Hello all, and welcome to the MODDED Fantasy City Build Challenge! Originally the request for a mod-only race in the original Fantasy City Build thread kept coming up. At that time we were also dealing with general delays on new challenges because.. issues. So, I decided to kind of come up with a system that would hopefully provide a framework for putting those problems to rest as well as provide a challenge written around the use of mods.
That being said, I haven't actually written the mod part of the challenge. I'm waiting on community feedback before I start.
So, what's the idea? What makes this one so intriguing? Well, a few things. Firstly, there are absolutely loads of races you can choose from with different looks and build styles. Secondly, everyone is playing the same challenge within the confines of their race (along with the mod side-quests) so I only have one challenge to write and edit but, depending on the builder, every rendition will be completely different.
Unfortunately, I can't fit everything here, so I'll probably just have a few spoilers with races, difficulties, and the challenge itself. All the other information (suggested mods, betas, FAQ, skins...) will be on the original thread here.
Enjoy the challenge!
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This challenge is still being updated and changed as we speak. Report back often for new updates. Current version: 0.7.1
Version 0.7.1:
- Included mods for MC version 1.10 in mod suggestions
- Moved difficulties into their own spoiler
- Removed restrictions. Replaced with a simple
iconword denoting accepted tool level. - Changed build requirements
Difficulties:
Beginner:
Normal:
Advanced:
- Number of houses required cut in half
- Challenge length cut in half (so if the race originally requires that you stop after, say, Stage 8, you would stop after Stage 4)
- Tool levels ignored
Just follow the challenge normally.
- Must complete entire challenge (all 20 stages once it's completely written)
- GregTech and EnviroMine/something similar suggested
- Paths to/from all buildings required
- Difficulty must be set to Normal or higher
The races:
Neanderthals:
Sub-terranian Devils:
Humans:
Dwarves:
Angels:
Egyptians:
Kobolds:
Merfolk:
Twilight Shadows:
Murlocks:
Hobbits:
Eskimos:
Duergar:
Monks:
Elves:
Anglo-Saxons:
Wraiths:
Nomads:
Northmen:
Aliens:
Demons:
The Drow:
Werewolves:
Gnomes:
Orcs:
Pirates:
- Preferred Materials: Stone, wool
- Preferred Locations: plains, snowless tundra, roofed forests, swamps
- Challenge ends after stage 4
- They’re fairly dumb and primal (earning them a separate modlist). To move forward to the next stage, you must build an extra 2 lodges
- In this challenge, houses are replaced with lodges, which are single-room piles of stone with bed, furnace, crafting bench, and chest. Door and windows optional. The upper-class version features a second floor.
- Preferred Materials: Various stones (you can use a little bit of wood if you want, though it’s not as frequent below ground)
- Preferred Location: in solid earth (they're like ants whereas the others are more like bees that claim an open hole for their own)
- Challenge ends after stage 5
- You have a full week to prepare for life below the surface (7 days). Use your time wisely. Once you go below, you can’t resurface until the challenge is over.
- Once you reach the nether you should light all paths with glowstone
- For an extra challenge, find a way to get grass to spread down to bedrock (you can reference the rules for the sub-terra challenge if you must)
- Preferred Materials: wood, stone. No sandstone or mining into mountains. Hardened clay can only be used in upper-class housing and official buildings (courthouse, mayor’s house, etc)
- Preferred Locations: Mild climates. Flat, grassy areas with average humidity (can be forested). No large fungi.
- Challenge ends after stage 6
- Equally balanced users of technology and magic
- You will not be asked to build a castle because we are not in the middle ages anymore. Now we have governors, mayors, and courts.
- Preferred Materials: Various Stones, wool
- Preferred Loctions: Large mountains, caverns, caves, ravines, underground, etc (this is not the same as the S-T Devils)
- Challenge ends after stage 6
- After the first 3 days you are only allowed to surface after dark. Early on you are allowed to mine enough gold and redstone to make 2 clocks.
