[CHALLENGE] (v4.3-ish 6/7/18) Refugee to Regent Kingdom Building Challenge

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

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

thephoenixlodge

New Member
Jul 29, 2019
1,388
0
0
Might I suggest a Bronze age level to sit in between Stone and Iron? This would be most applicable from 1.6.2+ due to the new bronze steam tier in gregtech serving as the entry level tech. With the new TConstruct addon by Iguana (here) also expanding the progression more it makes even more sense to add this.
 

Maul_Junior

New Member
Jul 29, 2019
314
0
0
Atm the Iron stage IS essentially Bronze.

Redstone is kicking in the mods (power, magic, etc). Though it's not so much a stage as an upgrade. Just like the Glowstone Stage will be. Glowstone will not really increase the building numbers so much as open availability to the Nether.

I'm trying pretty hard to stick by the ores/metals/dusts from vanilla. That's why there's no Tin/Copper stage. That's why I really don't want to add a Bronze stage. And again, I know next to nothing about Gregtech. It's something I'd need to REALLY play around with to get to know enough to include in here.
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
Thanks, man. I look forward to seeing what gets done.

BTW, looking at the Custom NPCs mod again, I found this page.

http://www.kodevelopment.nl/minecraft/customnpcs/roles/

The Banker/Transporter look interesting. Probably a bit cheap if you're playing with TC3 (Golems do the same thing as transporters), but the Banker.....could be used for a few different things.

Either I'm reading something wrong (not unheard of) or you are... TC3 Golems (to my knowledge) don't teleport you anywhere. CustomNPC Transporter Roles let the player teleport between linked CustomNPCs.

Edit: Unrelated topic switch follows.. as well as a small spelling-error fix.

For my own personal game, I create the necessary housing and all appropriate items in a given house for an NPC, then the next sunrise I have them "move in" (spawn them in). In my mind, it feels a little more consistent.

Also, I've been toying with the idea of having a Quest NPC set up to track progress of tribute materials, so I can just create an NPC that gives me the quest to go collect a stack of logs, 6 saplings and 6 seeds (for example) and when I turn them in to him the quest completes and I'm on to the next phase. The quest tab also shows your completion goals, so you know how many items left you have to do, etc.

It's still far from perfect, as it doesn't do things like track building creation and the like, or whether you're following the helmet wearing rules, nor does it appear to easily let you create these quests/dialogs and send them to your friends via some easy config files. That by itself is a major bummer for me. I'd love to be able to whip up a set of requirements NPCs that will unlock appropriate stages and maybe even tie into the server scoreboard mechanisms to let people compare their progress across SMP games.

In any case, I'm rambling. It's good to have you back, Maul_Junior. :)
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
Another thought popped into my head regarding some of the mods and tweaks to configs.

In general I really like Tinker's Construct/Natura. I think the bushes can be a tad... abundant? at times but whatever.
When I put Tinker's Construct in my games, I *DO* make the following change in the TinkersWorkshop.txt file:
B:"Remove Vanilla Tool Recipes"=true
This way you don't revert to the "easy" tool recipes and you're required to go through the TC method.

The floating slime islands annoy the dickens out of me too, but short of setting I:"Slime Island Rarity"=450 to something like 999999 I still end up seeing them everywhere. :-(
 

Maul_Junior

New Member
Jul 29, 2019
314
0
0
Haven't played Tinker's/Natura lately.

But that's a good thing that I wouldn't have thought of with Quest NPCs.

Didn't know there were literal Transporter NPCs. I just meant X NPC pick up Y item at A and put it into chest Z. lol.

A couple things that I thought of at work today:

Command Block Challenge or Back to Vanilla

Assuming you're the kind of person that likes a technical challenge (ie plays GT), here is a challenge for you. Start up a world of 100% (or only Single Player Commands) Minecraft, and experiment with command blocks. From what I've seen they are incredibly powerful. Try to emulate your favorite mod's mechanics using only command blocks/vanilla materials.

Do NOT delete your R2R world. This challenge is merely to see what you can figure out with command blocks. If you find something in the Vanilla Command Blocks that you enjoy, bring it to your R2R world via Command Blocks. Play around with Command Blocks in Vanilla as long as you want--five minutes, five months.....after you get bored, do whatever you want with your Vanilla Command Block world.


Outsourcing

This is something I thought of that I will be putting in as something optional--not even as a Challenge, because it is more of a stylistic choice than a rule (though if you do follow it it has all kinds of possible implications for your civilization).

