Hello and welcome to the MODDED Fantasy City Build Challenge. This is something that many players have been asking for and I finally decided to do it!
Please note that new quests are being added as we speak!
=========================================== UPDATE NEWS (06/07/18): April Fool's!
Hi guys! Sorry it's been a while! Life had me carried away a bit, but I wanted to clean up the post and explain some new features and plans!
Firstly, the cross-promo and mod lists are fully linked now. All you have to do to find a mod or challenge is click the name!
Secondly, I combined the Hints & Tips and Guidelines into one list.
Thirdly, I'm working on introducing linked "trading"-style cards for each of the playable races. Granted, we're going on 30 playable races so it's going to take a while, unless someone wants to volunteer their efforts to help get it out faster.
Fourth, I'm cleaning up the corruption. Should be easier to read now!
Fifth, we have a "new" feature: quests! I've been playing with the idea since the idea for the challenge was first born, but now it's taking on a new form since I've finished writing the main challenge. These will be added to and expanded as your ideas come in.
Sixth, I want to make a new banner.
That should have it covered. Sorry I've been inactive! My activity should pick up over the course of the next month since I'm about to make a few changes to my life!
Thanks, guys!
===========================================
If you see that a spoiler is followed by [New!], that means that there is new information within the spoiler for you to check out!
Try to plan before you start building. Make a creative copy of your world to put your plans in.
The Rule of Cool is always applicable. I want you to have fun!
Tell me if something seems outrageously difficult or weird. I’ll try to fix it.
You are allowed enough iron for a bucket and shears to help you start the challenge.
You can use what you find in chests. Yes, everything. Including that thing.
Try some designs in Creative Mode before you start. This may help save materials. And glass. Most of us don’t have Fortune, yet.
You are now allowed to transform a village and add its buildings to your city. I’m allowing this because I’ve found that even in creative mode, properly transforming a village and making it look better takes hours and honestly isn’t that game-breaking.
If you do use a village, the buildings MUST be changed! They are ugly by nature and will look out-of-place in a well-built town.
Take breaks. Go do something else. Make that crazy machine that gives you 5x ore output!
Side quests are available at all times and can be completed at any point in the challenge.
If you don’t finish, it’s okay. You can come back or start over. We’re right here cheering you on!
Have fun!
Enjoy yourself!
Share your results!
Some tips for TerraFirmaCraft:
TerraFirmaCraft is a completely different game from Minecraft, but just as fun. Here are some tips to help you get started and have fun in this clearly difficult world:
Your first houses will probably have to be thatch. This is fine.
The progression will work as follows: Stages 1-2: Stone, Stages 3-5: Copper, Stages 6-8: Bronze, Stages 9-12: Wrought Iron, Stages 13-16: Steel, and Stages 17-20: Red/Blue Steel.
Cobblestone, dirt, and natural stone walls are affected by gravity.
As one of the developers has stated many times, travelling upwards of 10,000 blocks to find something is common.
There are seasons, poles, and an equator.
Food will spoil over time. You can add salt, put it in a cold room, smoke it, dry it, pickle it, and brine it to help preserve it. Some mods add the ability to construct a colder room to keep your food longer (see Cellars).
The Lost Cities (you'll want to edit the config to turn down the spawn rate, or else it'll claim your whole world. Can be an interesting starting point if you follow the same rule as villages)
* There is currently a mod in development by a former TFC contributor aiming to fix a lot of issues with the last version of TFC and perhaps update it to a more current version of Minecraft and allow better compat with other mods. You can find it here, though it may not be compatible with this list.
Races:
Difficulties:
Beginner:
House requirement cut in half
Challenge length cut in half (so if it ends in Stage 8 beginners stop at Stage 4)
No tool restrictions
Normal:
Just play the challenge normally.
Advanced:
Must complete the entire challenge (all 20 stages)
GregTech and EnviroMine/something similar suggested
Paths to/from all buildings required
Game difficulty must be set to Normal or higher
The Challenge:New!
Core: The part of the challenge everyone must follow. New!
Stage One:
5 small houses
a well
2 small farms
a town hall, housing your treasury
Stage Two:
5 small houses
a clinic
a small school
a jailhouse
Stage Three:
5 small houses
a barracks
a graveyard
a chapel
underground tunnels. Connect new buildings and houses to this emergency transport system.
