChargePerHalfHeart=192000]
[+    B:HealthPad.ForceAlwaysSendHealth=false]
[+}]
[+]
[+]
[@@ -9,0 +16,2 @@]
[+    I:Rendering.GUITopLeftXOffset=0]
[+    I:Rendering.GUITopLeftYOffset=0]
[--- \config\endertech\items.cfg]
[+++ \config\endertech\items.cfg]
[@@ -5,0 +6 @@]
[+        I:Exchanger.BaseCost=2048]
[@@ -6,0 +8 @@]
[+        I:Exchanger.HardnessCost=64]
[@@ -7,0 +10,3 @@]
[+        I:Exchanger.MaximumCost=16384]
[+        I:Exchanger.MinimumCost=2048]
[+        I:Exchanger.RadiusCost=128]
[--- \config\powercrystals\minefactoryreloaded\common.cfg]
[+++ \config\powercrystals\minefactoryreloaded\common.cfg]
[@@ -235 +235 @@]
[-        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)]
[+        # The amount of energy generated by this machine in one tick, in units of 10 RF (i.e., 2 DaRF = 20 RF)]
[@@ -301 +301 @@]
[-        # The energy cost for this machine to complete one work cycle, in units of 10 RF (i.e., 2 DaRF = 20 RF)]
[+        # The amount of energy generated by this machine in one tick, in units of 10 RF (i.e., 2 DaRF = 20 RF)]
[@@ -561,0 +562,3 @@]
[+        # If true, the golden jailer safarinet will be craftable. It causes released mobs to always render their nametag, like a player would.]
[+        B:GoldenJailerSafariNet=true]
[+]

Next, the much smaller list of missing configs:
Code:
*** \config\hammerChannels.cfg is not present in the Snapshot database
*** Directory \config\cofh\core does not exist in Snapshot.
*** Directory \config\cofh\redstonearsenal does not exist in Snapshot.
*** Directory \config\cofh\thermaldynamics does not exist in Snapshot.
*** Directory \config\cofh\thermalexpansion does not exist in Snapshot.
*** Directory \config\cofh\thermalfoundation does not exist in Snapshot.
*** \config\cofh\world\ThermalFoundation-Ores.json is not present in the Snapshot database
*** \config\cofh\world\ThermalExpansion-Ores.json is not present in the Master database

From the second spoiler, we see that HammerChannels.cfg is new, that's the new Factorization thing that has to do with Collosi or something.
Also, CoFH seemingly did a bit of reorganizing it's configs, including changing ThermalExpansion-Ores.json to ThermalFoundation-Ores.json

In cases like the CoFH reorganization, the changes won't show up in the diffs because the new format didn't exist in the snapshot, so there was nothing to compare against. The whole file is new as far as the system is concerned. Likewise, changing the name of a file won't get picked up by the diff for the same reason.
There are absolutely no config changes between those DW20 versions. just mod changes
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
There are absolutely no config changes between those DW20 versions. just mod changes

@VikeStep is correct in that no config changes that the FTB team may have made, yes. This picks up all the things that got altered in the new configs by the mod authors changing what is in them. Like all the Botania mushroom stuff, or the MFR Compatability switch in Buildcraft's config.

You can see the Chisel author added lots of comments to many of his settings, and the JABBA barrel config change is also present.

Interestingly, in buildcraft/main.conf you can see where the comment about the filler not breaking blocks was removed, but the actual config entry B:dropBrokenBlocks=true is still present in the file. I'm sure the functionality was fixed, but it shows a possible oversight in that the config manager part of buildcraft might still be writing that unused variable to the file.

...although I would assume someone needed to manually tweak the BetterTitleScreen.cfg to fix the Direwolf20 coloring thing. :)
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
Include Vazkii's Mod Lister (well the 1.1 update to it) and you could have it notify you of updated/added/removed mods :)
Though it does output to the root of the instance, not the config folder.

