[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

Cptqrk

Popular Member
Aug 24, 2013
1,420
646
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You know, I keep looking for the "rules" or guideline for this challenge, and it all seems a bit.. vague... Did anyone get around to making a list of things needed to be accomplished before moving onto the next stage?

Or is my googlefu lacking?
 

Maul_Junior

New Member
Jul 29, 2019
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currently using:

Village Box (Inactive atm)
Minecolony (inactive atm)
Custom NPCs
Enchiridion (for writing)


Baubles
Better Agriculture
Biomes O'Plenty
Blood Magic
Botania
Clay Bucket
Cooking for Blockheads
Endertanks
Fast Leaf Decay
Forestry
Gendustry
Giacomo's Fishing Net
Immersive Engineering
IC2
JEI/Bees/Forestry Bees
JourneyMap
KleeSlabs
MC MUltipart
More Bees
Mouse/Keyboard Tweaks
Multistorage
Natura
Pam's Harvestcraft
ProjectE (not gonna touch this for a long time, but I had hella fun with EE2)
Railcraft
Refined Storage
Roots
Signals
Simple Barrels
Simpleretrogen
StacksonStacks
Steves Carts Reborn
Storage Boats mod
Storage Drawers
Waila/Harvestability
Wolf Armor and Storage

Your googlefu is not lacking. I've been trying to get it going, but it's been slow. I'm getting back into Minecraft (let alone modded Minecraft) for the first time in a while. Gonna be getting back to it soon.
 

Maul_Junior

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Jul 29, 2019
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uh, I've used keyboard for so long I forget what it does, exactly. I'd figure out as soon as I STOPPED using it, of course.

Mouse Tweaks has all kinds of little things, like holding Shift+Click/Dragging over items throws items from one inventory to another, if they'll go, regardless of item type. and all kinds of other things like that. can't imagine not using both of 'em now.
 

Monarch_of_Gold

Well-Known Member
Jul 1, 2015
291
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So, because my thread has kinda gone a while without a whole lot of contributions, I figure I'll commit a sin and shamelessly promote it in other places, like here!

The idea of the challenge is that you can choose a race you'd like to play as (is 20+ too many?) and run through the challenge. There is only one challenge and everyone plays it, but the different themes and suggested materials + locales change the way it looks and feels. Unfortunately, I don't think a lot of people have tried to play it yet, or have completely forgotten about it.

Part of it is my own fault. I've only written up to Stage 12 so far. Sure, that means I'm only missing 8 stages, but still.

What are all the other spoilers for?

Well, one of them promotes a few other challenges that are similar in scope to it - like this one. The next two are guidelines and hints. Guidelines are just that - guides. Not rules, guides. Hints are meant to help you (it mentions the seaside town that was originally part of the main challenge. Considering how long that part was, though, I cut it out and I'm planning to save it as a side challenge). Then you have a list of suggested mods broken into categories and versions. These are suggestions, not requirements. You can use something not there if you want to. Skins and Races are obvious. I plan to provide skins for players that want more immersion. Granted, there are 26 official races and 3 difficulty levels (beginner, normal, and advanced). Sans difficulties, that's a lot of skins to make for male and female players. Next is the challenge itself. There are 4 sections - the main challenge and 3 sections for side-challenges. I have yet to write anything for the other three sections because the idea was that I was going to have a bunch of beta testers helping me try out the challenge and decide what to have for the other sections. That never happened, so now it's kind of all up to me again. After that you've got the FAQ which houses questions that have been asked or questions I think people are going to ask based on my own play-through. Finally, you have the beta-testers list and the changelog. I'm not sure how many names I'm going to keep on the list. I guess if people go away and don't come back for a year or so, I'll take them off and assume they've forgotten about it.

So, if this sounds fun and like something you'd like to participate in, feel free to stop by and check it out! http://www.minecraftforum.net/forum...modded-fantasy-city-build-challenge-updated-v

Thanks, guys!
 

Cptqrk

Popular Member
Aug 24, 2013
1,420
646
138
So, because my thread has kinda gone a while without a whole lot of contributions, I figure I'll commit a sin and shamelessly promote it in other places, like here!