Stage Four:
5 small houses
a post office
a welcome center
an inn
some shopping stalls
Stage Five:
5 small houses
a courthouse
a police office
a firehouse
Stage Six: +
5 small houses
a library
a forge
a couple more small gardens
some animal pens if you haven’t already
a bakery
Stage Seven:
5 houses
a mine
a tree farm
a greenhouse
Stage Eight:
5 small houses. This is the last of them.
another chapel
a granary/grain mill
a lumber mill and yard
a park or two
a florist
Stage Nine:
3 medium-ish houses. They should have more rooms and floors than the last batch.
a new well for the new class
3 larger gardens
a barn
a water wheel
Stage Ten:
3 medium houses
some stables for horses
a pool or bathhouse
another inn
a center for tourists
Stage Eleven:
3 medium houses
an observatory, looking up at the sky and over your town
a museum
a theatre/playhouse
a stadium
Stage Twelve:
3 medium houses
a bank
a mob farm
a church
Stage Thirteen:
3 medium houses
a college
a hospital
a morgue
a crypt
Stage Fourteen:
3 medium houses
a larger barracks
a couple watchtowers
a law firm
a prison
Stage Fifteen:
3 medium houses. Big wigs are moving in soon!
a train station
a lighthouse or two
a windmill
a second barn
a few more farms and decorations
Stage Sixteen:
2 large houses
a nice well for the new class
a nether portal temple
a booze brewery downtown
a few places to serve the booze
a few more market stalls
Stage Seventeen:
2 large houses
a few more watchtowers
a working movie theater (check out piston feed tapes!)
a horse derby track
a couple roller coasters
Stage Eighteen:
3 large houses
add a couple diners to the shopping district
one last inn
a potion brewery
Stage Nineteen:
2 large houses. All civilian houses have been built!
an archery range
a mob zoo
a roller derby
Stage Twenty:
the mayor’s house
a proper fireworks display
a statue dedicated to the mayor (you)
And, finally,,,
give yourself a proper pat on the back and celebrate a job well done!
Congratulations~! You have completed the Modded Fantasy City Build Challenge! Go share your hard work and be proud of it!
Magic: Follow this part if you're interested in magic mods.
Magic Hideout:
Lore:
Upon arrival, an elder approaches and asks you to come with them. In the woods, they hand you an ancient text. “You must help us. You are one of us. We cannot build, but we can share our knowledge with you.” “What do you need?” you ask. “We need somewhere safe. Somewhere the others will never find us.”
Stage 1:
Begin perusing the text. It should give you an idea on what you’ll need to get started.
Build 3 small houses for the hideout
Build one small building where you and others can study privately. If there are structures with hidden rooms containing necessary items you can’t move (as in Astral Sorcery), start there. For now, it should contain the basic items you need to get started. If they’re higher-tier items (requiring materials you can’t use), wait.
Stage 2:
Build 3 or 4 more small houses
Make sure this little hideout has some food and water on hand
Build something for resource creation, if necessary
A little bakery or something would be nice
Begin levelling your skills
Stage 3:
Add a few more small homes. We’ll make bigger houses in the next stage.
I’m sure they wouldn’t mind having a market for groceries and wares
Add a library to your school.
Make a small mine for resource gathering, if necessary
Have you levelled up lately?
Build a temple. We’ll set up the nether portal and any other portals we may have here.
Stage 4:
Start building 2 or 3 medium-ish houses.
Add a transport hub. They have places to be, too!
Make a potions room in the school and temple (you may need them to survive the nether). We’ll add the potion stand itself later.
I think a potion ingredient shop in the market would be neat
Make sure to level up
Also – a pub
Stage 5:
Build 4 or 5 medium houses
Make some watchtowers that can help keep it hidden
Use that diamond pick I allowed to get what you need for the school’s enchanting table and the temple’s nether portal
Don’t forget the brewing stands!
A bookstore would be the final touch!
You’ve completed the magic hideout!
Technology: Follow this part if you're interested in tech mods.
Coming soon!!
Side Quests: These are challenges and quests that may not relate to the main challenge.
Seaside Outlier
Stage 1:
Build 4 small houses
Build a small ship and a few small boats
Make a dock for ships to dock in
Add a well
You’ll also need a farm. Make it reasonable for the size of the village
Stage 2:
Build 4 small houses
Another small ship and a few more small boats
We need somewhere to put cargo coming in
Create the base for the market area. You can rough in a few stalls and shops, but nothing definite is necessary right now
And, finally, for this stage, a stable or two
Stage 3:
Build 3 more small houses. This is the last of them.
Make a house for someone more middle-class
Your town is growing. We need more food!
Put a couple stalls in your market
The travelers would like somewhere to sleep
Larger boats have been requested. Larger than a small boat, but not as big as a small ship. Build at least one
Stage 4:
Build 3 middle-class houses
Add some more stalls to your market. Maybe 4.
We haven’t done a ship in a while. Go make a few more small ones and those’ll be done.
One or two lighthouses would be good
I think they’d like a windmill. Can be active or decorative, you decide.
