[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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Mar 31, 2013
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So, @The Mobius Archives I noticed you found a roguelike dungeon in your world. After exploring one in creative mode I figured I should warn you that you should probably wait for iron before tackling it. Also, it's incredibly deep and wide (reaching diamond level and going out a few chunks in either direction probably), and the deeper you go the more it begins to resemble hell.

Yeah, I'm only taking on the top level right now, and slowly. Physical barriers makes it easier to survive the entire fight. All this just to get bones for Botania fertilizer so I can get red, blue, green dyes so I can use Decocraft more.

For my progress I'm building out the workshop and foyer for my home.


The sample wood on the floor is getting in the way, but makes a nice collection. I'll need to move it somewhere else soon.

I also decided to build out a bridge in order to get to the Roguelike Dungeon. This will also help with expansion of the settlement as we grow towards the Stone Hamlet stage.

 
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Monarch_of_Gold

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Jul 1, 2015
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Hey guys! I'm working on the mod still! I've run across a problem, though.

I don't want to create my own tab in Creative because the mod is going to be limited to literally 2 or 3 items and I think that's just a waste of space.

Does anyone know what the names of the tabs are in the vanilla code? I've been trying "tabTools" because I want things on the "tools" tab in creative mode because, well, they're tools for recording your progress in the challenge.

For now I'll put them under "materials" because I know that name.
 

Cptqrk

Popular Member
Aug 24, 2013
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Hey @The Mobius Archives

I posted on your youtube vid for ep. 9, but thought I would pop on here too. foamfix is a mod you can get that works to get better performance (think fastcraft for 1.7.10) . The site is ugly as hell, and it's not on curse, but I've got it and it helps with my framerates.
 
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The Mobius Archives

Well-Known Member
Mar 31, 2013
642
366
88
www.youtube.com
Hey @The Mobius Archives

I posted on your youtube vid for ep. 9, but thought I would pop on here too. foamfix is a mod you can get that works to get better performance (think fastcraft for 1.7.10) . The site is ugly as hell, and it's not on curse, but I've got it and it helps with my framerates.
Thanks for that :)

For everyone, if you're wondering about installing it, FoamFix is by @asiekierka who is one of the leads for Buildcraft. So I'm expecting a good mod.

I'm getting ~40-50 fps with the mod right now with memory topping out at 4Gb and that's after installing a few more mods.

Same mods ~30-45 fps and 4.5Gb without FoamFix.

Not hard and fast numbers but a significant improvement.
 

Maul_Junior

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Jul 29, 2019
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I.....may have gotten distracted from reacquianting myself with mods because I'd forgotten what a problem I have.

Hi, I'm Maul_Junior, and I'm a Bee Collector.

If I have a map with bookmarks enabled, I cannot help but bookmark every. single. hive that I see (except Modest Hives in deserts, because NOBODY'S got the time to bookmark every twenty blocks). Then coming back as soon as I can with Scoops and an Apiary Backpack or two and hoovering them all up.

.......also exploring and trying to get every single Pam's Crop (and tree--sometimes waiting around for 20+ minutes IRL until the fruit ripens so I can snag three of 'em and get myself a Pam's sapling back at home).

.............I........may also be in the middle of a gigantic wander with ~20 Scoops in my inventory in an attempt to find a Redwood or two to harvest......aaaaaand have my capital inside/amongst a Redwood grove. I've picked up at LEAST 4-5 Valiant Princesses, and 5-7 Valiant Drones. I have 2 Pristine Valiants chugging away back home at home. which I am tempted to call Hemp Central just because I probably have 200 Hemp plants planted around the river/ponds near where I settled down.....for slaughter-free wool. I take advantage of furnaces in villages to make glass for Apiarist chests and, thus, the three Apiarist backpacks I have atm.

I've already decided that in this world the villages I create will be designed to be merchants, trading between their own settlements and the Testificate villages in the area.

.......I may also be intending to breed as many species as possible without any form of technology...except looted Escritoires (yes, I fully realize what a pain in the ass this will be). If I can figure out how the hell to work that minigame. right now I've only got More Bees, Forestry, and the JEI Bee mods.....

and I've found at least 4 cave bees already. maybe 5. Which is not surprising, considering I've probably walked at least 20km in-game already. easiy.

I am stealing Apiaries from villages (4/5 villages have had Apiarists, so that's 8 Apiaries atm) as I find them. also the Immersive Engineering (Extra Utilities?) crates that keep their items when they're destroyed. the only time I use a wooden axe is for the Escritoires, Apiaries, and the crates. >.> Though I'm tempted to add "Pam's Hives" to that list. Because they're everywhere. Shame those bees don't go into the Apiarist backpack.

......this will also necessitate building settlements near villages with apiarist/arborist villagers....to trade for more Apiaries. Quite honestly this is where I got the idea for a mercantile civilization this time around.