- Dwarves are better at using tech than magic, though may not be so fond of outer space or jetpacks
- Dwarves unlock gold and redstone at stage 4 and diamond and obsidian at stage 6
- Dwarves must be outfitted in full iron armor by stage 3
- Preferred Materials: wool, light-colored woods, sandstone, and/or whatever is in the Aether
- Preferred Locations: The A/Ether, the sky, the End
- Challenge ends after stage 6
- You are allowed the first week to collect resources for building and survival. This includes making no more than four buckets so you can make an infinite water pool.
- Angels are vegan peacemakers. You can only fight when there is no other way out of the situation and even then you are only allowed a stone sword. This means the only farmable animals you’re allowed to have are sheep
- By vegan, I mean you can only eat bread, apples, and veggies. No cake, no meat. (because cake uses eggs)
- You may find the Angel Block provided in ExtraUtils helpful for building as well as a jetpack. You may cheat these in or craft these from materials in another town
- Once in the sky you cannot come down until the challenge is over.
- Preferred Materials: Sandstone, hard clay, wool
- Preferred Location: Desert
- Challenge ends after stage 6
- Egyptians are very advanced users of technology and magic
- For every 7 houses you must build a pyramid. For every 3 pyramids, you must build a temple (these do not count as the religious structure required in stage 3. Get creative!)
- Preferred Materials: wood, natural stone
- Preferred Locations: swamps, roofed forests, murky caves, mushroom biomes (the one with the mooshrooms)
- Challenge ends after stage 7
- Kobolds enjoy making traps with magic and redstone
- If you’re in a swamp your houses must be on log stilts (fences are too thin for the weight) allowing for a block of air to be between the bottom of the house and the ground (because otherwise you’ll have wood rot and that stuff is nasty)
- To progress to a new stage you must either make a new trap or upgrade your current defences
- You can only place stone for a building in the upper-class housing and official buildings (court, mayor, etc)
- Preferred Materials: Sandstone, stained clay, glass
- Preferred Location: Under the sea
- Challenge ends after stage 7
- You have 3 days to gather trees and plants
- Use doors to make air pockets. Once you’ve completed a building, fill it with doors on the floor and fill the top with blocks. Once all the water has been replaced with doors and blocks, you can break them all down. You’re welcome.
- Merfolk are primarily vegan
- You may find it necessary to use safari nets or spawn eggs to get farm animals below water. You may also spawn in two grass blocks
- Merfolk are better users of magic than tech
- Preferred Materials: Various woods, cobblestone, wool. Firefly Jars and torchberries for light.
- Preferred Locations: Any biome within the Twilight Forest that seems livable
- Challenge ends after stage 7
- You are allowed two weeks to get what you need to enter the Forest
- To progress to each stage after stage 3, you must kill at least 1 boss in order according to the TF progression system
- You are not allowed to leave the Forest until after you’ve completed the challenge
- Preferred Materials: Sandstone, sand, wood
- Preferred Locations: Swamps, roofed forests
- Challenge ends after stage 7
- Nastier cousins of Merfolk; Decided they've had enough of aquatic life and wanted to live on land
- Worship water god (use Cubeaism)
- Vegetarian
- Preferred Materials: Wood, stone, cobble, wool floors are best floors
- Preferred Locations: Someplace hilly (if you choose a place not hilly, make the holes look like natural hills)
- Challenge ends after stage 8
- Hobbits like food. You’ll be required to make thrice the number of required farms (because food)
- A mod with a lot of food items may be fun/helpful.
- Preferred Materials: spruce, snow, ice, wool
- Preferred Locations: snowy tundra, snowy tops of mountains, icy plains
- Challenge ends after stage 8
- For every 10 houses, build an ice sculpture. For every 3 sculptures, build a temple. [Note: sculptures do not have to resemble anyone/thing. Just make something pretty]
- Eskimos live in ether igloos or cabins
- Like their sandy brothers, they are advanced tech and magic users.
- Preferred Materials: Stone, a bit of wood
- Preferred Locations: Large caves
- Challenge ends after stage 8
- Worship fire god (use Cubeaism)
- Similar to dwarves only far less happy
- Carnivorous
- Preferred Materials: glass, stone, wood, wool, etc.