Basically, once you get to Iron/Gold/Redstone/Higher, begin to move your farms, orchards, bee keepers, ranchers, lumberjacks, etc to an Outlier instead of remaining inside your Town/City/Capital. Maybe wait to move ranches until MFR Pokeballs become available. This frees up a LOT of space for building additional buildings where the pastures/farms/etc used to be. If you choose to go this route, I recommend the following:

Population that were farmers are transferred to an Outlier. You should replace the population that moved out of your town/city/capital in addition to the stage requirements.

Guild Leaders (Farmer's , Carpenter's, Miner's, etc) become Mayors/etc of the Outliers that holds primary responsibility for supplying your nation/empire with their particular resource (Main Farming Outlier has Farmer's Guild Leader as Mayor, Main Lumberjack/Lumber/Orchard Outlier has Carpenter's Guild as Mayor, etc).

In addition, the respective Guilds open stores/headquarters (possibly in the buildings/area where some of their buildings used to reside?) in the Capital to sell their wares, in a space clearly marked as claimed for the respective Guilds. This could be as simple as Item Frames to an IC2 Trade-O-Matic to even going so far (at least in a 1 person challenge) to setting up the Vender Block (from the VenderBlock mod) selling their items. If you wanted to you could put up propaganda signs (X Guild is the best, Join X Guild--Y Guild's Leader is a Creeper Hugger, etc) or Recruitment posters signs.

A few ideas if you wanted to make a giant shopping complex for all the guilds in a central location:

Open Air Bazaar

Shopping Mall (with MFR escalators?)

Jebmart

or whatever else you want.


sub-challenges that I thought of because I've gotten pretty into Dwarf Fortress (via Pheobus tileset)

Dwarven Blood Challenge

Basically I've gotten way into Dwarf Fortress lately (going to be borrowing heavily from the base ideas of Dwarf types from DF, actually). This Challenge is to connect each and every building in every town together via an underground transportation system. Outliers need only be connected to the main city via one tunnel.

Dwarf Fortress Challenge

You must live underground. You may venture to the surface to get supplies, but your cities should remain underground. Hippy elves, bloodthirsty goblins, and thieving kobolds live up on the surface. You should booby trap your entrance with spikes, wolves, cats, and other traps (drowning, deadfall, etc) to keep unwanted visitors out. Recommended deity is Cacame the Dwarf in Elf skin--an elf whose true love was devoured by elves, and ever since he has carried hatred for all elves in his heart, and has risen to the position of King of Dwarves. He is truly Dorfy, despite being born an elf.



Early Nether Access

I am intending with this challenge that you not access the Nether until the Glowstone stage. I recognize that as of the Iron Stage you are fully capable of home-growing Obsidian in a Nether Portal stage, but that's not really what I intended.

That said--Rule of Cool applies to this, as to pretty much the entire challenge.
......told you I played a lot of Dwarf Fortress. :p
 

Maul_Junior

New Member
Jul 29, 2019
314
0
0
Heh.....I have the hang of Dwarf Fortress......basics.......

......

....sort of.

Food Requirements Change

I was looking over early stages, compared to Iron, etc, and realized that back then I had X amount of food items/player/citizen, as opposed to Iron being X amount of food plants for advancement. Then I realized that this was my bias towards farming coming into play.

Probably going to change this to food sources--whether it be plant (bush (Natura bushes count as .5 apiece, unless he's changed the hunger value), crops, orchards) or domesticated (ie penned-in) livestock. And in this example, Sheep may count as both towards the Sheep requirement and the food source requirement if you want (Lamb Chops ftw).


Prepared food (ie cooked meat, bread, baked potatoes, cookies) that are actually stored in your food bank may give you a bit of a credit towards this.

OR I may just go back to *have X amount of food stored away*

That raises the problems of wil I/you just stockpile food from 4 farm plots and call it good? Because that's kind of against the spirit of the whole challenge--grow your city BIG.

I'm considering having a Food Credit rule supplement added--as in you need X amount of Food Sources, but for Y amount of (prepared) food stored, you can take away Z Food sources. Food credits would LIMIT the amount of Food Sources you would need, but would, at most, cover ~40% of the Food Source requirements (on Normal--Fast Track=~95%, Hardcore would probably be closer to 25-30%)

This would likely be more complicated, with higher nourishing items (like mushroom soup) giving more credits/unit. On the other hand, this would make Mooshrooms that much more valuable.....I could conceivably count them as 2 food sources--Meat AND Mushroom Stew. Chickens would only count as 1 because A) Eggs take some work to be put into something edible and B) Chicken meat isn't that filling.