There's a thought. But it involves actually running an instance of Minecraft to get the mod to generate the file. Not exactly conducive to an automatic system, and it relies on Minecraft actually coming up. If something goes south, you don't get the list. :)
 

TomeWyrm

New Member
Jul 29, 2019
898
1
1
True, but a large portion of the config settings require your instance to be basically running anyway. I do believe that the mod lister finishes completely before the Init stage. Heck I think it runs before you can even have "multiple versions of the same mod" conflicts.

But obviously you wouldn't distribute it with the tool or anything, you'd just give support for finding the file and parsing it if it's there for the added functionality...


We're horribly off-topic aren't we?
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
I checked the ModLister source, it runs in Post-Initialization.

Anyway, let's get back on topic!

Rotarycraft so far works just fine as a tech addition to the pack if you turn off the Railcraft residual heat.

I'm going to test Reactorcraft next. I don't have Big Reactors or IC2 installed, so it is my only potential source of Reactor Power at the moment.

I'll also make sure Electricraft is doing what it should while I'm at it.

Leaving Chromaticraft out keeps my headaches with those pylons to a minimum, and that's a good thing.

I think I need to also remember to modify the Rotarycraft configs to allow HSLA steel to be oreDict'ed. Maybe it's set that way already. I'll check.

When I get back from that test, assuming I don't burn that world to the ground in a nuclear fireball, I want to try revisiting the challenge requirements and see if they can't be cleaned up a little bit.

For anyone new wanting to try this challenge, it's a bit all over the place. Nothing clean to start with, no clear directions or good metrics to know how you're progressing.
 

TomeWyrm

New Member
Jul 29, 2019
898
1
1
Actually I've been trying out test worlds (working on the TC cheat sheet) and those pylons are actually pretty benign... minus that overlay that I'm totally figuring out how to remove or seriously neuter with a resource pack. The "I shoot you" range is lower than I remember it being. It's not much further than the actual structure and only hits for like 6 damage (3 hearts) once every 5-10 seconds.

Electricraft. The batteries output full power all the time, the resistors don't quite work logically (two batteries through one resistor puts out 2x the power you'd expect if you know the basic laws of electricity), every cable below superconducting is basically useless. The batteries are seriously nice for transmitting RotaryWatts in funky directions though.

Reactorcraft... ah reactorcraft. Enjoy? I still can't really figure out that mod. REALLY need to start playing with it.
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
Hrm. I wasn't thrilled with the results of testing out the current state of the Hydrokinetic Engine stuff.
 

The Mobius Archives

Well-Known Member
Mar 31, 2013
642
366
88
www.youtube.com
One more challenge update for you guys. I've just been adding to our Thermal Tree (Yay the outlier has a name now!) I have vast dreams of a steam-punky Tree loving ewok style village. But for now it has one resident plus spaces for a couple militia.


There's a cool new device in Thermal Expansion called the Phytogenic Insolator that you can effectively replace farms with. Slow, requires power and slag, but it can replace farms for those of you... that don't have a habitable surface maybe... R2R Challenge in a sky block/void/space age? Now I want to chase a Galacticraft outlier :)
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
@Senseidragon tries to flex the pain out of his overworked fingers.

I've been thinking about how a potential rework of the initial stages toward a more goal-oriented focus might be done. Something that if not directly compatible with HQM, certainly wouldn't be far out of line with it should the authors of a couple of different mods (Like Noppes from CustomNPCs or @Vswe and the gang from HQM) get together and implement some sort of trackable interactions. If completing a quest or gaining a reputation in CustomNPCs could be detected by HQM, I think a LOT of options open up for content designers.

I'm thinking about a mashup of some ideas I saw from RedYoshie101 over on Minecraftforums in his Empire Building Challenge thread which, apart from some thread-necromancy, hasn't seen any significant activity in a year. The creation date of the thread puts it at around July of 2012 though, so it has been around for a bit. The Refugee to Regent Challenge thread started in April of 2013, and both seem to derive from the City Construction Challenge by Iamchris27 from back in September of 2011. @Maul_Junior acknowledges this in the main page of this thread, whereas RedYoshi101 specifically disavows any connection between his Empire Building Challenge and the City Construction Challenge. He states:

1. Disclaimer
While I know this bears a similar name, and probably some similarities, to the city construction challenge (
City Construction Challenge), I took no inspiration whatsoever from it, and had these ideas before I even knew that thread existed. If you read the thread, you will find that they are different.

