[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

The Mobius Archives

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Is this challenge being updated? I'd like to see what's after Iron. I'm finding the pace very interesting and fun to maintain. But I'd really like to know when things like steam boilers and venturing into the Nether take place.

Redstone Discovery is after iron: http://refugeetoregentchallenge.wikispaces.com/Redstone+Discovery

Then, I believe Gold, and Glowstone expansion, which brings you to the Nether. I myself am looking forward to moving past Iron and hoping the next few stages will be sketched out before completing the stage. Otherwise I may need to devise my own formulas for the number of buildings and tech limiters.
 

ThePixie35

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Jul 29, 2019
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While I'm actually really interested in this Challenge, I have to say that the Wiki is dreadful. Trying to find information is a challenge in itself. Large slaps of text that you have to read is not that informative. I'd recommend a new structure based on the level of difficulty.
 

villecoder

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Jul 29, 2019
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It takes some reading to get some idea of what the author is trying to convey. I spent the longest time trying to figure out just what exactly was required to advance to the next stage. I do agree that some formatting is needed.

I can understand the choice of using a wiki. Easy to edit. Version controlled documentation. But I think he could use a copy editor or two.

My biggest criticism at the moment is the incredibly slow introduction to the mods. I'm playing a hybrid between normal and hardcore because I liked the idea of having separate buildings for specific functions. For example, a farmer's dwelling that is separate from my own. However, I am really looking forward to getting into tree breeding. And that is at least a good age or two away.

Sent from my Nexus 7 using Tapatalk
 

Dunkurtin

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Jul 29, 2019
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What's hard to follow about it? Everything is indented. It's all pretty well:
Category
  • Sub category
    • requirements
      • Optional extras

Pretty easy to follow, only way it could be easier is if you were not doing any optional things at all and they were split into a different section. Considering that the whole point of the challenge is go big or go home I personally am against reformatting specifically for those looking to do the bare minimum. As it currently is everything related is together allowing you to concentrate on each area at a time.


A suggestion for later ages. Mass housing. Flats then apartments buildings etc. Small simple individual 'dwellings' within the structure, re used floor plans encouraged etc.




I just got around to moving over to RR so will have to restart my challenge. Unfortunately I have a faulty fan in my brand new PSU so am going to have to send that off and wait for a replacement before can consider starting on it though.
 

ThePixie35

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Jul 29, 2019
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What's hard to follow about it? Everything is indented. It's all pretty well:
Category
  • Sub category
    • requirements
      • Optional extras
Except that its not that simple. If your trying to start, you have to read all the words on the page to try and find just the sub category. I would actually use different threads for each mode, easy, normal and hard. Then have the stages with the requirements and extras.
 

TomeWyrm

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Jul 29, 2019
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That works, but causes a lot more editor headaches than it's worth when you could simply have a Table of Contents at the top of each page. Which will let you go right to the bit of the challenge you want.

Honestly having to read the whole thing first is something everyone should be doing ANYWAY. It aids in comprehension, reduces the number of "oh crap" moments when something gets re-purposed later in the challenge or wants to be put in a spot you didn't anticipate, and most importantly it gives you an overview of the challenge with a strong sense of how it's put together so you can improvise with a minimum of conflicts (because those tend to build/spiral into big changes requiring constant re-tinkering throughout the duration of the challenge). I'm actually giving myself a rough roadmap and constructing a city plan (in very broad strokes) specifically so that I don't have to worry about moving my stable one block to the left so my road doesn't look derpy, and my food supply doesn't get stuck next to the sludge boiler and nuclear reactor.
 

Saice

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Jul 29, 2019
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The problem with the wiki is it is vary unfinnished still there are still whole pages missing there is not even a rough draft up for anything past redstone really. So pointing people to the wiki really at this point is actually useless for anything but the frist half of the challange. But the other option is to mine this thread which is not much better as the info is sort of spread out among multiple post over 17 pages.

The idea is great. But it needs work a lot of work.
 

TomeWyrm

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Jul 29, 2019
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Uh, you do realize that there is no longer (currently) any "second half" of this challenge? The wiki is actually more up to date than the thread is now that Maul removed the old instructions. He is in the process of completely re-doing the challenge, but hasn't gotten past Iron yet. Instead of having half-complete instructions that contradict things or reference nonexistent progress, he removed them.

Personally I'm fine with this. If I hit the "end" of the Challenge I'll decide then if I want to put that world on hold, or continue trying to figure out via extrapolation what I would probably be doing if the challenge was complete.

That being said, maybe the wiki format should be utilized more effectively. I'm sure there are plenty of people in this thread that are willing to help out on that front. Heck there's probably people that would like a rough outline of the whole challenge all the way up to Diamond Capital (or beyond) put on the wiki so they can help flesh it out. I'm not suggesting that anything beyond improving the way the wiki presents information should be done mind you. I want Maul_Junior to complete the challenge in his own time, in the way he sees fit.
 