- Preferred Locations: Temperate areas (not hot but not snowy)
- Challenge ends after stage 10
- Monks are a peaceful race, so you must play in peaceful
- You are strictly vegan (Pam's mods can help)
- Monks don't understand technology, but are very skilled magicians and love nature (almost more than elves)
- Every 4 houses you will build a small temple. Every 4 small temples, you will build a medium temple. Every 4 medium temples, you will build a large temple. Namaste.
- Fighting is not allowed. Neither are swords unless you're slicing bread
- Everything must be kept in perfect balance. You decide what that means.
- Preferred Materials: wood, wool, stained glass
- Preferred Locations: warm/temperate forests with tall trees [jungle, fir, redwood, etc]
- Challenge ends after stage 10
- Elves are vegetarians and skilled archers. They also enjoy forestry and nature as a whole.
- Elves are skilled magicians
- Floors of houses and buildings should not touch the ground. They can, however, sit on stilts, trees, pillars.. whatever you think an elvish house would sit on
- If, for whatever reason, you are having a hard time getting food, feel free to eat meat until you have enough food to survive as a vegetarian (HarvestCraft may help)
- Preferred Materials: strong, dark wood; stone
- Preferred Locations: plains, spruce forests; must have easy access to the sea
- Challenge ends after stage 10
- Fair users of tech and magic (as well as brewers of beer)
- Primarily carnivorous
- Anglo-Saxons are pagan (sorry, Christians) and like adventure
- The mead hall is the first building you will build (use google for referenes). This will be upgraded every time there is mention of a barracks, courthouse, town hall, or mayor’s office.
- Every 10 houses you must construct a hoo (google is your friend)
- Preferred Materials: dark oak wood, stone
- Preferred Location: dark oak forests
- Challenge ends after stage 10
- Wraiths use magic to fuel their rage
- You can only venture out of the forest at night
- Wraiths unlock gold in stage 3 and diamond in stage 5. To progress to stage 6, you must go to the nether
- Preferred Materials: Various woods and stones according to the biome (this collection of villages will probably span multiple biomes unless you’re playing with the large biomes setting)
- Preferred Locations: desert, savannah, plains, meadows…
- Challenge ends after stage 10
- Every 8-10 houses you will move ~50-100 blocks away to a new location in an attempt to make a circle around your main town
- The main town is where you will start and is also where you will build any buildings pertaining to mod focus and official buildings (courthouse, jail, mayor’s office, religious buildings, etc..)
- A minimap/waypoint mod will be found useful.
- If you run out of room in the current circle for more villages, move out another 50-100 bl. and start a new circle.
- Preferred Materials: Dark woods, various stones
- Preferred Locations: outcrops around mountains, spruce forests, snowy plains, tundra
- Challenge ends after stage 10
- More unrefined than the Anglo-Saxons
- Therefore, their city should look less modern
- For every 10 houses, build a viking ship
- FYI: Vikings didn't have horns on their helmets. They were pirates and settlers and discovered North America before Columbus did and settled in modern-day Canada. Their crops wouldn't grow so they went back to Europe. They're also the ones we thank for naming Iceland and Greenland (they did it to confuse their enemies. They would later settle in Iceland).
- Preferred Materials: Space rock, earthling wood
- Preferred Location: Outer space
- Challenge ends after stage 11
- Take as long as you need to get what you need to live successfully on the moon (including auto-delivery methods for food and wood)
- Every time the challenge mentions “farm” think of those kind humans helping you and build a new shrine in their honor.
- Aliens are a tech-only race. Magic is for the silly earthlings.
- Preferred Materials: Nether brick, cobble, iron doors..
- Preferred Location: Nether
- Challenge ends after stage 12
- Nether ores may be helpful
- Demons only eat meat
- You are allowed as long as you need to set up an auto-delivery system for food
- You are not allowed to return to Earth unless your food supply has suddenly run short. Then you can go back to check on it and only to check on it.