Most of these ideas, I'll have you know, came from playing Microsoft's "Age of Empires II: Age of Kings". Which is an awesome game.

I've emailed RedYoshie101 for explicit permission to do a mashup, but as he hasn't been present on the forums for over 6 months, I am not expecting a timely response. In any case, he does grant permission in his original post:

If you want to make a spinoff of this challenge, or an additional add-on challenge (as a separate thread), it is allowed, as long as you link to this thread somewhere relatively obvious.

In the early parts of the thread, he outlines an idea (although VERY disjointed) where you progress by unlocking professions and buildings as you play. At the top of this progression chain is the player, or 'Chief', on his diagram.

Immediately under the Chief is a Crafter, which is required to unlock the ability to use a Crafting Table. Until you actually build a hovel for a Crafter villager to live in, and meet their food/housing requirements, you can't use a Crafting Table. Once you HAVE met this villager's basic needs, you can craft and use crafting tables as you see fit.

For nitpickers who would point out that you can't craft a bed or a chest without a crafting table, I would assert that building the basic hovel and gathering the necessary materials for (1) a chest, (2) a door, (3) a bed, and (4) a crafting table, in addition to gathering a sufficient number of wild edibles to feed the villager would be sufficient to satisfy this requirement.

No, the villager can't shack up with the player.

No, the villager's name isn't Wilson.

Once you have the basic materials to meet that requirement, you could then spawn in the CustomNPC to represent your "Crafter" villager, set their hovel as their home, craft up their furnishings out of the gathered materials, and proceed with the next goal.

Getting a hovel together for the player and one for that initial crafter villager would be roughly equivalent to our Dirt Stage.

On Yoshie's chart, he then branches out from the crafter to Militia (to permit monster-killing), Hunter (for gathering Animal Meat) and Treasurer (for storing village supplies). Each profession unlocks another resource for the player, and after you've crafted living space and met the food requirements of the additional villagers, you can move them in and start expanding.

While I don't particularly like the chart as it is, I think the concept is pretty darn good. It would allow for some very clearly defined goals to be planned out by the players and achieved in whatever order the player chose to unlock them as long as all prerequisites were met.

To get out of each 'Age', you still have some basic requirements to meet, so getting the ability to mine unlocked will require getting out of the first age, getting a Lumberjack to join your village, and then getting a Miner to join. At that point, you can mine down to yLevel 60 and above. To go deeper, you need to advance to later ages.

It adds thematic elements to your village, as well as a place to naturally build some of your gear. Furnaces for smelting would be found at the smith. Another furnace (or oven, if you had an appropriate mod for it) could be found at the baker. Log stockpiles would be located at the lumber yard, and a carpenter would likely reside not too far away.

Similarly, certain structures or building materials would unlock as you advanced through the ages. Early protection would consist of nothing more than fences or piles of dirt, which would then be replaced by wooden palisades in the next age, and stone walls in the age following that. This fits fairly easily with the Dirt, Wooden and Stone stages of the R2R challenge.

Again, I don't necessarily care for the original material, but the concept I think could be incorporated into what we're doing in R2R to provide some measurable structure to the stages. If you have 4 villagers you NEEDED to be able to unlock your crafting/gathering goals, you now have a reason to make sure you have the infrastructure to feed them.