Stage 5:
Guess what? More houses. Mid-tier, please. 2-3
2-3 more stalls in the market
Merchants have moved in and would like to set up shop. Build a few buildings for them to do that in.
The people demand a church. Or a temple. A something religious-ish.
They also demand a vote. Make a building where they can do this. You can make this double as a courthouse and kill two birds with one stone. Well, several stones, but you get my drift.
A few medium-ish ships and we’ll be done talking about ships. You can make larger ones later if you want, but I think this is enough.
Stage 6:
Rich people are coming and want better housing. You know the drill. A couple higher-tier houses.
A couple more shops for the market
People are rowdy. Make a small clinic to treat injuries from bar fights.
Speaking of bars, you don’t have any. Go make a few.
We still aren’t done with boats. We forgot about our medium ones. Two or three. Up to you.
Speaking of, I think you need a couple more lighthouses
Stage 7:
Two more high-tier houses
Somewhere for the accused to sleep
Maybe a small school or two would help
You need some guard towers to defend yourself from things coming on land
And, finally, you need a mayor, and they need somewhere to live.
Congratulations! You’ve completed the Seaside Outlier!
Players:
5argan
Legacy:
Voodoo_Grinch
Kyleruler
PineappleWitness
Shadowminer3
SenseiDragon
AscendedOrange
Bocci
Poptarts1208
Justjokingnot
2000shadowkirby
Popzaz123
Changelog:
v.1.0
The core challenge was finished.
Races have temporarily been taken down.
The mod list has been split into two spoilers, cleaned up, and fully linked.
The FAQ was removed.
Hints and Guidelines were merged and streamlined.
The challenge was rewritten so that each stage sort of follows a theme instead of the buildings being mostly random.
The old beta testers list was renamed to “Legacy.”
v.0.9
Added seaside outlier
Removed player skins. They're outdated and unused.
Removed lots of unnecessary text
v.0.8
Updated banner
Updated modlist for 1.12.2
Added magic hideout
v.0.7.5
New modlist for 1.10!
Difficulties have their own spoiler
v.0.7
Rewrote the challenge to be more fair.
Restrictions are gone. They've been replaced with icons depicting what level of tool you're allowed to use. = stone, = iron, = diamond.
Removed seaside village from the main challenge
v.0.6.6
Removed distance restriction for every stage past stage 2
Made some requirements/restrictions more clear
You can now make one diamond pick in Stage 3. Make it last.
v. 0.6.5
Changed Advanced race rules so any race (except beginner) can be upgraded to an "advanced" challenge. Just add the rules from Advanced to the rules for whatever race you want to do and then you can play.
This means that no matter what race you choose, you now have to complete the ENTIRE challenge (all 20 stages)
Removed requirements that were unnecessarily repeated twice
Made a few things easier
Simplified helpful hints section and cleaned up a few other things
Added FAQ (please read it)
v. 0.6
Added pirate race
Added stages 11 and 12
Arranged spoilers and placeholders for the modded part of the challenge. Beta testers shouldn't worry about this part for now since it will be based off their feedback and what they do and build.
Changed banner
v. 0.5.5
Shifted changelog entries (again)
Added section for helpful tips for new members and players
Added section for related challenges
Added links for parent and related challenges
v. 0.5
Added stages 6-10
Removed item requirements
Changed version numbers so they will be more accurate
Added spoiler for skins
Added skins for neanderthals and humans
Added section for recognition of beta testers
v. 0.4
Added werewolves, duergar, murlocks, gnomes, monks, and northmen
Added Pam's HarvestCraft and other mods to the suggested mods list
Cleaned up suggested mods list and added definitions for each section
v. 0.3
Cleaned up the post and cleared out unnecessary ramblings
Added temporary suggested modlist. This will be changed as user reports come in
v. 0.2
Reorganized races to make information easier to find
Reorganized races by challenge length so they now list from shortest to longest
Added Stage 5
Hid individual changelog entries in new spoiler to help with thread length
Added banner
v. 0.1
Made some building requirements less specific (suggested by ButterflyBomb)
Okay, so just to make sure I understand correctly: there is one challenge that is several stages long and you simply apply the rules of a particular race to it, correct? I'm already plotting taking one of these on and the mods I'd use XD
Assuming that is the case, the only suggestion I have so far is to add more synonyms to the challenge. For example; at present the word 'cafe' brings to my mind demons and orcs and little goblin and ghost creatures sitting around quaint little tables eating muffins for breakfast before going off on a long day to wreak havoc and evil (which is an admittedly adorable mental image). So for specific structures you need to build my suggestion would be to add a list of words of what this might mean depending on the theme a person is going for in the race they choose. Like how you did for the religious building. It's not terribly important, you can always force people to use their own imaginations, but it might help people visualize better what they want to build since 'cafe' or 'school' might not fit with certain themes they want to go for.