ThePixie35

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Jul 29, 2019
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I want Maul_Junior to complete the challenge in his own time, in the way he sees fit.

Hell yeah. It's his thing to see through. I'd volunteer my time to just tidy the threads up, just so I knew what would be going on before I start :p
 

Dunkurtin

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Jul 29, 2019
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It is a work in progress still, formatting at this point in time isn't a priority over defining the content. Those kind of things can be worried about later. While I personally think having a general outline of the whole challenge done before doing the bonus points might be easier, I'm not the one doing it and I'm sure Maul knows what works best for him.

Also reading through the entirety of each stage before beginning is definitely a good idea. As Tome said it helps with comprehension and also deciding what order you should progress in.
 

Maul_Junior

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Jul 29, 2019
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Just want to say thanks for the support, guys. I've been away from Minecraft for a while, and I'm trying to catch up with both the vanilla changes and what I'm sure is a ton of mod changes. :D

Based on the recent posts I'm going to try to get a rough outline going for the rest of the stages, and I've decided to do an apartment scheme, based on Dunk's post. Also, for now, I'm not going to really be including mod tings while I get the rough outlines done, and focusing on stuff that can be done in Vanilla.

What I have right now is this--the current population increase stands for general houses, which are bigger and more extravagant. If you choose to do the mass housing/apartments, you have to do 2x the number of population, BUT this will end up being about the same/less space total. Right now Gold City houses are about 6 rooms, while I have the apartments at 3 rooms (kitchen, bedroom, main room).

I'm also borrowing a Dwarf Fortress mechanic--Nobility.

The Gold in Gold City is more referring to the nobles that start showing up than anything else. And, like Dwarf Fortress, they're loud, annoying, and don't add much to your City(ies) aside from the Prestige(?) of their showing up.

On the plus side, their estates (always walled off from the "rabble") will nevger be expanded. If they ever get a promotion to a better position, they'll just demand that a new estate be built for them instead.

This is a rough idea of what I'll be doing going forward. I won't get a Hardcore section up until I finish the rough outlines for the rest.

There are a few new things (Crime, education, etc), and a lot of the old things.

http://refugeetoregentchallenge.wikispaces.com/Gold City

Diamond Tools, woo!

next up: Rough workup of Glowstone, the Nether, and your colonization efforts. :D


I may go back and increase Gold City's soldiers as a ramp up to the Nether. Gold City's tech level is roughly mid-level--Tier 2 Steve's Carts, the Batbox, etc. Nothing REALLY powerful, no BC lasers, but decent levels of tech. This technology level will hold through Glowstone, and increase with the Lapis Lazuli Metropolis.
 
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Maul_Junior

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Jul 29, 2019
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Disclaimer: These are VERY VERY VERY ROUGH Outlines of the future! The *Actual* Stages once I get to them will be far more detailed.

http://refugeetoregentchallenge.wikispaces.com/Glowstone Expansion


Let the Nether Colonization begin!

Yeah, it's a very rough outline, but still. General rule of thumb: Iron armor with Gold Helmet=Dude is from the Nether.

It's a very Nether/military-centric stage. And previewing just how exactly annoying the nobility is going to be. :D Again, I'm following the Dwarf Fortress model for nobility.


So.....I screwed up the nobility. I started with Duke/Duchess, then went to Count/ess, when Duke is way higher up normally. SO.

Baron/ess in Gold City, Count/ess moves in in Glowstone. Baron/ess decides to move his fat butt into the Nether colony. I think I got all of the places where I screwed up. Let me know if I missed any.


And introducing the Marquess/Marquis in Lapis Lazuli.

http://refugeetoregentchallenge.wikispaces.com/Lapis Lazuli

Nobles are spoiled, whiny brats.

This stage is all about expanding. And moving you out of the Capital into a brand new base. By this time you KNOW that you'll be running out of room in the Capital, despite your best planning, so you get to make a brand new Outlier that's all about you, and Royal Guardsmen in shiny Gold armor. Nobody else gets to live in the Royal Outlier except for you, your guards, and your loyal bartender (and barber?). That's how awesome it is.

Oh, and remember how I mentioned I was putting in apartments? In Glowstone I also put in Slums.

Basically, for each House replaced by Apartments you have to make 2 Apartments and that's it.

And for each House Slum Housing replaces, you have to build 3 Slum Housing AND add 1 Criminal to the town.

So if you're REALLY hurting for space, you can cram a whole lot of people into the Slums, but you're gonna have a really big Criminal population. Don't really have a whole lot to take advantage of Crime just yet, but....

