[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
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Well if you just want raw materials, that's what detect quests in HQM are for. Assemble the 282 clay blocks 4 doors, trapdoor, two ladders, bed, crafting table, chest, painting, 4 pressure plates, and 4 buttons, (unless I misremember the dirtcore hovel requirements for max points) manually submit, and tadah!

But a crafted "detect" block limits you to only using whatever medium the "house detect" block is (and that's assuming it's de-craftable back to raw materials), or it builds it for you, neither of which are really the point of R2R. It was designed as a creative aid for people that play through mods at a rush and never really accomplish anything. Hence the slow introduction of most of the mod stuff, and the emphasis on the "rule of cool".

What is honestly needed is the ability to define a structure in some way, and then check it for "valid structure" based on a set of rules. Think something along the lines of the Galacticraft air seal checking mechanic; or possibly something more like a World Edit selection with a check for the contents to fit valid parameters or something. If you try for raw material detection alone, then it's too easy to cheese if you're feeling lazy. If you try for too specific a multiblock-type check then you stifle creativity. But if you have a "house checking wand" that drops a block down which can tell you if the structure it is contained inside is valid or not, and why it's likely not valid (not sealed properly, no door detected, roof unsupported at location ____ with particle effect, no bed, stuff like that). Then you're getting somewhere, it's usable for the neophyte and advanced user alike. It can also easily be left there until you click on it again with the wand, or it is used to trigger a quest/progression unlock.
 

YX33A

New Member
Jul 29, 2019
3,764
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Well if you just want raw materials, that's what detect quests in HQM are for. Assemble the 282 clay blocks 4 doors, trapdoor, two ladders, bed, crafting table, chest, painting, 4 pressure plates, and 4 buttons, (unless I misremember the dirtcore hovel requirements for max points) manually submit, and tadah!

But a crafted "detect" block limits you to only using whatever medium the "house detect" block is (and that's assuming it's de-craftable back to raw materials), or it builds it for you, neither of which are really the point of R2R. It was designed as a creative aid for people that play through mods at a rush and never really accomplish anything. Hence the slow introduction of most of the mod stuff, and the emphasis on the "rule of cool".

What is honestly needed is the ability to define a structure in some way, and then check it for "valid structure" based on a set of rules. Think something along the lines of the Galacticraft air seal checking mechanic; or possibly something more like a World Edit selection with a check for the contents to fit valid parameters or something. If you try for raw material detection alone, then it's too easy to cheese if you're feeling lazy. If you try for too specific a multiblock-type check then you stifle creativity. But if you have a "house checking wand" that drops a block down which can tell you if the structure it is contained inside is valid or not, and why it's likely not valid (not sealed properly, no door detected, roof unsupported at location ____ with particle effect, no bed, stuff like that). Then you're getting somewhere, it's usable for the neophyte and advanced user alike. It can also easily be left there until you click on it again with the wand, or it is used to trigger a quest/progression unlock.
...once again, for a R2R pack, using the mod already mentioned, that doesn't allow for structure checking... You'd have to make some changes to allow for this to work. If you know if a mod that allows for structure checking, or find one, or make one/request one and it's made, then yeah, all good. If not, the pack would be more like FTB itself was, except less silly.

I'm also not even gonna lie and say I read all of your post. Was it sponsored by "Wall Of Text INC."?

I'm also just gonna say, this is all "up in the air" stuff, since no one is making a R2R challenge pack.
 

TomeWyrm

New Member
Jul 29, 2019
898
1
1
We're both talking about some stuff with YX33A vis a vis HQM based detection of building requirements.

Honestly knowing what I do about HQM you basically have to pidgeonhole builders more than I would ever be willing to on a challenge built on a platform of inspiring and encouraging creativity in order for HQM to detect the quest objective, or make them waste time filling a bulk material order that they'll possibly never use.

Whereas a relatively simple mod idea (no idea about the implementation's simplicity OR ease) would allow you, with some simple checks to see if the building fits some pretty easy to define rules. "Are the walls made of solid blocks", "does this stuff support itself ( actually you could even make Support Pillars that can look like any other block like Carpenter's Blocks that work for this purpose), is there a door, is that door controlled by redstone, stuff like that.

Also @YX33A You think that was long? Look at my post history sometime. That was tiny compared to some of my stuff. I am nothing if not capable of extreme verbosity.
 

TomeWyrm

New Member
Jul 29, 2019
898
1
1
I think mine's at 170 right now as I try to pare down the number of mods installed for performance's sake and see if I miss any of the mods I removed. I have 222 mod FILES in my mods folder (including all the .disabled mods), which IIRC reports up in the neighborhood of 300 when loaded (thank MFR and HarvestCraft for loading a zillion modules)
 

Lethosos

New Member
Jul 29, 2019
898
-7
0
*checks list* Around 80 here. I actually want to stay under 100 for the pack, and I'm not quite finished yet.
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
237 mods as of today (Just added a couple) :) That seems to be about my stable and recordable limit.
Could you post a current list of your mods sometime? I believe you said it was loosely based on the DW20 pack with "stuff added".

I also think I recall you mentioning that you took out Ender Zoo, but that's about as far as my memory gets me.
 

The Mobius Archives

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Mar 31, 2013
642
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Could you post a current list of your mods sometime? I believe you said it was loosely based on the DW20 pack with "stuff added".

I also think I recall you mentioning that you took out Ender Zoo, but that's about as far as my memory gets me.

I'm now based off of Infinity + Direwolf20 + a bunch of others I saw people playing with in youtube and/or just generally liked.