For instance cafe/small tavern/cafeteria/mess hall/giant bonfire upon which food is cooked.
School/training grounds/nursery.
House for the mayor/chieftain/elder/councilor.
Granted more words might just make it more confusing XP I guess I mostly am just bemused by the word 'cafe', since that seems very modern-human and doesn't really fit much of the other races in my opinion unless we're meant to put a modernized spin on all of them.
Perhaps I should just change it to "build a space in which people can gather and eat food." This avoids any words that provide connotations and is more productive toward creativity. I can change "school" to "build a structure that has at least three rooms or more where people can go to learn things." And, finally "build a house for the leader of the group." For higher ups, this could be changed to "build a house for the leader of the leaders" and so on with perhaps a thing explaining that for maybe every 10-15 people you want to build another leader house and for every 5 leaders you want a leader of the leaders. After a while it gets very wordy but hopefully should not be that confusing. (people will complain if it is, so I'll find out eventually)
Thanks for the input!
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
And also: yes. That's basically the gist of the challenge. Each race has a certain duration (beginner is shorter than human, human shorter than elf, so on) as well because each race is a bit more or less capable of doing things than others. Neanderthals are the shortest actual race.
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
TerraFirmaCraft is practically it's own game though. It changes the entirety of Minecraft and the way it works. I don't think I even wanna try writing this challenge to fit that.
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Hey monarch? I'm just going to say that maybe you should make a list of recommended mods for each race, and then let everyone download them for themselfs if they want to play it that way, with any amount of mods suggested. Just a idea, trying to be helpful!
I had the same idea. As I said on the FCB thread I'm going to write out the challenge unmodded and then have the mod components have their own spoilers (tech, magic, and both/other?/races that don't fit those categories) with a list of stage-by-stage accomplishments you need to complete before moving on. I know it's a bit much asking people to reference more than one spoiler but I feel like that will be much easier than asking people to read over each other. I also think having people download the mods themselves will be easier than having a pack because no race is going to use every mod in the pack and some computers can't handle the weight of mods a person isn't using or is having to ignore. I was also thinking about re-organizing the races by challenge length so that it's easier for people to figure out which one they want to do (let's say you don't want to do a short one but you don't want a really long one either. There are challenges ranging from 6-8 stages that might be a better fit). I need to basically take down the races and re-do them anyway so that they're all set up the same way (consistency makes a difference).
To everyone: If anyone knows of a preferred magic "tree" for completing objectives and things that can be generally agreed upon for going about things with multiple magic mods (as you would with multiple tech mods), please post suggestions. It'd be greatly appreciated. Any and all suggestions added into the challenge will be credited appropriately.
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Hey monarch? Instead of TerraFirmaCraft or any mods at all, why not just make Neanderthals use vanilla Minecraft? They aren't good at magic or tech, so redstone would be the farthest they could go.
I feel like they shouldn't be totally incapable of doing it. They're just very slow learners and therefore have to do more to get to the same technology the other races are using.
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
If you want your Neanderthals to be incapable of using magic or tech, by all means make it so. If you want your Neanderthals to be able to figure out what some of this tech and magic stuff is about, then go ahead. My guidelines are just that -- guidelines. You don't have to follow them, it's just a way to help people think about things in a certain way in order to establish that, for example, egyptians and eskimos are two different tribes of people even though they have the same limitations and advancements because one tribe enjoys the hotter climates while the other enjoys the cold. This means that local and available resources for building are different which means that these two towns are going to look and feel very different. I want each town, even though you're all following the same challenge, to look and feel different. Make sense?
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
So I decided to play an extended version of the Neanderthal race to test the challenge out. I'm not playing with mods as I've not found a nice flow of progression and it just doesn't seem to fit them as a race to me. So, I'm going unmodded. This is my second attempt (i got lost during my first attempt which is why the travel limit is 100 blocks). Pics and other things as always are in the spoiler!
When I started my second attempt I was spawned in a regular forest. As you know that's not one of the preferred areas for neanderthals so I had to go somewhere that was. Originally I saw a swamp and a plains biome but the swamp was a little too marshy and the plains biome was too small. I then saw this nice plateau in front of a backdrop of snow-capped mountains and thought "perfect!" So I started building there.
It didn't take long to put together my house (remember - item requirements are for you to try to use at least that many items, not store that many items in a chest) as it is what the race description asks for - a pile of stone.
I started a small farm (pics later) and put together the next two houses.