Also, re formatting, I'm going to be adding [Res] and stuff next to the major areas. well, eventually [Restrack], [Res], and [Res Core]. Allowing quick searching between areas.

The Bad news is that for the stuff that is CURRENTLY written, I won't be going back to it and putting this in until I finish the rough outlines.

The Good news is that I only have the Emerald/Diamond stages left.

0.-

I may have gone back and done a bit of work on Outliers....

http://refugeetoregentchallenge.wikispaces.com/Outliers

Please notice that the Outliers upgrade independently of the Capital, and their food needs scale with their relative size. Also, it is entirely possible to make an Outlier with absolutely NO food production, but the slack will need to be picked up elsewhere. In, say, an Agricultural Outlier?

And rough outlines of Crime

http://refugeetoregentchallenge.wikispaces.com/Crime

And Nobles

http://refugeetoregentchallenge.wikispaces.com/Nobles

The Crime/Noble pages literally are copy/pasted from the various stages at the moment with some minor changes. I will probably keep the giant wall of text in place at each Noble/Criminal's first introduction, and then refer people to the relevant pages every time after that.

Also, right now, pretty much every stage refers to the military as "militia", though I'm going to be starting to change those from probably Gold City onwards, because it will be an actual Army, and not a Militia anymore. That will be caught with the general overhaul.


And I got started on some post-Challenge stuff while it was still in my brain.

http://refugeetoregentchallenge.wikispaces.com/Nether+Star+Imperium

More stuff might get added as I think of it, or there may be a more firm end-game than "Here's a bunch of stuff that would be neat!" although that's a hella end-game right there. Any one of those challenges would be a lot of fun on its own IMO.
 
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Maul_Junior

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So I've been away from Minecraft for a while, and there aren't any official FTB mod packs, and I REALLY don't feel like going through the headache of configs AGAIN......so for the near future, I'm going to be playing the Resonant Rise pack, since that looks AWESOME, and will be relearning the mods, and learning new ones/changes to old ones. For now, I'll be basing the mod challenges on the RR pack.

That said, I've got barebones outlines for up to the Diamond Capital stage (which has the three main objectives written and basically nothing else atm lol), so I'm going to spend a bit of time relearning modded Minecraft before I start fleshing out the Outlines from Vanilla only to Mod-inclusive. Don't be surprised if I focus on fleshing out only one or two mods at a time. I also plan to write a few more Bibliocraft books.
 

whizzball1

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Jul 29, 2019
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The Hardcore Wood Settlement speaks of a Cafeteria. I looked in all the buildings pages and couldn't find schematics for such a building. The building's name was there, but there was nothing about it.
 

Maul_Junior

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There wasn't much when I wrote it. I'm going back and rewriting Wood Settlement now. For now, just make sure that you have enough room/tables for all of your population.


I'm amazed at how little detail there was when I first wrote that. Building requirements are being shuffled to be more in line with the new Outliers that correspond to various stages of the Capital. This will have the net effect of increasing what you build, even if individual buildings may be smaller depending on your build style.

ALSO, each time a new concept appears I'm writing an introduction to it. And I'm standardizing houses. Before I referred to various houses by various names. Now I'm making it official in a copy/paste to Residential wiki page friendly way. :D



Before:

Residential

Player Dwelling is required

  • Must be made of Wood and/or Dirt
  • Must be sealed by Wooden Door(s)/Trapdoor(s)
  • Must be too bright for Mobs to spawn
  • Must have at least 1 Double Chest
  • Must have at least 1 Crafting Bench

  • Work Room
    • [Mod/Recommended]: the Tinker's Construct tool making tables/chest can be very handy, and has all kinds of fun things to use, and I highly recommend you use it.
      • The non-metal/non-stone Frying Pan from Tinker's Construct is the only legitimate way of cooking food for this stage
        • But the Battle Sign is the more hilarious, bad-ass weapon
  • Bedroom
    • [Challenge]: Chest for Armor and/or tools (In addition to chest required for Advancement)
  • Main Room
    • Minimum 3x4x2
  • [Challenge]: 1-3 Additional Rooms (choose Stage-appropriate Rooms from the Dwellings page)

Build 1-2 Refugee Shacks (non-Player Housing)


  • Must be made of Wood and/or Dirt
  • Must be sealed by Wooden Door(s)/Trapdoor(s)
  • Must be too bright for Mobs to spawn
  • [Challenge]: 1 Crafting Bench per Shack

Bedroom
  • Bedroom
  • Storage Closet
    • must include at least a single chest
  • Main Room
    • Minimum 3x3x2
  • [Challenge]: Choose at least 1 additional Stage-appropriate room per Shack from the Dwellings page
    • For additional flavor, don't pick the same room for every Refugee Shack you build.