Ordinarily my OCD hoarding of every resource all the time tends to get out of control, but since I've probably got 70 princesses/queens (and counting--the Redwood Hunt continues!) at this point easily, I think I'll be willing to let go of one or two to both get Monastic Drones, AND open up trades for Apiaries.

I've gotten so used to working with crappy (or no) tools in my worlds (usually Vanilla for the last year or so), I think I might die of shock if I actually went up the progression tree to see how amazing some of the tools in the mods are.
 

Inaeo

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Jul 29, 2019
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......also exploring and trying to get every single Pam's Crop (and tree--sometimes waiting around for 20+ minutes IRL until the fruit ripens so I can snag three of 'em and get myself a Pam's sapling back at home).

You know you can bonemeal Pam's fruit trees to mature them, right? I'd rather fight a hoard of skeletons than sit idle waiting for plants to grow.
 

Maul_Junior

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Jul 29, 2019
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yeah, I guess.

Still, onward to the new mods I've discovered thanks to the Curse launcher (now that I've gotten over being salty about the FTB launcher going away):

Druidry: Haven't loaded this up yet, but it looks pretty neat. I love early-game stuff, and this is where I spend most of my time. And most mods fall all over themselves trying to get to end-game content compared to the standard mods of the day (as defined by Direwolf20/FTB or other modpacks). Love the look of this.

Wolf Armor and Chests: Just what it says on the tin. Craftable armor that you can give to dogs, and a chest that lets them carry items for you (and if there's food in them, they auto-heal).

Storage Boats: Self-explanatory.

Better Agriculture: Pigs, Chickens, and Cows each get 10 new species. This will feed my collection itch that is already getting a workout with Forestry/More Bees quite well! Gotta catch 'em all!

Clay Bucket: Made with 3 pieces of clay, must be fired in an oven. crumbles after use if used to transport lava.

Fastleafdecay: because....yeah.

Giacomo's Fishing Net: Fishing in Minecraft is one of the most odious parts about vanilla minecraft to me. This lets you craft fishing nets with string or wool. You throw them in the water, come back later, break 'em, and boom--fish. Also you can throw them, and it looks like they work like deployable spider webs. (Appears to be from the Spanish-speaking mod community--also has a Foundry mod that lets you reclaim diamonds/ingots from armor/tools, and a mod that lets you grow experience. if you have a steady supply of gold and Fortune III weaponry).

StacksonStacks: Finally, the vault room you've always wanted: With ingots stacked floor to ceiling!


and, for some fun end-game (or non-Kingdom play): Steves Carts Reborn, and ProjectE! Both of them remakes of beloved mods by new authors. Steves Carts 2 and Equivalent Exchange 2.


EDIT: Oh god. I'm not sure I can go back to not having Fast Leaf Decay.

soooo goooood.


......if I ever find a diamond in a chest, I'm tempted to make a ProjectE (EE2) Sorcerer's Stone just for portable crafting.
 
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Monarch_of_Gold

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Jul 1, 2015
291
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Hello, I'm Monarch and I am a looter.

I've heard the first step to recovery is admitting you have a problem, but I'm not sure I ever want my problem to be cured. ;)

In other news, the Roguelike Dungeons are truly huge. Just ask my full double-chest of enchanted books. The first levels are actually much smaller than in the first renditions of the mod, which is truly a shame because I was looking forward to finding an enchanting/anvil room and furnaces and things. I never did. Also never found a secret room. Did he remove them? Why?

I'm speaking in past tense because now I'm working on the final floor and I'm pretty sure I've almost fully covered a large chunk of it, but I don't know the sprawl for it, yet, so.

I may find myself skipping to another dungeon before fully clearing this one just to see if I was cheated on floor size.

Either way this area will turn into an Eskimo village for sure. I haven't played through that race yet (I've been sticking to human. Sue me), so I'm excited to see what my rules do to me.

Given that 98% of what I have now has been found in this one dungeon (way too many chests here) I'm going to toss the tool level requirements aside for this run.

So yeah. That's still my largest complaint for this mod - room variety. There isn't enough of it compared to earlier versions. Eventually it isn't scary any more and it's just boring, especially after going through what I've rightfully dubbed the Crypt level. If you go through a level that is nothing but crypts, the rest of the levels are boring as hell because now you have tons of experience and know what kind of gunk this thing can throw at you. It looses its charm.

I remember earlier versions being configurable in the room variety dept. I may look into it.

nlnDwhq.png


So yeah. Box of books. Don't mind the spew typed in JEI. That's the only way to make it not show anything. I hate that I can't hide it. It hurts my performance.
 
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Maul_Junior

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Jul 29, 2019
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I've started to get into Pam's Harvestcraft, and have discovered the Shipping Bin. If I let myself, I WILL abuse the crap out of it.