Here is an overview so far:
This is my well. I knew it had to be idiot-proof (and animal proof) so I made cobblestone walls to go around it and closed it off with some acacia that was in my starter chest (you are allowed to use starter chests and cheats if you want - I removed those rules).
I was building one of the houses when out of the corner of my eye I swore I saw some kind of building for more people. Eager to say hi, I went to see who it was...
...and returned to camp with 9 blue shiny things and some yellow shiny bars with some weird yellow hardened animal skin of sorts. It all seemed useful (and had some bones with it - yay!), so I brought it back with me and stored it in my chest.
After that short adventure I went about making the other two houses (neanderthals have to make an extra two houses for every stage to progress) out of a different stone I found underground.
Because we neanderthals like building with wool (and don't mind the occasional meal with meat), I decided to look around for sheep to pen up. They don't like swimming very well, though, so I had to help push them along in the river to get them over to our plateau.
I followed the same process for our cows.
Here's another view of it all so far:
And here's a shot of the 5x5 wheat farm:
The last thing that was required (beyond eating a lot of food, which hasn't happend) was the dedicated building to smelting and storage. I have to go mining again before I can furnish it, though.
Alas, a sunset view with everything I've done so far (you knew it was coming):
(Yes, I cheated and used creative to get that picture. Get over it)
Extras:
That's it! Thanks for reading!
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Then perhaps you could look into some of the more magic-heavy races like wraiths and merfolk and such. The challenge isn't done yet, but the five stages that exist will STILL take a bit of a while.
Have fun!
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Just letting you know that I just updated and now you can play almost every race to its full length. There are now 10 stages and I have to say, it's pretty awesome.
If you're more into magic mods then you may wanna check out the magic section of the list of suggested mods. You do not need to have every mod to play. Those are just some mods you might be interested in trying out alongside the challenge.
Unfortunately, right now I don't have anything mod-specific written up because I still don't have any beta testers and therefore player experience to back up my choices with. Your help will be greatly appreciated if you do decide to play it now and you will be acknowledged in a new spoiler once the challenge is finished (or at least hits version 1.0).
Thanks!
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Doing the Egyptian challenge. Would love to use some magic mods, but the ones I've looked at so far are all 1.7.10 and below. Any good ones compatible with 1.8 and up?
Here's what I've done so far with the challenge (no mods yet)
Lucked out, spawned in a Savanah right next to a desert so finding a starting spot was easy. First up is my house. Usually not a fan of the plain block house, but I thought it fit with the Egyptian race. Also nice that, while flattening an area to build I was simultaneously filling my inventory with building materials (Yay, sandstone!)
The other two houses, again, both plain. You can see the standard well to the right, in front of my house. The farm is behind my house (trust me ;)) On to stage 2.
Stage 2:
Started by building 3 more houses. Decided to go with a fancier facade. Thinking I'm going to go with a theme of one street being poor people block houses and another street being nicer, mid class houses.
Here we have a nice, small area where the people of the village can eat together. Despite differences in economic station, everyone is still able to come together for a nice meal.
The future room for the magic mod, located just upstairs from the eating area. Very practical for hungry magic user people.
Here we have a picture of the smelting/ storage building to the left (blacksmith building blueprint w/ a fancy shell) and the eating area/ magic building to the right.
Lastly, the farms... (got lucky and killed a zombie with a potato)
No. That's not how it works. There are no mods for 1.8 because Forge didn't update for 1.8.7 yet... and then the modmakers didn't update their mods yet for earlier 1.8 versions. Microsoft doesn't control the modding community AT ALL and is pretty much giving Mojang free range on what they want to do. Microsoft isn't being an oppressive dictator, as opposed to what prejudice on the internet may tell you.
Actually, there aren't MANY mods for 1.8 yet because it scrambled a lot of code yet again. This is making it even harder for people to update and it's making it impossible for others to. There are very few mods out there, but they're there (I know chickenbones' mods made it to 1.8, meaning others' can too. It's just hard).
So, for now, that means that we have to go without fancy doors (unless you download a mod with a lot of new woods and therefore more doors). We've gone without fancy doors so far.
To answer your questions: Yes, there are mods out. It has nothing to do with whether or not mojang or microsoft release the code. They never released it. Mods came about from the community and is what spawned Forge. It's just very, very difficult to get everything to update because they apparently changed a lot of the major mechanics and workings of minecraft again (remember way back.. I think it was 1.6? we thought we would never see mods for that version and 1.7 was out before anyone had really updated? Give them time). For now we have to settle with 1.7 for most mods because a lot of people were still trying to add features when they had to get updates for 1.7 out. I can't tell you when mods will be updated. What I can tell you is all you have to do is give modders time and find work-arounds.