The idea of the challenge is that you can choose a race you'd like to play as (is 20+ too many?) and run through the challenge. There is only one challenge and everyone plays it, but the different themes and suggested materials + locales change the way it looks and feels. Unfortunately, I don't think a lot of people have tried to play it yet, or have completely forgotten about it.

Part of it is my own fault. I've only written up to Stage 12 so far. Sure, that means I'm only missing 8 stages, but still.

What are all the other spoilers for?

Well, one of them promotes a few other challenges that are similar in scope to it - like this one. The next two are guidelines and hints. Guidelines are just that - guides. Not rules, guides. Hints are meant to help you (it mentions the seaside town that was originally part of the main challenge. Considering how long that part was, though, I cut it out and I'm planning to save it as a side challenge). Then you have a list of suggested mods broken into categories and versions. These are suggestions, not requirements. You can use something not there if you want to. Skins and Races are obvious. I plan to provide skins for players that want more immersion. Granted, there are 26 official races and 3 difficulty levels (beginner, normal, and advanced). Sans difficulties, that's a lot of skins to make for male and female players. Next is the challenge itself. There are 4 sections - the main challenge and 3 sections for side-challenges. I have yet to write anything for the other three sections because the idea was that I was going to have a bunch of beta testers helping me try out the challenge and decide what to have for the other sections. That never happened, so now it's kind of all up to me again. After that you've got the FAQ which houses questions that have been asked or questions I think people are going to ask based on my own play-through. Finally, you have the beta-testers list and the changelog. I'm not sure how many names I'm going to keep on the list. I guess if people go away and don't come back for a year or so, I'll take them off and assume they've forgotten about it.

So, if this sounds fun and like something you'd like to participate in, feel free to stop by and check it out! http://www.minecraftforum.net/forum...modded-fantasy-city-build-challenge-updated-v

Thanks, guys!

Looked it over, and it looks good. Just one question. No Roots mod for magic/pre industrial times?
 

Monarch_of_Gold

Well-Known Member
Jul 1, 2015
291
164
69
Looked it over, and it looks good. Just one question. No Roots mod for magic/pre industrial times?
Guess you didn't read the note at the top of that section - the suggested list is just a list of suggestions. You can play with whatever you want, but these mods and their contributions are what I'm writing for when I get to the specialized portions.

I will, however, check out roots and tell you what I think.

[Edit] I looked it up. Seems interesting. Does it have any worldgen or is it all initially based on vanilla blocks? If it's all based on vanilla blocks I'll definitely be shouting about it and tossing it into my world. If not, I'd like to figure out what's added so I can know whether it's a "fatal" change or not.

I want to prevent future catastrophes like what happened when I added ThaumCraft to my first play-through with BoP and a bunch of other stuff. That didn't end well and completely changed the world (to a degree that the same seed with ThaumCraft looked completely different).

Thanks for asking, though! :)

Sent from my SM-T230NU using Tapatalk
 
Last edited:

Lethosos

New Member
Jul 29, 2019
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Pretty much vanilla. It will use leaf blocks as a cool way to drop sticks/saplings/fruit and heal over time, but that's a basic override of the block.

Sent from my Puzzle Box of Yogg-Saron using Tapatalk
 
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Cptqrk

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Aug 24, 2013
1,420
646
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Guess you didn't read the note at the top of that section - the suggested list is just a list of suggestions. You can play with whatever you want, but these mods and their contributions are what I'm writing for when I get to the specialized portions.

I will, however, check out roots and tell you what I think.

[Edit] I looked it up. Seems interesting. Does it have any worldgen or is it all initially based on vanilla blocks? If it's all based on vanilla blocks I'll definitely be shouting about it and tossing it into my world. If not, I'd like to figure out what's added so I can know whether it's a "fatal" change or not.

I want to prevent future catastrophes like what happened when I added ThaumCraft to my first play-through with BoP and a bunch of other stuff. That didn't end well and completely changed the world (to a degree that the same seed with ThaumCraft looked completely different).