You know what we need in a mod? Mushroom Soup as a storable/placeable liquid.

:D

ALL numbers are preliminary, and can/will be changed before being finalized.

Agriculture Change

Lumberjacks are now considered part of the Agriculture division. This is due mainly to Sengir's invention of Tree Breeding.

So, to recap, the main Agriculture categories:

Farming (food plants)
Plantation (non-food plants)
Husbandry/Ranching (livestock/domestic mobs)
Apiculture (Bees)
Horticulture (Trees)

Lumberjacks are part of Horticulture, and are in the Challenge's eyes, responsible for tree breeding (that you may or may not do)


Misc. Clarifications

So I may say at one point that your village needs something, even though I've already mandated that your personal house needed it one or more stages ago, or even in the same stage. This is because you are the ruler of your town/civilization. You founded this city/capital/outlier, so you obviously get perks. Among them is all the toys--whether that means Intra-Linking books connecting all the Outliers (and a house in each of the Outliers to house the books), your own bee/tree breeding program, etc.

Anything that is in your personal house/estate is considered YOURS. ie not for the Common man/Testificate. They have to rely on whatever roads/cart/linking book networks you set up in public places. And pray that you made it safe.
 
  • Like
Reactions: The Mobius Archives

Maul_Junior

New Member
Jul 29, 2019
314
0
0
Bibliocraft

Bibliocraft is AWESOME.

Wait, there's more. With the new invention of the Bibliocraft bookshelves able to replace (and even double) the amount of enchanting you get from a single Bookshelf, I'm issuing you a challenge to do nothing BUT Bibliocraft bookshelves (IIRC the blank books count for enchanting). Not sure if this is 1.5 or 1.6 tbh.

In addition, I'm going to be trying to write up a few short stories (and possibly rule subcategories) in the Bibliocraft writer's desk thing. You will be able to import these via config files (which I will probably upload to various posts, etc), and then physically put INSIDE your library. Going to have to do a little research to see how exactly you'd get these in from scratch.....

But wait, there's MORE.

Because the writing equipment is so expensive (blaze rods >.<), One of your immigrants will be bringing a Blaze Rod with them after you have built a library (in either your personal base or a public library), and have reached the Iron stage. This Blaze Rod may ONLY be used for the Printing Press, and may not be macerated/ground down/etc. There will be no restrictions on copying enchanted books that you *find*. It will still be a little while before you can make one (Obsidian).

Or just cheat the items in so you can have whatever I have published/others have published available in in-game form.

The Typesetter is being added to the list of items you may craft that use redstone in the Iron stage.

On top of that, if you haven't looked at Bibliocraft lately, look again.

Because there are tables that can be expanded by putting more tables next to existing tables, can hold items; there are (dyeable) lamps and lanterns; if you're in 1.6 you can put Carpets on tables and they become tablecloths--and don't count as the item that the table holds.

There's even a Cookie Jar for a bit of security-ish.

AND Bibiliocraft is set up to handle nearly every type of wood from every single mod that's been made for Minecraft.

So really, go look at it!


Gonna try to get a test book written, copied, and uploaded somewhere for people who want to test out the sharing of books.

Note: Bibliocraft doesn't make a copy you can upload until you copy a book you've written/signed with the book/quill.


Also--if you've written a book and have a Bibliocraft copy--I'd love to have it in my personal Challenge's library. I'd love to start a section of my library that is entirely other R2R challenges


Challenge Library

So it's been a while since I played with Bibliocrat, and I've never really copied my signed books before......but I'm working on figuring it out (DW20 spotlight playing as I type).

But I've gone ahead and started writing a few books for the different difficulties. I'm calling these books Alpha 0.1. All three start out from the Sourcebook, and from there the Normal, Fast-Track, and Hardcore all start at the Dirt Hovel stage with Book 2 (Normal Book 2, Fast-Track Book 2, Hardcore Book 2).

Normal/Hardcore books will be split up into various segments (Main Goals 1+, Agriculture 1-whatever, etc). However, if I can find a good way to copy/paste them together I'll try to make one long one, in addition to all the tiny ones.

For Hardcore it will be a LOOOOONG one.

The last page of EVERY book should be a page that gives the version number, the difficulty, and what number book it is in the difficulty series.