@Maul_Junior mentioned somewhere that farms could specialize into particular crops, or raise a certain type of livestock. By creating these professions, you then have a reason to build residences and land for:

Crop Farmer
Butcher
Tailor
Militia/Infantry
Archer
Cavalry
Swineherd
Shepherd
Rancher
Fisherman
Poulterer
Houndsmaster
Gardener
Horse Breeder (not necessarily the same person as a Horse Tamer)
Blacksmith (works with Iron and Steel)
Redsmith (works with Copper, Brass, and Bronze)
Brightsmith (works with precious metals and gems, potentially also your Coin Minter and Money-Changer)
Beekeeper
Charcoal Burner
Engineer/Architect (can't build past a single story without one of these around!)
Brewer (have you TRIED drinking the water back then? Eww!)
Cartographer (perhaps unlocking this guy allows an in-game rationale for the minimap)
Artist (Working with the gardener, would be your go-to person for dyes of all sorts)

By tying specific tools to professions, the villages will kind of naturally grow as a players needs increase. A glass-maker for example would be required before the player could legitimately start using glass for anything.

This could also be easily expanded to include the criminal elements or even various levels of nobility within the challenge.

Am I spinning my wheels here and tilting at windmills? or is there something here worth further attention?
 

Ziggy Adventures

New Member
Jul 29, 2019
5
0
0
I might be a lone wolf in this opinion. The tiered tech unlocking system seems cool, however, I prefer the old system with the general buildings and villager jobs, and leaving the creativity of various details such as ranks/special buildings/extras to the player. I think creating a super rigid structure infringes on some of the beauty of the challenge: getting you to build and be creative, and helping you achieve those goals by shifting focus away from technological progress to aesthetic progress. However I'm still struggling in late stone stage, even with my post in November being late stone stage :)
 

Maul_Junior

New Member
Jul 29, 2019
314
0
0
I just now noticed the "Upload a File" button. So......zip containing the old wiki backup is on the first post.


so. time to weigh in on this, it seems.

@Ziggy Adventures does have a point. The entire vision for the Challenge is to be as free-flowing as possible. Letting your inner creativity out by creating as loose a framework as possible for you to build to your heart's content.

However, @Senseidragon's points should not be dismissed so easily. There are some people who don't do well outside a strictly structured environment, not to mention that HQM doesn't do free-flowing that well.


Both mindsets are valuable, and both should be considered. At this point, the tech tree doesn't have much suopport, but is probably the best way for the R2R pack to work as a standalone when the HQM quests get put in a bit more.

A better way to think about this is the sandbox of Minecraft, where you can discover anything at your own pace, vs the current status of Starbound, where everything is strictly locked off by certain gates. There is nothing inherently wrong with either design choice, but they attract different kinds of gamers.

Or, ot put it another way, the Tech Tree would be more of a campaign vs. the Sandbox of free choice you have on the other

When something like that happens, you're not going to have the abrupt shifts that we currently have, it will be a more gradual process of unlocking various tools, etc.

So I went through and completely redid the Dirt Hovel stage. So much so that I may be changing the Stage's name. Keep in mind that even if you don't want to do the hard and fast TEch Tree, some things from the Tech Tree variant may be implemented in the sandbox

Build a small but thriving Community out of the wilderness. All buildings must be built out of clay. Players may choose to advance after any Tier without penalty. Higher Tiers are provided for those seeking a bit more of a challenge.

If a Player advances to the next Stage on a low (or first) Tier, then upon beginning the next Stage, all items, buildings, etc from the current Stage are considered unlocked (even though they may not have built up to the highest Tier in the previous stage).

The set of Racial Requirements used for the Stage are determined by the race of the Chieftain, the majority of the population, or the whim of the Challenger.



Dwarves (and Sober/Merdorfs): Strike the Earth! With at least 7 Hovels

Dwarves: Basements unlocked at beginning of stage. Tier 2 Crafter unlocks sub-Basements. May not live on the surface. Because they live underground, they don’t care if they build near water, as long as their homes don’t flood. Dwarves do NOT start with Shovels unlocked. Striking the Earth! Builds character.

Merdorves: Must build near a moderately-sized water source

Sober Dorfs: May not build near water. Basements unlocked at beginning of stage. Tier 2 Crafter unlocks sub-Basements. May not live on the surface. Because they live underground, they don’t care if they build near water, as long as their homes don’t flood. Dorfs do NOT start with Shovels unlocked. Striking the Earth! builds character.