- Very skilled magicians
- Preferred Materials: dark woods, various stones
- Preferred Location: Caverns
- Challenge ends after stage 12
- The Drow have learned to use tech to help make the mundane parts of life easier
- Generally carnivorous
- Preferred Materials: Wood, stone (like the humans)
- Preferred Locations: Forested areas
- Challenge ends after stage 12
- Like cover of darkness
- Carnivorous
- Preferred Materials: Various stones
- Preferred Locations: Mountains
- Challenge ends after stage 12
- Very smart and advanced tech users (no magic)
- Cousins to dwarves
- Omnivorous
- Preferred Materials: Dark woods, stone, wool
- Preferred Locations: Swamps, roofed forests, rocky craigs
- Challenge ends after stage 15
- Skilled magicians and weapons smiths
- Must build 1 war hut for every 8 houses
- They mount the heads of the fallen on posts to warn others
- When you go to the Nether, build a temple to honor the event
- Preferred Materials: Planks, stone, logs...
- Preferred Location: On the shore near sea
- Challenge ends after stage 15
- They enjoy finding loot. You might find it fun to build the trophy room before the stage that requires it.
- For every mention of housing, you will split the required number of houses in half. Half houses, half ships that match the class. If the number is odd, give the one remainder to the house requirement (so the number of houses you're building is one greater than ships).
- When it comes to housing for soldiers, you should also build a war ship to go with it.
- Obviously, all ships should be in the sea partially submerged
Core Challenge:
Stage 01: Stone
Stage 02: Stone
Stage 03: Iron
Stage 04: Iron
Stage 05: Iron (+1 Diamond Pick)
Stage 06: Iron
Stage 07: Iron
Stage 08: Iron
Stage 09: Diamond
Stage 10: Diamond
Stage 11: Diamond
Stage 12: Diamond
- Build 4 simple houses (one is yours). Make sure each has some food on hand.
- Build a well
- Make a small farm (whatever you call "small")
- Build a trophy room. Here you'll keep epic loot you find as you progress.
- Build 4 simple houses. Make sure each has some food on hand.
- Build a small building where someone might forge tools and weapons
- Build a small building where someone might receive treatment for low-risk afflictions
- Make an area where the occupants of this village can gather together and have a meal
- Build 4 simple houses. Make sure each has some food on hand.
- Make another small farm
- Create a way to obtain underground resources. You don't have to finish it, just start it. You'll come back to this later.
- Make a building where you might teach people things they didn't know on a regular basis.
- Build 4 simple houses
- Build a structure where people might have their case heard by an appointed official
- Build a structure where people might worship a deity they find important
- Build a place where people can send and receive letters and packages
- Build 4 simple houses
- Begin making a way for people to travel underground (you may choose to go by foot, mine cart, or both). If you’re already underground, just make the existing pathways nicer.
- Build somewhere for people that have sworn to protect your town to live
- Build a place where the citizens can have meetings and discuss and vote on public matters
- Build 4 simple houses. Make sure everyone has some food on hand.
- Begin making a space for people to sell their wares
- Add some small decorations to your town
- Make a nice space where people might go and enjoy nature
- Build a small religious structure
- Continue working in your mine
- Build 4 simple houses
- Build a place where travelers might rest
- Make a structure where people new to the town might get more accustomed and learn about its history
- Build a place where people accused of small infractions might spend some time
- Make a medium-sized farm
- Build 4 simple houses
- Build somewhere where people dealing with more serious afflictions might receive treatment
- Build somewhere for the deceased to rest
- Build another well
- Build somewhere where people in charge of arresting law-breakers can meet. You may choose to add this onto the building for small infractions.
- Continue your mine and underground tunnels
- Build 4 simple houses. Make sure everyone has some food on hand.
- Build a larger building where people might go to learn things on a regular basis
- Build a few more small decorations
- There are several places people might go for entertainment. Choose one and build it.
- Build 4 simple houses. This is the last time you’ll build these.
- Build a structure where the sworn protectors might go to look out for possible intruders or attackers
- Build a smaller housing unit for the sworn protectors a bit of a distance away from the main unit
- Build a place where people might store valuables
- Build one or two other places for people to gather and eat
- Build 4 houses that have more to them than the simple houses did. This is for another socio-economic class. We’ll call this Intermediate.
- Build another small religious structure
- Build some more spaces in the market so more people can sell their wares
- Make another medium-sized farm
- Make a building where people can go to learn things, but not on a regular basis.
- Make another space where weary travelers can rest
- Build 4 intermediate houses
- Build a place where people proven guilty of heavy crimes can spend time
- Build another place for people to be entertained
- Build some more little decorations here and there around town
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