New Naming Conventions

From now on, the Fast Track stages will be denoted by the word Track (ie Dirt Track, Wood Track, etc), Normal will just be the stage name, and Hardcore by Dirtcore, Woodcore, Stonecore, etc like I've been doing before.

These names will be the names of the books themselves:

Dirt Track=Dirt Hovel Fast Track
Dirt Hovel= Dirt Hovel Normal
Dirtcore=Dirt Hovel Hardcore.

The books are self-aware

Or at least I'm writing them like that. The Hardcore KNOWS that it's the hardest, and takes a lot of pride in it. Normal knows it does a good job. Fast-track knows that it's the shortest and hates you.

http://imgur.com/96eElZw,kS5QANW,jPNsMzo,0DbtLnk#0

You Monster

I'm kind of basing the Fast-Track personality on early-game Portal 2 GLADOS. Who insults everything from your weight to your parents to......


Some Book are complete

So I'm not sure the best way to do this, so for now I'm going to be using pastebin. Because the books are not stored in a text document.

To get books your Bibliocraft mod can read, create a new folder in your config folder named "books"

Now, you can either make a book in Bibliocraft in SSP or you can make a .txt file, and copy/paste from pastebin.

If you use a text file, the .txt extension will show up in-game. But the name of the book in-game once it's printed relies on what is within.

Example of the text inside. The name is everything preceding my name. In this case Dirtcore Source. Putting this here in case you ever want to rename a book you've already signed in-game. Also come here to change any text. I got a number wrong when I signed it, came in, edited it, and we're fine now.

If you want to use a file file (the way Bibliocraft saves itself), then make a blank book, or as blank as you can get, then copy it repeatedly outside of game. Copy/paste from pastebin, and change the name/author as above. Don't forget to rename the original file name.

I will soon find a way to upload the actual files themselves so you don't have to do this, but for now this is a workaround.

Challenge Source
Dirt Track
Normal Hovel
Dirtcore Source
Dirtcore Hovel

Keep in mind that the Wood stage will probably have 4+ books for Normal, a lot more than that for Hardcore.

They'll be divided up by section (Fortification, Residential, Agriculture, etc.


BTW, another easy way to keep track of what you have left to do?

Bibliocraft Clipboard.



These books are getting long.

Woodcore Source is 23 pages, Woodcore Residential at 25. Won't be long before I need 2 books per subject.

Oy.

At least Woodtrack isn't that long at......17 pages.

yup, this is gonna take a while.

As anyone who has read the above will realize, this isn't JUST a list of do this, this, this. If you want that, keep to the Wiki. The books add a lot more flavor to the challenge by their unique tones.
 

Maul_Junior

New Member
Jul 29, 2019
314
0
0
Okay, gotten a bit more work done.

First Post

After months of not doing it, I've finally gotten Vaal/Mobius' Let's Plays (and a few pictures from others) edited into the first post for easy finding. Yay me for not being as lazy as I have been for months. I guess. :p

Outliers

My focus at the moment has been with Outliers.


The entire page has gotten a facelift. While I haven't gotten the Outliers past the Settlement stage, I've added a lot to hopefully inspire you to build your Outliers better. Such as a list of possible themes, possible focuses, color palettes, arrangements, etc. If you're feeling frisky, try a nomadic settlement using Redpower 2 frames or Calaclavia's MFFS mod (Stargate: Atlantis, anyone?). if you're feeling REALLY frisky, set your entire Capital up with nomadic MFFS. :p

just.....back up your world before you try to move your Capital/Outlier with a MFFS/frames for the first time, k?

If you feel like more challenges, how about this challenge?

If you want some variety, and a little bit of a challenge, pick 2 or 3 Outlier locations, find a place that has ALL of them, and build them one on top of each other, keeping every Outlier looking and feeling distinct. An Example would be:
  • Floating in the Sky Outlier above a
  • Ocean Surface Outlier above a
  • Underwater Outlier above a
  • Underground Outlier with a
  • Nomadic Outlier periodically visits one or two of these Outliers (or travels BETWEEN these Outliers?).
I've also done a bit of work on the Community Buildings page.

I'm going to try to focus on the Redstone stage, which is itself focusing on upgrading existing buildings, as opposed to building new ones (well, not MANY new ones). Like, say, replacing torches with Redstone lamps/illuminators/etc?