Elves: Must build near trees


Necrotic Elves: Double Military requirements, all Hovel point requirements are reduced by 25% (all Tier 1 Hovels except for Chieftain are 1 point Clay Hovels. Tier 1 Chieftains require 3 point Clay Hovels)


Testificates: At least 10 food points must be generated by Farms by the end of Tier 3.

So how does advancement work with this?

Well, you would go around fulfilling various objectives, starting with not much and working your way up to what is essentially Wooden Settlement technology towards the end. Borrowing Senseidragon's idea, it all starts with a Chief (Starts as a Refugee, ends up as a Regent heh). The Chief gets a nicer house than anyone but the Challengers, and, in fact, gets exactly the same type of stuff as Challengers.

Forthis stage, there are 3 tiers. Each one is slightly better thanthe last, and each one should be completed before the next stage is attempted. That said, after completing one (or more) tiers, you should feel free to advance if you are stuck/bored on the current stage (and considering how much building there is with Clay I don't exactly blame you).

You must complete all Tier 1 before advancing to Tier 2, etc. You groan, but Wooden Tools are generally unlocked by Phase 2, excepting the pickaxe. Basically these guys are the same ones you'll be stuck with for the rest of the challenge, except there will be a couple more additions here and there (Magic, etc) with their names changing from stage to stage....


Refugee Chieftain


The road has been long and hard, but a lone Refugee has managed to gather together a group of people in an attempt to survive. He is the clear leader, and is working hard to make sure everyone survives. He spends most of his time with paperwork and other bureaucratic business that is required to keep everything else running smoothly.


Tier 1: 4 point Clay Hovel, unlocks Leather Helmet
Tier 2: 8 point Clay Hovel, all buildings must be connected by a clearly defined path
Tier 3: 12 point Clay Hovel, unlocks all Leather Armor





Refugee Crafter

The Refugee Crafter is an expert Craftsman, capable of supporting up to 3 Industries with tools. However, after the Community becomes a Settlement, he will be too busy with administrative work to support any Industry.


Tier 1: 2 Point Clay Hovel, unlocks Crafting Bench
Tier 2: 4 point Clay Hovel unlocks basement, ability to use Logs as support beams (Requires Lumber Orchard), Unlocks Wooden Shovel
Tier 3: 8 point Clay Hovel, reduces support restrictions to supports every 10 blocks, Unlocks Logs as building material (Requires Lumber Orchard)

Eventually becomes the Tech guy


Refugee Forager (Wooden Hoe)


Tier 1: 2 point Clay Hovel, enough Food Points gathered for everyone in the Community; Unlocks Farming, Wooden Hoe
Tier 2: 4 point Clay Hovel, 10 unused Farming Points unlocks all plant-based Agriculture, Unlocks Wooden Axe. Lumber Orchards required for use of Logs as supports
Tier 3: 8 point Clay Hovel, 30 unused Farming Points to advance; unlocks all Agriculture

This particular Refugee seems to have no small amount of talent when it comes to producing and finding food sources

So Basically Chief->Forager->Farms->All other Agriculture

Refugee Banker

Tier 1: 2 point Clay Hovel, 5 Storage points, unlocks Chests
Tier 2: 4 point Clay Hovel, 20 Storage points, unlocks Barrels (Requires Clay Hovel for Cooper in Claycore)
Tier 3: 8 point Clay Hovel, 50 Storage Points, requires 1 stack of Logs to advance

This Refugee is particularly adept at keeping track of stored items

Storage Points are gained by having storage, having multiple storage options, and having certain amounts of various items stored.




Refugee Warrior
Tier 1: 2 point Clay Hovel, 5 Military Points, unlocks Military
Tier 2: 4 point Clay Hovel, 10 Military Points unlocks Wooden Sword
Tier 3: 6 Point Clay Hovel, 25 Military Points, at least 1 recruit to advance

This refugee is extremely adept in the art of violence.

Military points would consist of killing hostile mobs, building defensive structures (Walls, Watchtowers, etc), and embiggening your military.

That a bit more like what you were thinking of, Senseidragon? It's still more of a tech tree progression (and optional to those that don't want to do exactly something like this) but still retains a lot of freedom of creativity.