Thanks for trying it out, voodoo! It looks great so far!! Middle-class housing comes about later in stage 4: build 4 houses for a higher class. In stage 10 a higher class is added. As with everything else, you decide what this means for you and your town. I'm unsure if I say this anywhere in the post or not, but if you don't want to stop building your town after the stage number it ends after, you don't have to (this is insinuated with the guideline stating you can change rules if you don't like them. this includes challenge length).
Btw - Thanks for offering to beta-test for me, voodoo!!
Rollback Post to RevisionRollBack
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
I'm going to try the vanilla neanderthal challenge first, just to make things easy. I'm kinda tired out of building huge things, currently in the middle of a barracks on my regular one... So this should be a nice break. I'm also thinking about using Thaumcraft, ExtraUtils, Fastcraft and Thermal Expansion for the human challenge, it just seems like a nice fit. I even changed - oh. I gotta go see where I spawned... Ok, flew around in Creative a bit, and found two good spots for The Neanderthal and Dwarf challenge- an exposed ravine with a mineshaft through it and a kinda rocky plateau right out of the forest. I'll get some pictures for you guys.
Here's the Dwarf area...
And Here's the Neanderthal area. Looks like I didn't let the chunks load...
Ok. Time to get into character... ahem!*
Log- Day and Night One
Me find good place to build home, get wood from tree down valley. Build mining thing by tinkering with table me build. I call mining thing pick. Pick able to mine gray material call stone - make stronger pick with stone. Me build shelter to protect from green explodey things (creepers). Explodey things scary. Somehow me take photo of lodge. Me show you lodge now.
The MODDED Fantasy City Build Challenge!!
Hello and welcome to the MODDED Fantasy City Build Challenge. This is something that many players have been asking for and I finally decided to do it!
Please note that new quests are being added as we speak!
===========================================
UPDATE NEWS (06/07/18): April Fool's!
Hi guys! Sorry it's been a while! Life had me carried away a bit, but I wanted to clean up the post and explain some new features and plans!
That should have it covered. Sorry I've been inactive! My activity should pick up over the course of the next month since I'm about to make a few changes to my life!
Thanks, guys!
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If you see that a spoiler is followed by [New!], that means that there is new information within the spoiler for you to check out!
Related Challenges:
The Fantasy City Building Challenge: the older brother.
The Refugee to Regent Challenge: the close cousin.
Hints, Tips, and Guidelines:
Suggested Mods..:
...for TerraFirmaCraft (1.7.10*):
Races:
Difficulties:
The Challenge: New!
Players:
Changelog:
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Okay, so just to make sure I understand correctly: there is one challenge that is several stages long and you simply apply the rules of a particular race to it, correct? I'm already plotting taking one of these on and the mods I'd use XD
Assuming that is the case, the only suggestion I have so far is to add more synonyms to the challenge. For example; at present the word 'cafe' brings to my mind demons and orcs and little goblin and ghost creatures sitting around quaint little tables eating muffins for breakfast before going off on a long day to wreak havoc and evil (which is an admittedly adorable mental image). So for specific structures you need to build my suggestion would be to add a list of words of what this might mean depending on the theme a person is going for in the race they choose. Like how you did for the religious building. It's not terribly important, you can always force people to use their own imaginations, but it might help people visualize better what they want to build since 'cafe' or 'school' might not fit with certain themes they want to go for.
For instance cafe/small tavern/cafeteria/mess hall/giant bonfire upon which food is cooked.
School/training grounds/nursery.
House for the mayor/chieftain/elder/councilor.
Granted more words might just make it more confusing XP I guess I mostly am just bemused by the word 'cafe', since that seems very modern-human and doesn't really fit much of the other races in my opinion unless we're meant to put a modernized spin on all of them.
Perhaps I should just change it to "build a space in which people can gather and eat food." This avoids any words that provide connotations and is more productive toward creativity. I can change "school" to "build a structure that has at least three rooms or more where people can go to learn things." And, finally "build a house for the leader of the group." For higher ups, this could be changed to "build a house for the leader of the leaders" and so on with perhaps a thing explaining that for maybe every 10-15 people you want to build another leader house and for every 5 leaders you want a leader of the leaders. After a while it gets very wordy but hopefully should not be that confusing. (people will complain if it is, so I'll find out eventually)
Thanks for the input!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
And also: yes. That's basically the gist of the challenge. Each race has a certain duration (beginner is shorter than human, human shorter than elf, so on) as well because each race is a bit more or less capable of doing things than others. Neanderthals are the shortest actual race.
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
TerraFirmaCraft is practically it's own game though. It changes the entirety of Minecraft and the way it works. I don't think I even wanna try writing this challenge to fit that.
