I decided to take one this challenge because I liked using IC in the past.
So far I'm working on completing stage 3. The highschool is slightly annoying to build, but I'm slowly getting it done. Trying to divide my resources between expansion of structure and development of technology is my greatest challenge thus far.
I would like to see another challenge like this, but without mods
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GENERATION 35: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment. I like pie
And i also dont know whats an residence....Im from Slovak.Please dont laugh.
A residence is somewhere ya live
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GENERATION 35: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment. I like pie
you should add an addition for EE or thaumcraft, I'm using Direwolf's mod setup.
Equivalent Exchange and Thaumcraft are both great mods. But, they don't really fit the industrial theme and EE can become a bit cheaty when used with Buildcraft.
I am so trying this now. And this challenge is going to get a lot more popular now that Dratnos has done a spotlight on it. Here, have a diamond block, .
Love the challenge I'm useing technic and I had a bug with crops but I'm going to use AMCO and do the challenge should make a nice town. You should update the page or make a new challenge with Redpower (my favorite mod) and forestry.
Currently the Girlfriend and I are playing it, and having a lot of fun. My problem in minecraft is I need a direction to go in, and once I do I am very creative. But if I am just doing stuff on my own I get bored to quickly. This challenge gives me projects to work towards, and thus is fun.
One question I did have, the general rule says that items are produced in the factory. However until you get to that stage you do not technically have a factory. Should it be tweaked to force you to create a workshop before the factory?
I've started this challenge Using the technic Pack, and I actually added in a few things, Rules to limit the usage of the other mods in it to a certain extent(Basically I just said You cant use certain mods until certain things have been accomplished). If anyones interested, Ill post my revised ruleset..
As well, Im definitely going to be posting pictures of this, I might not be the best builder, But i think people will definitely get more excited about this challenge if theres pictures out there that show what You can end up with.
Will Update the post with Pictures once I finish Stage 2.
I've started this challenge Using the technic Pack, and I actually added in a few things, Rules to limit the usage of the other mods in it to a certain extent(Basically I just said You cant use certain mods until certain things have been accomplished). If anyones interested, Ill post my revised ruleset..
As well, Im definitely going to be posting pictures of this, I might not be the best builder, But i think people will definitely get more excited about this challenge if theres pictures out there that show what You can end up with.
Will Update the post with Pictures once I finish Stage 2.
The only really challenge breaking mod I saw in the Technic Pack is Equivalent Exchange, which I've already addressed as being quite "cheaty". Any other mods you want to be limited?
Please do post as many pictures as you want. I'm excited to see what people are making.
I like the idea of this challenge! Plus it's gives me an excuse to learn about buildcraft/insdustrial craft which I keep on meaning to do, but don't get round to. I look forward to seeing everyone's progress
I modeled the challenge after the normal progression with the mods, so, it shouldn't be too confusing. Feel free to post any questions you have about the mods. I apologize in advance if I help you set up your nuclear reactor and you end up with a large crater in your city.
I'd love to try this challenge but I can't get buildcraft to work. I normally don't have any problems installing mods, but something is going very wrong with this one.
You may want to just use a mod pack. BuildCraft is seperated into several zips so it can get confusing.
I agree, Equivalent Exchange is definitely "cheaty".. So I just say that I cant use it until after You create the research facility away from the main city area. I dont have problems with the other mods, I just dont think They should all be able to be used right off the start since there is a kind of growth happening in the city.
Basic Changes: Thaumcraft and Redpower arent allowed to be used until the University has been built, and EE is not allowed until after the research facility has been built outside the city limits.
I also set up a "Stage 7" that has a few vaguely set goals for the other mods, such as setting up a small village outside the city that uses only thaumcraft to grow food and survive, make a floating castle area for EE(Since You can fly with EE You can get to it with a waterfall or stairway), and since I dont know much about Redpower, I just said to make things with it XD.
Here are The Pictures of My Town so far.
1-2: Lumber Yard.
3:Town.
4: The road dead ends here.
5-9: My "Residence" and the different "Rooms".
10: Poorly Placed Outhouse >.<
11-12: The cobble Mine.
13-14: School House.
15: Showing My Cooked Food.
I've uploaded the pictures both to the forum, and to IMGur, so If they dont display on the forum, click the link below to view the album on IMGur.