Thanks for asking, though! :)

Sent from my SM-T230NU using Tapatalk
Only thing Roots adds is some drops from grass, nether wart, and (can't remember the block that drops it, but there is an end version of the drops).

All the rest is based off of vanilla world generation. All those flowers that used to be "decoration" can now be put to use!

Have a gander at DW20's coverage here:

It has progressed a bit further than what he shows here as this was early in the mod's life
 
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Maul_Junior

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Jul 29, 2019
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So.........remember when I said I was a Collector?

Remember when I collected Bees?

......I......MAY have spent a few hours building Bee Houses and getting all but a dozen or so Princess/Queens (most of those recently acquired, before the Bee House expansion) put into Bee Houses.

*coughs*

May I present, Timbervale (all construction of housing for humans still forthcoming):

Welcome to Timbervale, my Forestry town, where all my bees and trees go to live. Any new Saplings will be sent there, and all Bee products (Sengir or Pam's) originate there. I have built probably 300 Bee Houses easily, and ~240+ of them are occupied.

FRpUJPO.png


Of the base bees in my game (Forestry/More Bees), I am only missing Tropical Bees. I still have not found a Jungle.. grrrrrrr.......

Easily half of those bees are housed in the main Pristine Run:

Jh8tHMC.png


Pristine Rock, Meadow, Forest, and Valiant Bees can all be found here.

XXUGR3J.png


In the background, you can see three Pam's Apiaries against the hill next to the hill, if you squint and look really closely. Only three because I don't have much Leather right now. grrr, argh.

ATRL7To.png


This picture is one entire run's haul, if all Bee Houses run to completion. This means all products are removed, Pristine Princess returned to Pristine Queen, and all extra Drones yoinked into a communal Apiary Chest for use in Breeding.

EHqT1ZY.png


The Pristine Modest Run. It's just over half full at the moment.

yqOsTUP.png


The Ignoble Modest Run. Damn thing is full, and I have about 10 more Ignoble Modests waiting for a home.


.....not counting the dozens of Modest Hives I see, taunting me, in the Deserts!

AJhsHsN.png


I have next to no Marshy Queens. Maybe 10 at MOST, Ignobles included. So they're all together in one run.

XAPmw6c.png


The Ignoble Wintry Run is about three quarters full. Being a dumb dumb, I didn't realize I had to bring flowers in for them.

*sigh*

VtnyqLw.png


My Pristine Wintry Run. Mostly Full.

hB77T6j.png


The Experimentary, where Ignoble Meadow, Forest, Rock, and Valiant Queens come to breed.

bahahahaha.

sEYG5oc.png


Haven't really started breeding yet. Working on getting everything set up. Gonna get as close to a Pristine Common as I can get. Then I'll start up a Pristine Common Run, and convert almost all of the Forest/Meadow Ignobles.

Gonna work my ass off so I can get Merry and Tipsy Bees when Christmas/New Year's rolls around.

CG6B5Wz.png


don't have that many Rock Queens total (maybe 10? probably more than half Ignoble), so I'm going to be VERY careful breeding these. Probably try to breed only one at a time.

cQVIWof.png


My Rubber Field. Everything is still on a by-hand (except when removing Bee Houses/etc that can only be removed with Axes--thus the Axe in the picture) basis, so no automation. Fortunately I have, I think 31 Rubber Trees planted, with another 37 Saplings in reserve.

This is going to come in VERY handy later.

8ZrP6rm.png


One of my Pam's Orchards. I'm trying, here, to do a grid of Pam's fruit trees, with a row belonging to each fruit. Some only have 1 Sapling, some have like 12 planted around Timbervale. Eventually I'll get ~10 each planted, with plenty of spare Saplings stored away.

Elsewhere, I have a bunch of Forestry/BoP/Pam's trees planted all over the place.

Eventually, I'm going to be doing a Birch farm--around a 15x15 space filled with Birch Saplings. Oak Saplings can potentially grow huge and awkward, Spruce Trees regularly grow huge, etc etc etc.

plus IIRC 4x4 Spruce can grow damn tall (not Natura Redwood tall, but IIRC ~1.5 the height of the average 4x4 Jungle). I'd have to load up my pure vanilla world to know for sure.