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Hey monarch? I'm just going to say that maybe you should make a list of recommended mods for each race, and then let everyone download them for themselfs if they want to play it that way, with any amount of mods suggested. Just a idea, trying to be helpful!
I had the same idea. As I said on the FCB thread I'm going to write out the challenge unmodded and then have the mod components have their own spoilers (tech, magic, and both/other?/races that don't fit those categories) with a list of stage-by-stage accomplishments you need to complete before moving on. I know it's a bit much asking people to reference more than one spoiler but I feel like that will be much easier than asking people to read over each other. I also think having people download the mods themselves will be easier than having a pack because no race is going to use every mod in the pack and some computers can't handle the weight of mods a person isn't using or is having to ignore. I was also thinking about re-organizing the races by challenge length so that it's easier for people to figure out which one they want to do (let's say you don't want to do a short one but you don't want a really long one either. There are challenges ranging from 6-8 stages that might be a better fit). I need to basically take down the races and re-do them anyway so that they're all set up the same way (consistency makes a difference).
To everyone: If anyone knows of a preferred magic "tree" for completing objectives and things that can be generally agreed upon for going about things with multiple magic mods (as you would with multiple tech mods), please post suggestions. It'd be greatly appreciated. Any and all suggestions added into the challenge will be credited appropriately.
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Hey monarch? Instead of TerraFirmaCraft or any mods at all, why not just make Neanderthals use vanilla Minecraft? They aren't good at magic or tech, so redstone would be the farthest they could go.
I feel like they shouldn't be totally incapable of doing it. They're just very slow learners and therefore have to do more to get to the same technology the other races are using.
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
If you want your Neanderthals to be incapable of using magic or tech, by all means make it so. If you want your Neanderthals to be able to figure out what some of this tech and magic stuff is about, then go ahead. My guidelines are just that -- guidelines. You don't have to follow them, it's just a way to help people think about things in a certain way in order to establish that, for example, egyptians and eskimos are two different tribes of people even though they have the same limitations and advancements because one tribe enjoys the hotter climates while the other enjoys the cold. This means that local and available resources for building are different which means that these two towns are going to look and feel very different. I want each town, even though you're all following the same challenge, to look and feel different. Make sense?
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
So I decided to play an extended version of the Neanderthal race to test the challenge out. I'm not playing with mods as I've not found a nice flow of progression and it just doesn't seem to fit them as a race to me. So, I'm going unmodded. This is my second attempt (i got lost during my first attempt which is why the travel limit is 100 blocks). Pics and other things as always are in the spoiler!
It didn't take long to put together my house (remember - item requirements are for you to try to use at least that many items, not store that many items in a chest) as it is what the race description asks for - a pile of stone.
I started a small farm (pics later) and put together the next two houses.
Here is an overview so far:
This is my well. I knew it had to be idiot-proof (and animal proof) so I made cobblestone walls to go around it and closed it off with some acacia that was in my starter chest (you are allowed to use starter chests and cheats if you want - I removed those rules).
I was building one of the houses when out of the corner of my eye I swore I saw some kind of building for more people. Eager to say hi, I went to see who it was...
...and returned to camp with 9 blue shiny things and some yellow shiny bars with some weird yellow hardened animal skin of sorts. It all seemed useful (and had some bones with it - yay!), so I brought it back with me and stored it in my chest.
After that short adventure I went about making the other two houses (neanderthals have to make an extra two houses for every stage to progress) out of a different stone I found underground.
Because we neanderthals like building with wool (and don't mind the occasional meal with meat), I decided to look around for sheep to pen up. They don't like swimming very well, though, so I had to help push them along in the river to get them over to our plateau.
I followed the same process for our cows.
Here's another view of it all so far:
And here's a shot of the 5x5 wheat farm:
The last thing that was required (beyond eating a lot of food, which hasn't happend) was the dedicated building to smelting and storage. I have to go mining again before I can furnish it, though.
Alas, a sunset view with everything I've done so far (you knew it was coming):
(Yes, I cheated and used creative to get that picture. Get over it)
Extras:
That's it! Thanks for reading!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Cool update I may try this challenge myself and go into some magic mods along with a few tech-mods. (I love magic and I am not a very techy person)
Then perhaps you could look into some of the more magic-heavy races like wraiths and merfolk and such. The challenge isn't done yet, but the five stages that exist will STILL take a bit of a while.
Have fun!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Just letting you know that I just updated and now you can play almost every race to its full length. There are now 10 stages and I have to say, it's pretty awesome.
If you're more into magic mods then you may wanna check out the magic section of the list of suggested mods. You do not need to have every mod to play. Those are just some mods you might be interested in trying out alongside the challenge.
