Huh. was not expecting Monarch to post before me today. I was expecting to be the only one, lol
in any event, I am trying not to post if I just do little edits here and there, but I think that what I've managed to do so far is a little bit more than "a little edit here or there" In fact, I'm basically on 4.3, Mining now. Even though I just realized I somehow didn't get around to updating Agriculture stuff in Iron Village or Gold City. *sigh* one more thing to do. I got distracted by ideas for the Mining Guild, and wanted to get them down (up?) before I forgot about them.
So, what have I done?'
NEW STUFF
Well, for one thing, I've gotten
Dirt (Super basic),
Wood, and
Stone stages up to 4.2 (Agriculture) standards.
Iron and
Gold still need work.
Additionally, Stone finally has a Patron Deity (Petra).
Along with that, I've added a page for the
Mining Guild, which has 2 different building types, Mine Heads and Ore Processing. this is all based on my overhaul of the
Agricultural page, and some of my doodles on the Fortifications/Military page.
So, going forward, There will be 3 kinds of buildings (4 once the Nobility Update comes out): Basic, Advanced, and Expert [Professional]
- Basic is just some crap slapped together
- Advanced can get a lot of work done, but requires some fancying up
- Expert is where the shit gets real, and has extensive building requirements, along with (in most cases) a Gallery that shows off what the place works on. They also generally need a few Support folks as well
- Professional will be coming with the Nobility update. Like the Nobles themselves, the build requirements will be flat out stupid, but will be able to do a LOT (while at the same time out-sizing some of the earlier stages with just 1 Professional Facility). Basically the Professional Buildings will sorta *be* 4.0 Outliers.
I'm not going to be writing out *every* building that needs to be built, but instead writing up templates for the different Guilds, and letting you fill in details (because I obviously can't be up to date on every single mod out there--I play stuff besides minecraft, and my computer can't even handle ~70 mods 1.10 very well, and 1.12 modded minecraft? Forget about it
).
I did take some inspiration from Mobius' last run, and have a standardized set of Mineshaft Supports, and their distances:
Supports: To keep the Mine from Collapsing
- Not Required in Caverns or Ravines, only in shafts that you mine yourself.
- The Distance between materials required is determined by the weakest material in your supports.
- Planks/Fences: Every 8 Blocks
- Logs: Supports every 16 Blocks
- Stone (Cobble, Brick, etc [but not Smoothstone]): Every 32 Blocks
- Metal Blocks: Every 32 Blocks
- Diamond Blocks: Every 64 Blocks
And, lastly, a new page:
World Migration
This is for people whose saves get lost, bugged out, or otherwise aren't played anymore. It comes with its own deity (Sanuj, mirror image of Janus), whose Temple is a list of requirements to jump you back into the Challenge, depending on where you were when you last played. It also comes with a list of some of the more difficult/time-consuming things to acquire, namely Genetics stuff.
It's got rules for porting over bees (Seasonals are 1:1 mostly), trees, Chickens, and some rules for starting a new challenge in a current (not originally a Challenge) world.
Along with that, the Religion page has seen some love, listing out current relationships (subject to change), and adding Petra and Sanuj to the list.
Basically, instead of a single Shrine, you have a Temple to Sanuj, with specific stages being Shrines within the Temple. The throughline are pillars (that should be built next to each other), 1x1x3 multiblocks that relate to stage. Clay/Dirt/Sand, Log/Plank/Charcoal, Brick/Smoothstone/Cobble, etc. And with the exception of the Dirt Stage, all the Shrines all have relatively minor builds (though I may add Advanced/Expert options for all Deities later on down the road) in addition to their Stage's Pillar.
It's designed as a way to jump back in quickly if you don't want to totally restart (yeah, I know, a little late for Mobius, sorry. lol), but also be a fun little stage-by-stage side build for people playing normally.
GENERAL WHINGING ABOUT RANDOM THINGS
Once I finish 4.3, I'll probably pause, clean up the Population Guild sections by back-porting Basic/Advanced/Expert stuff to the Population Guild, and moving *most* of the WALL O TEXT in the Population Guild sections to its own page, where it can be linked/referrerd to from Stage-Specific pages, instead of being scattered across several different Stages.
After that, I expect things to go fairly quickly (well, quickly as I go, anyway), because for me the Population/Agriculture stuff were always the big hurdles. Well, Agriculture SO MUCH AGRICULTURE. And all of it special snowflakes. it's nuts. Vanilla is fairly balanced as far as number of Blocks/items for agriculture vs mining/exploration/etc, but when it comes to mods? lol
I love it, don't get me wrong. Just got a bit overwhelming there for a bit. Until I figured out how to simplify it this go round, lol
UNDERGROUND BIOMES
Also, might I just say that I have zero regrets adding Underground Biomes Constructs to my latest 1.10 modpack. Nowhere near as much lag as I remember with the what, ~1.2/1.6.4/17.2 version (don't remember which) I used to play when it was just called Underground Biomes. Much more optimized. Tons of variety, and it can come with a strata of surface coal (1 block=1/8th a vanilla coal, but still) Just...beautiful.
All stone comes in all Vanilla Stone varieties, and can be converted to vanilla stone by throwing it in the crafting interface.