So to keep myself from drowning myself in a pile of emeralds in the next five minutes, I've instituted a rule that they can only be placed down in a central trade town. trade towns are not allowed to produce ANYTHING. Each Shipping Bin is only allowed one crop, and I can also place down a Market next to the Shipping Bin, but each Market (is that the right name?) is only allowed to sell the seed of the Shipping Bin next to it.

.......iiiiif I don't have a Shipping Bin next to it, the Markets are only allowed 1 seed.

This will force me to build up a bazaar of sorts, which is cool all on its own.

.....aaaaaand each stall in the bazaar will need to have a house to house the merchant.

I'm also making a rule (that I will refine as I get further into Pam's) that there should be restaurants/street vendors "selling" food produce, combined from all the produce/fish/etc brought into town, but each one can basically only specialize in one thing (soups, a couple kinds of fish, livestock meat, etc) or in a few end-process items.

All in the name of forcing myself to build up a trading outpost as opposed to throwing down fifteen chests and throwing things in them randomly.

once I tinker with this a bit, I'm probably going to write this into the challenge.


Probably also going to make a town that's only notable because it's slightly superior in technology related to a few agriculture things (Forestry Squeezer, Pam's Presser), but is incapable of growing its own food or growing its own resources. it will keep its technological edge as I progress.

Probably also going to do a Botania town like this, too.

Give me a reason NOT to build everything in one place, but build up a bunch of places (an agricultural town, a mining town, a magic town, a tech town, and a centralized, administrative trading town that does not produce anything on its own but instead takes in items from everywhere and then turns around and sells them to all the other towns) simaltaneously.


This may be coming to me because I'm realizing that I'm falling into my usual building sprawl of everything being built in the nearest available space.

Probably gonna pack up the bees (probably 160 Queen/Princesses I have at this point) and the saplings (a full stack of IC2 rubber tree saplings in my sapling/wood chest, with the start of another stack to go--woo) and go start a bee/tree town.

The farm/plantation town will stay where it is.

Gonna start a ranch somewhere (track down those donkeys again and catch as many as possible).

Gonna start a fishing town either in a swamp or in that one giant Testificate village I found. Fishing in the sense that I'm going to be using Giacomo's nets. which are amazing.

Then set up the trading hub/administrative hub/capital somewhere......

get some minor power generation and minor tech (get crap out of bees, fruit, veggies)

Maybe get a Railcraft city going with some coke ovens, turn it into the refinery/smeltery place that well-to-do folks don't wanna live by. The town in charge of transportation, and (at this point) getting roads/paths between all the cities and eventually rails (but not yet).

Basically have a general "power level" (that is strictly enforced in the Capital/trading hub) across the entire civilization, but specific areas get a bump in a certain areas. The tradeoff for this would be that the towns that have the bumps literally cannot do anything else, and require imports to keep themselves going.
 
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Monarch_of_Gold

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Jul 1, 2015
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That actually sounds like a great idea!

I always thought of the central town being able to do everything, but not very well. So, like, not particularly specializing in any one thing so their technology is a bit behind some of the more advanced towns.
 

Inaeo

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Jul 29, 2019
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I find myself hopelessly unable to not abuse Pam's Traps. Free leather, chicken stuff, meats, and more for a bit of string and tablescraps? Sign me up.
 

Maul_Junior

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Jul 29, 2019
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Inaeo, I actually have a plan for that. I'm going to make Hermits/Woodsmen. They can use Wood tools and furnace, mine all ores, and use Pam's Traps immediately. HOWEVER, they never advance in technology or tools, they must be at least 250 blocks from any civilization (100 from other Hermits), and never advance technologically. They must send their items to the Trade Hub (or a local trade outpost), never to any non-Trade town. Anything they mine (they can only mine for materials/blocks/tools they need) that's not a metal that they can use must be sent to the Trade Hub (Diamonds, Redstone, etc).

This lets me use the Traps, but not just drown myself in materials in my one, singular town/base. Plus adds a little flavor to the world.

If I could figure out how to do it, I'd give the Woodsmen dogs to follow them around. As it stands, I'll have to have a couple luggage dogs per Woodsman (in leather armor to help the Woodsman he belongs to) help me haul stuff to the Trade Hub.
 

Maul_Junior

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Triaxx, there is no official pack. I built my own 1.10 pack in the Curse Launcher, loosely based on Direwolf20/Infinity mod packs, with a liberal smattering of relatively undiscovered mods (Thank you, Curse Launcher!).

The fun part for me is that with all the woods in Forestry and Biomes O'Plenty, I can give each town 1-2 wood types as a distinctive cultural heritage (probably with one universal wood type to tie the civilization together), and still have plenty of wood types to spare.
 

KingTriaxx

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Jul 27, 2013
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Ah, wasn't sure. Figured there was either a particular one you'd found that fit well, or you'd pared someone else's down.

Got a mod list?