No, I do not have Military Points or Storage Points working yet--which is why I was working on getting the various subsystems working before I ventured onto something like this.

Also four types of alcohol you can make if you want, from a more tech tree mindset:

Brewery (makes Beer): Requires Wheat
Vodka Distillery (Makes Vodka): Requires Potatoes
Mead Distillery (Makes Mead): Requires Bees
Winery (Makes Wine): Requires Apples


Something more like that, Sensei?
 
Last edited:

The Mobius Archives

Well-Known Member
Mar 31, 2013
642
366
88
www.youtube.com
Also four types of alcohol you can make if you want, from a more tech tree mindset:

Brewery (makes Beer): Requires Wheat
Vodka Distillery (Makes Vodka): Requires Potatoes
Mead Distillery (Makes Mead): Requires Bees
Winery (Makes Wine): Requires Apples


Something more like that, Sensei?

Hmm... I need a mod that adds rum :) Oh it's a pirate's life for me :)
 

TomeWyrm

New Member
Jul 29, 2019
898
1
1
The biggest problem I have with the challenge is it's basically "Go wild. Build houses" with no real reasons to DO that beyond the first 3-4 stages. As far as I'm aware there are no tech restrictions after Gold city, leaving nothing to strive for to the player that needs a bit of a creative kick-in-the-pants to build all the pretties. I'm currently setting up my world and pack in preparation to running a server for myself and friends. On this server I plan to be doing the R2R self-imposed and utilizing the City Construction Challenge as well.

It also is obscenely hard to track the "core" requirements for stage progression with any mod we can conceive of.

A "core" skeleton in a style more like what Sensei is putting forth allows HQM to actually be able to track your progress in a rudimentary way. Using raw materials for a minimum building to determine if you CAN build X. This also allows us a complete challenge to use as a goal/frame and throw a bazillion creative ideas at you to see what sticks, like the races, upkeep, outlier concepts, new tech unlocks, or whatever. It doesn't impede creativity any more than the challenge really does, but it provides an appropriate structure for Creative players to get into those Tech/Magic mods, and the insane Minecraft Mod Magitech Engineer-Sorcerers like myself to have a goal to encourage creative building.
 

VaalDeth

New Member
Jul 29, 2019
145
0
0
It also is obscenely hard to track the "core" requirements for stage progression with any mod we can conceive of.

A "core" skeleton in a style more like what Sensei is putting forth allows HQM to actually be able to track your progress in a rudimentary way.

Using raw materials for a minimum building to determine if you CAN build X.

I think I agree pretty well with the three points above.

The great thing about the challenge is the creativity, but even myself I need to have the GOALs along the way to keep motivated. Even if there is no 'point'; purpose is up to the players imagination.

Due to this variety, some method to track total resources on-hand within some boundary system (a 'city') I agree is "sufficient" to track these major goal-posts - Distinguishing between towns I think is key to denote multiple cities, or a city and a relationship with one or more of its outliers, etc. Trade / AtWar status, etc.

If a mod could implement the above in a natural feeling system (perhaps some 'anchor block' to denote the center of town and all resources available within X blocks count, X varying on 'stage' of the city) I think that would be awesome.

All that being said I don't know much about the quest mod but I definately like the ideas hes talking about.



All that aside, here is my latest episode where I do the major exterior reconstruction of my Town Hall into its final City Hall form!


Hope you all enjoy!
 
Last edited:
  • Like
Reactions: Senseidragon

The Mobius Archives

Well-Known Member
Mar 31, 2013
642
366
88
www.youtube.com
The great thing about the challenge is the creativity, but even myself I need to have the GOALs along the way to keep motivated. Even if there is no 'point'; purpose is up to the players imagination.

Indeed! I actually have been roughly following what I term as the original challenge without points, races etc. Which for each stage was to build a minimum number of buildings, some with certain purposes. Everything else was optional gravy to inspire creativity and promote "Rule of Cool" deviations.
 
  • Like
Reactions: Senseidragon