Unfortunately, right now I don't have anything mod-specific written up because I still don't have any beta testers and therefore player experience to back up my choices with. Your help will be greatly appreciated if you do decide to play it now and you will be acknowledged in a new spoiler once the challenge is finished (or at least hits version 1.0).
Thanks!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Doing the Egyptian challenge. Would love to use some magic mods, but the ones I've looked at so far are all 1.7.10 and below. Any good ones compatible with 1.8 and up?
Here's what I've done so far with the challenge (no mods yet)
Resource Pack: JSL
You'll see some inspiration from Voxel's Guide.
Lucked out, spawned in a Savanah right next to a desert so finding a starting spot was easy. First up is my house. Usually not a fan of the plain block house, but I thought it fit with the Egyptian race. Also nice that, while flattening an area to build I was simultaneously filling my inventory with building materials (Yay, sandstone!)
The other two houses, again, both plain. You can see the standard well to the right, in front of my house. The farm is behind my house (trust me ;)) On to stage 2.
Stage 2:
Started by building 3 more houses. Decided to go with a fancier facade. Thinking I'm going to go with a theme of one street being poor people block houses and another street being nicer, mid class houses.
Here we have a nice, small area where the people of the village can eat together. Despite differences in economic station, everyone is still able to come together for a nice meal.
The future room for the magic mod, located just upstairs from the eating area. Very practical for hungry magic user people.
Here we have a picture of the smelting/ storage building to the left (blacksmith building blueprint w/ a fancy shell) and the eating area/ magic building to the right.
Lastly, the farms... (got lucky and killed a zombie with a potato)
There are no mods with 1.8 due to Microsoft being stupid and not allowing the next Java code to be released
No. That's not how it works. There are no mods for 1.8 because Forge didn't update for 1.8.7 yet... and then the modmakers didn't update their mods yet for earlier 1.8 versions. Microsoft doesn't control the modding community AT ALL and is pretty much giving Mojang free range on what they want to do. Microsoft isn't being an oppressive dictator, as opposed to what prejudice on the internet may tell you.
Actually, there aren't MANY mods for 1.8 yet because it scrambled a lot of code yet again. This is making it even harder for people to update and it's making it impossible for others to. There are very few mods out there, but they're there (I know chickenbones' mods made it to 1.8, meaning others' can too. It's just hard).
So, for now, that means that we have to go without fancy doors (unless you download a mod with a lot of new woods and therefore more doors). We've gone without fancy doors so far.
To answer your questions: Yes, there are mods out. It has nothing to do with whether or not mojang or microsoft release the code. They never released it. Mods came about from the community and is what spawned Forge. It's just very, very difficult to get everything to update because they apparently changed a lot of the major mechanics and workings of minecraft again (remember way back.. I think it was 1.6? we thought we would never see mods for that version and 1.7 was out before anyone had really updated? Give them time). For now we have to settle with 1.7 for most mods because a lot of people were still trying to add features when they had to get updates for 1.7 out. I can't tell you when mods will be updated. What I can tell you is all you have to do is give modders time and find work-arounds.
Thanks for trying it out, voodoo! It looks great so far!! Middle-class housing comes about later in stage 4: build 4 houses for a higher class. In stage 10 a higher class is added. As with everything else, you decide what this means for you and your town. I'm unsure if I say this anywhere in the post or not, but if you don't want to stop building your town after the stage number it ends after, you don't have to (this is insinuated with the guideline stating you can change rules if you don't like them. this includes challenge length).
Btw - Thanks for offering to beta-test for me, voodoo!!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
Good luck, mike!
I don't mean to be unapproachable. I accept critiques and suggestions well, so please, by all means, make as many suggestions as you would like.
I'm going to try the vanilla neanderthal challenge first, just to make things easy. I'm kinda tired out of building huge things, currently in the middle of a barracks on my regular one... So this should be a nice break. I'm also thinking about using Thaumcraft, ExtraUtils, Fastcraft and Thermal Expansion for the human challenge, it just seems like a nice fit. I even changed - oh. I gotta go see where I spawned... Ok, flew around in Creative a bit, and found two good spots for The Neanderthal and Dwarf challenge- an exposed ravine with a mineshaft through it and a kinda rocky plateau right out of the forest. I'll get some pictures for you guys.
Here's the Dwarf area...
And Here's the Neanderthal area. Looks like I didn't let the chunks load...
Ok. Time to get into character... ahem!*
Log- Day and Night One
Me find good place to build home, get wood from tree down valley. Build mining thing by tinkering with table me build. I call mining thing pick. Pick able to mine gray material call stone - make stronger pick with stone. Me build shelter to protect from green explodey things (creepers). Explodey things scary. Somehow me take photo of lodge. Me show you lodge now.
Lodge inside no finish.