Finished writing the Bibliocraft Wooden Settlement stage. Normal has 1 book, Fast-Track has 1 book....Woodcore has 4. 3 of them have 20+ pages. One has 30. :p
 

The Mobius Archives

Well-Known Member
Mar 31, 2013
642
366
88
www.youtube.com
You know what we need in a mod? Mushroom Soup as a storable/placeable liquid.

:D

It is... or at least partially. I was able to get it into a bucket in one of my pre-#RefugeeToRegent episodes and ended up pouring it on the ground. But that gives me an idea to advance to RC tanks in-order to make better use of the many mooshrooms around my starting point.

BTW, really enjoying the challenge. Looking forward to your updates and ideas!
 

The Mobius Archives

Well-Known Member
Mar 31, 2013
642
366
88
www.youtube.com
Hmmm... I don't rightly know.

I just tried it with Tinkers Construct Seared Glass, right click on the Seared Glass while holding mushroom stew in your hand and it will add the stew to the glass. Use a bucket to get it back out and then you can pour it on the ground.

I haven't yet been able to get it back in a bowl however.
 

Maul_Junior

New Member
Jul 29, 2019
314
0
0
ah. nice. You can probably eat it out of the bucket.


One more liquid storage tank I'm gonna need to build. heh.




New 1.6 world. Mods that matter right now--Underground Biomes, Biomes O Plenty (complete world gen override), Tinker's, and Factorization.

.......just finished hacking out an ENTIRE Lignite vein. Lignite is a form of coal that is weaker. 9 Lignite=1 Coal. But the catch is.........the Lignite vein isn't just avein. Oh, no. It's LAYERS. At least 2 high, some as high as 6 high. Not in a straight line, either.

And because I put it in, I have to put in supports to hold the mountain above the Lignite up.

So 3718 Lignite, 100 coal, roughly 60 fossils (who convert directly to Bone Meal), about 6-7 stacks of Oak, Spruce, and Birch wood, and 3-4 episodes of West Wing later, I've finished the first project I gave myself for the Wooden Settlement.

I'm looking forward to the rest of the stage. At least it won't be boring like clearing out several Y layers in a mountain area.


On the plus side, the place looks TERRIFIC. Clear out some of the dirt, add a few more supports, make the supports a little more regular......it'll make an awesome little building area. Just wish I knew what I was putting into it.

GxtGx89,M79bamn,MMvTez5
GxtGx89,M79bamn,MMvTez5
GxtGx89.jpg


M79bamn.png


MMvTez5.png


Yeah. I did that.

With a Wooden Tinker's Pick. Running back and repairing it every time it broke. Every 59 DFAKSDjasd;flkjdsfa;asdlkfjasd;lkfjsadf;lksadjfsad;lkfjsad;flkasdjf;lsadkfj blocks.

Although I discovered partway through that apparently I don't have IC2 installed (no scaffolding :( ). I'm more than a little pissed at myself for that. Gonna have to go quite a ways and suffer through a lot of lag to get Uranium, etc now.

Underground Biomes increases the lag when loading new chunks by a factor of 2-3 or so for those that haven't played it. But IMO it's totally worth it. Right now I have access to pure white stone, pink stone, blue stone, gray stone, almost turquoise stone........

plus all that Lignite that is going to be compressed down into a depressingly small number of diamonds for 3718 Lignite. :(

400 Coal divided by 6 for roughly 6 stacks of Coal. So roughly 6 diamonds out of all that Lignite. Ouch. Unless my guesstimated math is off......


Check out my build area:

s3rnb6T.jpg


ac4Pf0g.jpg


That black band there? That's the Lignite that I just mined out. It goes AAAAAALL the way through.

Oh, and these hills, those arches? It continues for several more hills. Plus there's Hot Springs like 300 blocks away. With tons of horses not much farther off. And a Mushroom biome for Mooshrooms literally next door. Like 80 blocks away.

Yeah. I hit the jackpot, I think.

Have fun with your dinky default Stone.

:p
 

VaalDeth

New Member
Jul 29, 2019
145
0
0
Okay, gotten a bit more work done.

First Post

After months of not doing it, I've finally gotten Vaal/Mobius' Let's Plays (and a few pictures from others) edited into the first post for easy finding. Yay me for not being as lazy as I have been for months. I guess. :p

Thanks alot Maul! Glad to see you back
 

The Mobius Archives

Well-Known Member
Mar 31, 2013
642
366
88
www.youtube.com
New 1.6 world. Mods that matter right now--Underground Biomes, Biomes O Plenty (complete world gen override), Tinker's, and Factorization.