I agree, Equivalent Exchange is definitely "cheaty".. So I just say that I cant use it until after You create the research facility away from the main city area. I dont have problems with the other mods, I just dont think They should all be able to be used right off the start since there is a kind of growth happening in the city.
Basic Changes: Thaumcraft and Redpower arent allowed to be used until the University has been built, and EE is not allowed until after the research facility has been built outside the city limits.
I also set up a "Stage 7" that has a few vaguely set goals for the other mods, such as setting up a small village outside the city that uses only thaumcraft to grow food and survive, make a floating castle area for EE(Since You can fly with EE You can get to it with a waterfall or stairway), and since I dont know much about Redpower, I just said to make things with it XD.
I finished Stage 2 late Last night, Ill upload the pictures today.
I was thinking that I needed a Stage 7 with lofty goals that showed mastery of all the mods and allowed you to continue playing the challenge. Things like a recycling center, CASUC reactor, automated storage and retrieval system, and other fun buildings. Those things all require hours of research and work, so it would definitely keep you busy.
To be honest, I know very little about Thaumcraft, as I didn't keep it installed long. Those flying mobs that shoot at you annoyed me like nothing else. It would be fun to have a rival city built with the more..."magical" mods. Also, the only things I use in RedPower are the wires, lamps, and the added stone types. I've heard the pipes are better than BuildCraft's, so it would be reasonable to upgrade after the university is built. Really, the reason I focused on IndustrialCraft and BuildCraft is because they're the only mods I'm very experienced with. I would be happy to add any new structures using other mods if you explained them.
One interesting thought is to isolate mod usage and general product manufacturing to specific districts, much like The Hunger Games books. Although, then you would run into other problems, like chunks unloading and me having to rewrite the entire challenge.
I was thinking that I needed a Stage 7 with lofty goals that showed mastery of all the mods and allowed you to continue playing the challenge. Things like a recycling center, CASUC reactor, automated storage and retrieval system, and other fun buildings. Those things all require hours of research and work, so it would definitely keep you busy.
To be honest, I know very little about Thaumcraft, as I didn't keep it installed long. Those flying mobs that shoot at you annoyed me like nothing else. It would be fun to have a rival city built with the more..."magical" mods. Also, the only things I use in RedPower are the wires, lamps, and the added stone types. I've heard the pipes are better than BuildCraft's, so it would be reasonable to upgrade after the university is built. Really, the reason I focused on IndustrialCraft and BuildCraft is because they're the only mods I'm very experienced with. I would be happy to add any new structures using other mods if you explained them.
One interesting thought is to isolate mod usage and general product manufacturing to specific districts, much like The Hunger Games books. Although, then you would run into other problems, like chunks unloading and me having to rewrite the entire challenge.
Yea, Id say a stage 7 would definitely be worth having, even just as a "If You have this mod, do this" type thing, because obviously not everyone is using the same set of mods.
I think it would be cool to have more of a focus on making specific IC2 buildings like you mentioned, and even to have part of the challenge to have enough reactors to keep their uranium usages self sustainable.
I dont know much about Thaumcraft either, not since it updated to version 2 anyways. But there are alot of really cool things it can do, and I figured it would be more logical to keep the main city "Industrial" and make something somewhere else more magic based.
Im much more familiar with buildcraft than I am with redpower, but maybe part of the challenge could be to make at least 50% of the buildcraft piping systems into redpower systems(If You have the mod installed)? that way people will have something to focus on in that mod, at least to start with.
I think isolating it would be interesting, but alot of the mods work best together. I know that Buildcraft and IC2 work well together, and that Redpower actually can do most of the stuff those two can do, on its own, so even isolating redpower from the other two would work well I would think.
Im definitely loving this challenge so far though, thanks for posting it
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I'm about to start a video of me trying to complete this challenge and have a few suggestion for normal requirements and requirements if you add specific mods.
Stage 3:
Build a farm with a a field producing at least 8 wheat, a animal pen containing at least 3 farm animals(Sheep,Cow,Pig, Chicken) and a Barn containing a chest with 10 wheat and 5 farm products(wool, raw pork,raw steak, eggs, or apples).
Stage 5:
Build a refinery and at least one tank of fuel.
