[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

Lethosos

New Member
Jul 29, 2019
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I kinda figure I'd just give a goal for a quest, suggest they grab so and so of raw material, and timehand out some useful assistance as the reward to encourage you to go do it.

(I know I'll be making a Kingsuit armor set for mine, just hand it out as a final age quest in the main series and make it basically fancy gold armor with high enchantability out the wazoo.)

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Senseidragon

Well-Known Member
May 26, 2013
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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?

Yes, that goes in a very good direction. A lot of the changes I was referring to tend to make more sense when you're using a mod like CustomNPCs where you can actually see the warrior, crafter, or farmer - but it works either way.

One thing you might want to note is that the player should be able to punch monsters to death all they want. Unlocking weaponry by making room for military just allows the use of weapons after that point.

The idea certainly isn't to stifle freedom or creativity; it is more to provide a little more structure to allow players to self-evaluate how they are doing within the context of the challenge. Are they over half-way through Stone age? Could they have advanced a long time ago from Wooden Settlement but didn't know it?

Also, having CustomNPCs (particularly if configured so they don't reincarnate if they die) lets players deal with the potential complications of their lumberjack getting murdered by a skeleton. Until the lumberjack is replaced, you could optionally impose a reduced (or shut-down) capability for cutting logs.

Stockpiles wouldn't be affected, but new resources dependent on the associated gathering professions could be.

Again, for players who don't want or care for that kind of challenge shouldn't have to worry about that sort of thing - but I think that's what the Easycore-type levels should allow. If you want simple unlocking rules, go for Mediumcore. If you want a significant challenge where you actually have to keep your designated NPCs alive, go for Hardcore.

This would really be able to take a huge leap forward in potential if we could get the HQM guys and Noppes to work out an interface between those two mods. If HQM could read quest/reputation progress from CustomNPCs, that would be great. If CustomNPCs could also detect configurable progress points within HQM, that'd be fantastic.

Imagine having quests show up in your HQM journal based on interactions with NPCs. Imagine completing a complex chain of HQM tasks and NPCs know that you've done so. You could even design your own NPC villains tied to HQM quests, perhaps weakening them a little if certain quests have been completed, or strengthening them if some other chain of events occurred.

Thinking further ahead, imagine if the CustomNPCs could be given blueprints and pointed at a chest of resources and they could build structures a-la Millenaire, AncientWarfare or other mods along those lines.

I like the adjustments you've shown, @Maul_Junior - I can't wait to see more when you get the time.
 

The Mobius Archives

Well-Known Member
Mar 31, 2013
642
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Hey all! I didn't quite know where this episode was going when I started, and I need your feedback about my sewer depth!

Great video Vaal! Your sewer depth is great for your current sewers, especially being just below your roads. You may want to consider using branch sewers running directly under your main streets at their current depth, and discharge by gravity into trunk sewers accessible via manholes. Once your city gets larger you can connect all the trunk sewers to interceptors... and and.. okay I was just reading Wikipedia :) http://en.wikipedia.org/wiki/Sanitary_sewer

One idea I had for storm drains is to have an outflow pipe to an ocean.
 
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Senseidragon

Well-Known Member
May 26, 2013
703
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Agricraft is pretty slick. Can upgrade your crops to be significantly more productive too, resulting in less need for large expanses of land dedicated to crops.
 
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Lethosos

New Member
Jul 29, 2019
898
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I might consider that later on. Just need to update and push an alpha pack out.

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VaalDeth

New Member
Jul 29, 2019
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Great video Vaal! Your sewer depth is great for your current sewers, especially being just below your roads. You may want to consider using branch sewers running directly under your main streets at their current depth, and discharge by gravity into trunk sewers accessible via manholes. Once your city gets larger you can connect all the trunk sewers to interceptors... and and.. okay I was just reading Wikipedia :) http://en.wikipedia.org/wiki/Sanitary_sewer

One idea I had for storm drains is to have an outflow pipe to an ocean.

Thanks Mobius =)

Here is my latest episode where I continue work on those sewers and expand the harbor.

 

YX33A

New Member
Jul 29, 2019
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Now this looks promising for the base of a R2R challenge modpack... if only we had a structure checker!
http://minecraft.curseforge.com/mc-mods/229495-progression
In theory we could find a way around this with two mods...
First, a custom block mod. Next, a recipe editor.
How? First off, one can assume how many blocks a "house" will cost. With a custom block mod(like the sort King Lemming made a while back, forget the name of it), one makes a few blocks that count for each sort of "house". Then use the recipe editor to make those blocks cost the assumed amount.
Make them count for the mod when placed, and make them unable to be collected even with silk touch(not sure if it's possible with the mod I'm thinking of), and it's all good.
 

TomeWyrm

New Member
Jul 29, 2019
898
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Then the issue becomes a "double tax" on building. Also it's basically impossible to assume a number of blocks it will take to build most of the non-starting structures.
 

Lethosos

New Member
Jul 29, 2019
898
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Which is why I'm making a reasonable guessimate on the oreDict version that one would chop/harvest/dig up for that Age. One should trust the player to actually do something with it.

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YX33A

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Jul 29, 2019
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Then the issue becomes a "double tax" on building. Also it's basically impossible to assume a number of blocks it will take to build most of the non-starting structures.
For a pack based upon R2R, with tiered progression based upon building, well, buildings...
I fail to see how it'd be a "double tax". The pack wouldn't work without doing it, so double tax or no pack.
Second, no, one can make a fairly reasonable assumption on materials used for any building.
I'm not even joking. Calculate how big it must be to count, then do some basic math. Add a percent on top of that if you don't want the smallest viable size to count. For a challenge pack, building the houses is kinda a m00t point. It's having the resources needed that becomes the challenge.
And for those who really want to build the houses, well, the pack would be optional. Y'know, like all mods for minecraft.