when I say Villagers, I generally mean "Imaginary Population", but you could decide to use Testificates if you want.
I actually just got back from work, and will be spending the next few hours to work on the challenge rules, and streamline them.
Rymmie, looks good so far! Also, your Old School Spawn Challenge sounds a lot like Steelfeather's
Castle Building Challenge. Might be worth a look if you ever start running out of inspiration.
......now I have to install Metallurgy. On top of Natura. Tinker's Construct. And of course Copper/Tin/Bronze from IC2/BC3/etc. and Applied Energistics. thanks. lol. I'm going to have so many ores in my world, lol.
Can't wait to see what you guys build!
I'll be here for a few hours if anyone has questions.
Vaal, RP2 in 1.4.7 has a light sensor I believe. Can't wait to see what you do with actual buildings.
To clarify, the intent is to keep you from going under much more than 1 block of dirt until you have the leather cap. The
Rule of Cool, of course, applies here.
Hehe ya this is the general way I'm going to break down the 'wealth' levels of houses (I love SimCity...)
*snip*
I actually thought along this lines as well. This is my list, personally (not necessarily districts, since this is a list I'm using for room/building suggestions, but it would easily work as a District list).
EDIT:
I'm also going to try to feature some mods that I enjoy that may or may not be in FTB mod packs. Not much, just a mention of something from one mod here, a mention of an item from another mod there.
Change Log (v.2):
Organizational Sections added:
Residential
Commercial
Fortification
Transportation
Agricultural
Technological
Magical
Miscellaneous
-
Dirt Hovel,
Wooden Settlement sections cleared up, Wooden Hardcore Mode updated
-Logging Building added to Commercial Section in Hardcore Mode
-WatchTower(s) added to Fortification Section in Normal and Hardcore Modes
-Personal Mines no longer an Advancement Requirement, Players choose additional rooms from the Rooms page instead (they may choose Personal Mine if they choose). The net effect is that more rooms may be (are, in Hardcore) required for Advancement
-Refugee Shacks (Fast Track/Normal Modes) now need 1 Room from the
Dwellings Page. Refugee Refuge Requires at least 2.
-"Optional" replaced by [Challenge]
-Blocks, Items, rooms, and/or buildings that require/may use mods are now denoted with the [Mod] tag (Vanilla Challengers should ignore these)
-For additional Flavor for your town, "[Flavor]" tags are added, mostly suggesting that you decide which houses perform which jobs in the non-Residential Sections. These are entirely optional
--If [Flavor] tags are used, the houses must be marked with a Sign, and should be built near their occupation
--If [Flavor] tags are used, the houses should be built with their profession in mind.
-The [Flavor] tag renders RanchHouses, FarmHouses, and Orchard Houses obsolete
-[Mod] If you have Tinker's Construct, you will find yourself making many, many Wooden Frying Pans
-Hardcore Cafeteria is tweaked slightly
-Added Community Buildings Requirement, based off the
Community Buildings Page
-Hardcore required Refugee Housing count increased by 1 (was 2-5, now 3-7, because of the new [Flavor] feature)
v.2.1:
-Got rid of the text in the Wooden Stage about having to abandon your house next turn, and how it will become the Admin Center for the town. That is stupid and will be edited out when I rewrite the Stone Hamlet stage.
heh...sorry for increasing a few things on you if you're using Hardcore, rymmie
If you guys have any ideas for Rooms/Buildings you think I should add to my lists, I'd love to hear them. The lists are rather bare atm. If you want, use rooms as ideas for buildings, or the other way around. Or fun house/career naming options for the [Flavor] tag