Ender Zoo is back in since the latest update.

If ever there was a bunch of mods put together with bubblegum and duct tape...

The extras:

Start with FTB Infinity then add the following

(from the about section of my last video)

Ars Magica 2: http://www.minecraftforum.net/forums/...
Archimedes Ships: http://www.minecraftforum.net/forums/...
Better Rain: http://www.minecraftforum.net/forums/...
Blood Utils: http://www.minecraftforum.net/forums/...
CompactSolars: http://forum.industrial-craft.net/?pa...
Custom NPCs: http://www.minecraftforum.net/forums/...
Decocraft: http://www.minecraftforum.net/forums/...
Enhanced Portals: http://www.minecraftforum.net/forums/...
Factorization: http://www.minecraftforum.net/forums/...
Flat Signs: http://www.curse.com/mc-mods/minecraf...
Flaxbeard's Steam Power: http://www.minecraftforum.net/forums/...
Forbidden Magic: http://www.minecraftforum.net/forums/...
Galacticraft: http://micdoodle8.com/mods/galacticraft
Growthcraft: http://www.minecraftforum.net/forums/...
HungerOverhaul: http://www.minecraftforum.net/forums/...
Iguana Tweaks: http://www.minecraftforum.net/forums/...
In Game Wiki: http://minecraft.curseforge.com/mc-mo...
Modular Power Suits: http://machinemuse.net/
Morph: http://ichun.us/mods/morph/
Mr Crayfish's Furniture Mod: http://www.mrcrayfish.com/furniture.php?
PneumaticCraft: http://www.minemaarten.com/wikis/pneu...
R2RUtils: http://minecraft.curseforge.com/mc-mo...
Random Things: http://www.curse.com/mc-mods/minecraf...
Rogue Like Dungeon Mod: http://www.minecraftforum.net/forums/...
Sanguimancy: http://www.minecraftforum.net/forums/...
SpiceOfLife: http://www.minecraftforum.net/forums/...
Sync: http://ichun.us/mods/sync/
Thaumic Exploration: http://www.minecraftforum.net/forums/...
Tinkers' Steelworks: https://github.com/Ephys/TinkersSteel...
Wild Caves 3: Author's post: http://www.minecraftforum.net/forums/... GoToLink's 1.7.10 download: http://www.minecraftforum.net/forums/...

Metalurgy 4 as well... though I do not see it in this list.

Also (untested as of this morning) bagginses mod, storage drawers mod, and Super Crafting Frame

I'll probably also add magicrops this weekend.

There's probably a few more I'm missing that aren't part of Infinity. Note, mod problems are likely. Back up frequently!
 
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TomeWyrm

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Jul 29, 2019
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MagicalCrops Beta, or the new version he finally released from out of the Patreon Paywall?
Also have you seen Runic Dungeons: http://minecraft.curseforge.com/mc-mods/227065-runic-dungeons

Also, you can just use this mod to generate a modlist on boot, it gives us nearly all the relevant information (assuming the mod author didn't derp and put the wrong info in the mcmod.info... which is relatively common, but in nearly all cases it's easy to find the right info with some basic google-fu)

http://www.minecraftforum.net/forum...-mod-lister-lists-the-mods-you-are?comment=37

Yes I linked to a specific comment. That's the 1.7.10+ compatible version, 1.7.2 > 1.7.10 broke an event handler the mod was relying on.
 
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The Mobius Archives

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Mar 31, 2013
642
366
88
www.youtube.com
MagicalCrops Beta, or the new version he finally released from out of the Patreon Paywall?
Bah! Tricked by too much Youtube watching! I noted that Regrowth had MagicalCrops so I assumed it was out as a public release.

Indeed I have, though I haven't found a new jungle/desert temple since adding it to get the Magic Chalk.

Also, you can just use this mod to generate a modlist on boot, it gives us nearly all the relevant information (assuming the mod author didn't derp and put the wrong info in the mcmod.info... which is relatively common, but in nearly all cases it's easy to find the right info with some basic google-fu)

http://www.minecraftforum.net/forum...-mod-lister-lists-the-mods-you-are?comment=37

Yes I linked to a specific comment. That's the 1.7.10+ compatible version, 1.7.2 > 1.7.10 broke an event handler the mod was relying on.
Thanks for that. I'll add it and check it out :)
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
Here's the updated list courtesy of ModLoader: http://pastebin.com/i5RA3jf1
Very nice!

For me, Mystcraft and RFTools do (largely) the same thing as far as other dimensions goes (RFTools does more than that...) and between the two, I much prefer RFTools. I appreciate all the work that XCompWiz put into Mystcraft, but the instability thing and the bazillion pages if you have biome mods loaded get completely nuts. Maybe he's changed it recently, but last I checked, only RFTools lets you recycle undesirable dimlets into (hopefully) more useful ones. With Mystcraft, you get what you get.

I believe RFTools is slightly buggier between the two, but the updates are pretty frequent and relevant to squashing those bugs quickly.

That said, in my pack I've settled on just using RFTools and have dropped Mystcraft entirely.
 
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YX33A

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Jul 29, 2019
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I ain't gonna lie.
On one hand, I love MystCraft because of how cool it is, and the fact that I played a bit of Myst growing up.
On the other hand, you have different fingers. And RF Tools seems, quite frankly, alien and strange to me, as I have never really dug deep into it before.

...also could someone tell Sensaidragon about my posts being hidden to him? I get the feeling he may have ignored me and I don't know if I could contact him.