Birch trees tend to grow to a uniform height, and not too high at that. So I only have to punch/cut my way up one or three z-levels, and I have a generally straight shot all the way across once they've grown up.

On top of all this, I have discovered that Pam's Jellyfish turn into slime balls, and I have found 4 Saddles in my nets. So I have tamed all 6 of the donkeys I have discovered so far. at least 1 is going to each of my villages that I have so far:

Timbervale, my Farming (and, for now, Fishing) village, and the place I had intended to be the capital/Trading Hub until I realized it was way in the middle of nowhere (still, it's by a big-ass lake, so....Fishing Village!). Gonna have to find an actually central place to put the Capital/Trading Hub. Problem is, the central spot right now is in the middle of a desert. Though I suppose if it's relying entirely on imports, it wouldn't REALLY matter.....

hmmmm........

And I'm starting to collect livestock near villages for easy breeding/penning/slaughter.

Yay, Leads!

Oh, and I've built a Highway between Timbervale and my Farming community. Took up most of what I had thought were ample Log reserves (well, I thought I had plenty afterwards, but it turns out that 300 Bee Houses take a LOT of wood!).

Time to get punching!

As the dwarves say, Strike the Earth! ....er, Tree.

.....I also have 2 Shady Merchants in one of my Villages. not sure where they're from, but one of them is offering DIAMOND BLOCKS.

Probably gonna nab one of them and call it good.

For my Tech-centric village, that will have, at most (for now), a Generator (possibly/probably a Culinary Generator), a Centrifuge, a Squeezer, and a Carpenter. Portalyzers take a diamond, dont'cha know?

I COULD do all my bee breeding without a Portalyzer, but.....that sounds horrible. I thought I was up for the challenge but I'm not.


.........wut.

What do you mean, wiki, that you can't do mutations in Bee Houses?

bleh.

time to suck up to those Apiary Villagers.
 
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KingTriaxx

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I don't think you'll be happy with those Shady Merchants, just saying... Tonto: Bad Trade.

Yeah, Apiaries are the go to thing, since you also can't automate Bee Houses.

Don't over think bees. That way madness lies. Disparate bees to Common, Common and any normal bee to Cultivated, then Common+Cultivated for Noble and Diligent. Noble+Cultivated for Majestic, then Noble+Majestic for Imperial. Or Diligent+Cultivated for Unweary, and Diligent+Unweary for Industrious.
 

Monarch_of_Gold

Well-Known Member
Jul 1, 2015
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I don't think anyone thought your problem was that bad. Good lord, though, gotta commend the effort. Then again, I'm sitting here with a chest full of enchanted books and incredible armor (plus loads for future barracks), so I don't think I have room to talk. ^^;

Sent from my SM-T230NU using Tapatalk
 

Maul_Junior

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Jul 29, 2019
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Don't Overthink bees, right. Those are the only species you need.....sure.

Except I'm no filthy casual. :p

I'm a Bee Collector, so.....I NEED to have a Pristine of every single breed.


*eye twitches*

raw


so.......I MAY have placed a Bottler next to a Culinary Generator--well, on the FRONT of a Culinary Generator, that caused the world to crash.

......didn't have a backup, don't think I HAVE a backup.

*eye twitches*

a lot of the world scouted, 12 villages found (6 Apiary villagers, like 8-12 Arborist villagers), successful cavern mineral/metal run just finished.....and just about ready to get the comb->wax container-> honey -> wax honey container-> Carpenter series finished.

bleh.

Am I frustrated? Yes.

But it's not.....

well, it is the End of the World, I guess.

heh.

Welp, that's 20 or so hours gone.

Time for a new world, then. At least this time the world will spawn with Better Agriculture already installed, so the 30 new types of chickens, cows, and pigs will spawn in without me having to walk ridiculous lengths away.

This time with planning in advance I should be able to do things slightly easier.