After:


Residential


  • Each Player must build 1 Settlement Shanty for themselves
  • Build 1 Settlement Shack for an Elder
  • Build 2-4 Refugee Refuges for incoming refugees




Player Dwelling "Settlement Shanty"


  • May be made of Wood and/or Dirt
  • Must be sealed by Wooden Door(s)/Trapdoor(s)
  • Must be too bright for Mobs to spawn
  • If required Tools/Armor are not worn at end of Stage, they must be stored in the Player's Dwelling.
  • A Tinker's Construct Frying Pan is the only Legitimate way to cook food in the Wood Settlement
  • This will be upgraded many times over through the course of the Challenge, and will eventually become an Estate.
  • Leave yourself at least 100 blocks to expand horizontally and vertically in as many directions as possible.
  • Players may not live together.


Required Rooms:

  • Work Room
    • Must have at least a Crafting Bench
    • Tinker's Construct tables are recommended
  • Bedroom
    • Must have a bed
  • Storage Room
    • Must have at least 2 Double Chests
  • Kitchen (Only if Tinker's Construct is installed)
    • Must have Frying Pan
  • Build 1-2 Additional Rooms to taste (Suggestions can be found on the Dwellings page)


Elder's Dwelling "Settlement Shack"


  • May be made of Wood and/or Dirt
  • Must be sealed by Wooden Door(s)/Trapdoor(s)
  • Must be too bright for Mobs to spawn
  • A Tinker's Construct Frying Pan is the only Legitimate way to cook food in the Wood Settlement


Required Rooms:



  • Bedroom
    • Must have bed
  • Storage Room
    • Must have at least a single Double Chest
    • Must contain a weapon for the Elder
      • Any weapon, as long as it is Wooden or Attack Strength equivalent, is acceptable.
  • Kitchen (Only if Tinker's Construct is installed)
    • If Tinker's Construct is installed, must have Frying Pan
  • Office
    • Must have Desk
  • Build 1 Additional Room to taste (Suggestions can be found on the Dwellings page)


Settler's Dwelling "Refugee Refuge"


  • May be made of Wood and/or Dirt
  • Must be sealed by Wooden Door(s)/Trapdoor(s)
  • Must be too bright for Mobs to spawn
  • A Tinker's Construct Frying Pan is the only Legitimate way to cook food in the Wood Settlement


Required Rooms:



  • Bedroom
    • Must have a bed
  • Storage Room
    • must include at least a single chest
  • Build 1 Additional Room to taste (Suggestions can be found on the Dwellings page)



Yes, I'm cutting out the dimensional requirements ZxXxY, because I don't really feel it's necessary. Looking back it seems a bit forced, and I prefer the way I've been writing the more recent stages. I prefer players to have choices in how they do things, and looking back on the first couple stages, I see my playstyle crammed down people's throats. So....sorry about that.


Also, if anyone is reading this, Mooshrooms are considered 2 food sources (Mushroom Stew/Meat). Too tired and the Edit button on the wiki has a several second delay, so.....
 
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Trunks9809

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So I've been away from Minecraft for a while, and there aren't any official FTB mod packs, and I REALLY don't feel like going through the headache of configs AGAIN......so for the near future, I'm going to be playing the Resonant Rise pack, since that looks AWESOME, and will be relearning the mods, and learning new ones/changes to old ones. For now, I'll be basing the mod challenges on the RR pack.

There are a group of us already working on a similar project. We're even building a sub-pack of RR just for this purpose! If you'd like to chat about it with me or the team, feel free to drop by #RRLite on Espernet, or drop me a message on our forums :)
 

whizzball1

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Jul 29, 2019
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I haven't actually started the challenge yet. I'm waiting for tomorrow when I get my uber-computer.

EDIT: I did like the dimension requirements. Now I have to *blech* be creative. Just kidding. I can work something out.

EDIT 2: Are you also removing the dimensional requirements for Dirt Hovel?
 
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Maul_Junior

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Jul 29, 2019
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There are a group of us already working on a similar project. We're even building a sub-pack of RR just for this purpose! If you'd like to chat about it with me or the team, feel free to drop by #RRLite on Espernet, or drop me a message on our forums :)

Trunks, I'll change my Forge IRC to #RRLite :D

Out of curiousity, are you all planning to build the same city, or will you be making multiple cities?

I think I might add the dimensions back in in a few cases, but not for every single room.

:p

The Dirt Hovel is a special case, and will keep its dimensions.
 
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whizzball1

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Jul 29, 2019
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I think I might add the dimensions back in in a few cases, but not for every single room.

:p

The Dirt Hovel is a special case, and will keep its dimensions.
Great! Thanks.
I see. Can't wait to start this on the 'morrow. Hopefully I'll be able to get the computer ready in time.