Fantastic! I'd love to see more. Are you able to record a video tour of your village?

That being said I tried Underground Biomes but sadly there was a problem with stone bees in 1.5.2. Hope that's been fixed with 1.6.

Do you foresee any rule changes/suggestions with horses in the game, such as a dude ranch instead of just a livestock ranch, or a Western theme park for an outlier?
 

Maul_Junior

New Member
Jul 29, 2019
314
0
0
it was the Stone Bees that was the problem?

oy. I was wondering what it was.

And yeah, that's just the top layers. The bottom layers are all different. Haven't seen too many yet, but....

Not sure about video tour. MAYBE.

I'd have to work a couple things out.

Horse rule changes.....probably. Though I may add a section for non-livestock non-hostile mobs. Can't think of a name. Something distinct. Someth......


Duh. Stables.

so Farms (food plants), Ranches (livestock), Stables (Pets), Plantations (non-food plants), Dendriculture (all tree stuff including cutting down), Apiculture (all bee stuff, including genetic engineering).

If you want to do a Western theme park, go for it. Like I (think I) said in the Outliers page, the list isn't exhaustive. There's waaaaay more types that you could think of that I couldn't/wouldn't.

At the moment I just hadn't had much chance to play with horses, so I hadn't had a chance to look at things.

I mean, eventually I'd need to do the dogs, cats, horses. Just thought it was important to make sure people had *actually useful* livestock up and running first.

I'm actually considering having war dogs/K9 units for the military, and requiring horses for Officers. The dog squads would be separate, and generally not mixed with the rest of the military.......

if/when I do cats, I KNOW I'm going to dip into Dwarf Fortress joke lore for quite a few lines.

2 Cat.

Heh.


In fact, now that I think of it, Redstone would be the perfect time to add Pets rules. Because up to Iron, it's more about survival, while Redstone is all about beginning the *luxuries* of mods, Redstone/Redstone Engineering, etc.


Hmm........
 

The Mobius Archives

Well-Known Member
Mar 31, 2013
642
366
88
www.youtube.com
it was the Stone Bees that was the problem?
oy. I was wondering what it was.

Yeah, they only spawn with vanilla stone around. I think Underground Biomes prevents (prevented) the vanilla stone spawn or made it extremely rare.

so Farms (food plants), Ranches (livestock), Stables (Pets), Plantations (non-food plants), Dendriculture (all tree stuff including cutting down), Apiculture (all bee stuff, including genetic engineering).

Dendriculture interesting. I'd have thought of using Arboriculture myself. Arborietum Arborist etc are terms for tree cultivation I'm familiar with, or at least the care of trees which I think would include the genetics in this case.

Hmmm... that gives me an idea for an episode... gotta go collect some wood.
 

placeholder21

New Member
Jul 29, 2019
11
0
0
Sorry if this has already been asked, I just couldn't read through 13 pages of text. Has someone made a config file for all the mods necessary, or a pack of some sorts? I want to desperately play this, but I don't know if I can get it working without about a million block id conflicts/ crashes.
 

The Mobius Archives

Well-Known Member
Mar 31, 2013
642
366
88
www.youtube.com
Sorry if this has already been asked, I just couldn't read through 13 pages of text. Has someone made a config file for all the mods necessary, or a pack of some sorts? I want to desperately play this, but I don't know if I can get it working without about a million block id conflicts/ crashes.


I think, and Maul_Junior will correct me if I'm wrong, any and all of the packs/vanilla will do. The goal/outcome is to build a Kingdom from scratch while intentionally limiting your advancement options until you have created a sufficient baseline.

Any magic or technology or book or npc mods are completely optional. It's more creating grandeur from grains of sand.

Also the wiki helps a lot.

TL;DR; Use Unleashed it'll work.
 

placeholder21

New Member
Jul 29, 2019
11
0
0
I think, and Maul_Junior will correct me if I'm wrong, any and all of the packs/vanilla will do. The goal/outcome is to build a Kingdom from scratch while intentionally limiting your advancement options until you have created a sufficient baseline.

Any magic or technology or book or npc mods are completely optional. It's more creating grandeur from grains of sand.

Also the wiki helps a lot.

TL;DR; Use Unleashed it'll work.

Oh, I see, thanks. Do you know if I add the mods to Unleashed if it will cause some id conflicts?