  • Central capital with a trade hub.
    • No tools allowed except for hoe. And axe/pickaxe for miscellaneous trading crap that can't be moved any other way (see: Pam's).
    • Gets a focus on Storage, so will be able to use +1 tier of Storage mods/tech/magic, and stuff to power it, but literally nothing else. If using tech or magic to power storage tech, must have built a tech/magic village elsewhere and have the technology in use there.
  • Mining town that's allowed wood pickaxes from the start, with stone pickaxes for coal, iron, copper, and tin.
    • Can use Copper or Tin pickaxes to get out any Tier 2 ores
  • Tech Town
    • Designed to support Timbervale:
      • Squeezer, Bottler, Centrifuge, Carpenter.
      • 2 Squeezers, 2 Bottlers.
        • 1 each for Honey and Fruit Juice.
    • Culinary Generator for power
      • Is supported by the Agriculture village.
    • Needs resources from the Mining town.
  • Magic Town
    • Roots
    • Blood Magic
    • Botania
  • Farming/Agricultural Town
    • Pam, Pam, Pam, and more Pam.
    • No tools except for Hoes
  • FIND SOME DAMN DONKEYS.
    • I was lucky to find 6 last time, and not having to sprint+having a built-in food storage buffer waiting for me wherever I go was DAMN useful.
  • Rebuild Timbervale
    • Forestry Trees
    • Pam's Trees
    • BoP Trees
    • ALL THE TREES
    • Rubber Fields
    • Bees.
      • Bees.
        • BEES!
        • ALL OF THEM.
        • EVERY SPECIES!
        • PRISTINE!
        • GET MERRY QUEENS!!!
        • GET TIPSY QUEENS!!!
  • Fishing Village
    • Shallow water, lots and lots of nets.
    • Grow lots of Industrial Kelp along the shore. About half of Giacomo's nets wear out each time you use them.
      • On the other hand, the nets got you four saddles, like 7-9 nametags, craptons of Pam's Fish, and Pam's Jellyfish
      • Pam's Jellyfish=Slime
        • Slime=Lead
        • Lead=Love

Kinda dissapointed that Witchery isn't updated to 1.10 yet.

Gonna be placing a high priority on getting lots of cows bred up, because I have the Super Crafting Frame installed. yay for super easy crafting....once you have plenty of leather for item frames.

Here's hoping I can find a Jungle this time around

I want all the cats. Like I've done on a server, I will clear-cut a section of the Jungle to help me find cats. Surprisingly, fire isn't that effective. it doesn't go much further than 16-20 blocks or so. I was dissapointed when I was planning on using the "BURN IT ALL" strategy to find cats, there.
 
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KingTriaxx

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No, no, collecting them all is fine, but I'm saying if you go too deeply into the mechanics behind breeding, you'll go mad. But those bees all form the Forestry Spine of bee breeding, and are also what you need to get to Alvearies which are the top of the line for breeding. (I've been told trying to breed the various species without Alvearies is crazy.)

That said I don't believe there are better tree breeders than Industrious.

I think the Botania Horn of the Wild will break leaves, or it's got an upgrade that will. That'll probably help a lot in your cat catching.
 

KingTriaxx

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Good. I prefer to pump out huge fields of Apiaries myself, despite other people telling me it's less efficient. It's always hard to tell who's going for maximum efficiency and who's not when making suggestions.
 

Maul_Junior

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Jul 29, 2019
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heh, yeah.

Tried a BoP seed world, decided I didn't like it.

Gonna go with a regular world with BoP stuff just happening to be in it.

Also, dropping this new page here:

Collections

Just a few fun lists to work towards.

I've decided a few things for this go 'round:

1) I'm going to be trying to be using Banners a lot more (and using the Additional Banners mod for some additional flavor). Also Shields.
2) I'm going to gift myself 81 Natura Redwood Saplings to get me started once I find a good place for Timbervale.
3) I'm gonna either gift myself a Diamond or (more likely) do a deep delve specifically to find one when I get Timbervale/Tech village set up for the Portalyzer
4) While the Cow/Sheep/Pig/Chicken additional species thing was a nice idea, most of them I just wasn't into or looked flat-out ugly. So bye bye Better Agriculture.

I'm sick of the hunt for Redwoods. Been there, done that, twice. Second time flying in creative, just to scout out the world a bit. And nothing.
 
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