Railcraft
Stage 4
Build a train Yard with a Rolling Machine and a Coke Furnace
Stage 5
Build a train line to transport resources from a remote site to central warehouse. Add a Steel Foundry to Train yard(only if going to nether is ok)
Stage 6
Build a rail line running from a train station to research station
Forestry
Stage 3
Build a automated peat farm to meet city growing need for fuel
Stage 4
Build a automated wheat farm or watermelon farm to meet city growing food needs
Stage 5
Build a automated tree farm and a biofuel refinery to build a green option for fuel
These are just examples I thought I would put out there.
I'm about to start a video of me trying to complete this challenge and have a few suggestion for normal requirements and requirements if you add specific mods.
Stage 3:
Build a farm with a a field producing at least 8 wheat, a animal pen containing at least 3 farm animals(Sheep,Cow,Pig, Chicken) and a Barn containing a chest with 10 wheat and 5 farm products(wool, raw pork,raw steak, eggs, or apples).
Stage 5:
Build a refinery and at least one tank of fuel.
Railcraft
Stage 4
Build a train Yard with a Rolling Machine and a Coke Furnace
Stage 5
Build a train line to transport resources from a remote site to central warehouse. Add a Steel Foundry to Train yard(only if going to nether is ok)
Stage 6
Build a rail line running from a train station to research station
Forestry
Stage 3
Build a automated peat farm to meet city growing need for fuel
Stage 4
Build a automated wheat farm or watermelon farm to meet city growing food needs
Stage 5
Build a automated tree farm and a biofuel refinery to build a green option for fuel
These are just examples I thought I would put out there.
Thanks
Spidey1958
Spidey, some great ideas there. My only concern with adding more mods to the main challenge is that I would either need all players to install those mods or make the challenge needlessly complicated. My plan is to add a Stage 7, which will contain end-game projects and challenges for additional mods.
Spidey, some great ideas there. My only concern with adding more mods to the main challenge is that I would either need all players to install those mods or make the challenge needlessly complicated. My plan is to add a Stage 7, which will contain end-game projects and challenges for additional mods.
I see your point I was thinking of the add on for specific mods being modular but it does complicate the challenge perhaps needlessly.
Just about to finish stage 2 in my play just waiting on enough reeds for book shelf and have about an hour of video will most likely upload to my channel in half hour episodes. If you want can add link to post when I done that.
Build a farm with a a field producing at least 8 wheat, a animal pen containing at least 3 farm animals(Sheep,Cow,Pig, Chicken) and a Barn containing a chest with 10 wheat and 5 farm products(wool, raw pork,raw steak, eggs, or apples).
I Like The Idea of a farm, but I think it should be maybe pushed back to stage four? It takes long enough as it is to get to the part of the challenge that allows You to start using mods:P
Maybe "Stage 7" Could be a modular setup Stage?
So in spoilers You could have a challenges for specific mods, eg Thaumcraft, Redpower, Railcraft. So like having stages for each of the mods, but as more endgame content that adds to the original challenge world rather than side tracking from it?
So far I'm working on completing stage 3. The highschool is slightly annoying to build, but I'm slowly getting it done. Trying to divide my resources between expansion of structure and development of technology is my greatest challenge thus far.
GENERATION 35: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment. I like pie
A residence is somewhere ya live
GENERATION 35: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a Social experiment. I like pie
Equivalent Exchange and Thaumcraft are both great mods. But, they don't really fit the industrial theme and EE can become a bit cheaty when used with Buildcraft.
I will refer you to this challenge's inspiration, The City Construction Challenge.
http://www.minecraft...tion-challenge/
Currently the Girlfriend and I are playing it, and having a lot of fun. My problem in minecraft is I need a direction to go in, and once I do I am very creative. But if I am just doing stuff on my own I get bored to quickly. This challenge gives me projects to work towards, and thus is fun.
One question I did have, the general rule says that items are produced in the factory. However until you get to that stage you do not technically have a factory. Should it be tweaked to force you to create a workshop before the factory?
As well, Im definitely going to be posting pictures of this, I might not be the best builder, But i think people will definitely get more excited about this challenge if theres pictures out there that show what You can end up with.
Will Update the post with Pictures once I finish Stage 2.
The only really challenge breaking mod I saw in the Technic Pack is Equivalent Exchange, which I've already addressed as being quite "cheaty". Any other mods you want to be limited?
Please do post as many pictures as you want. I'm excited to see what people are making.
I modeled the challenge after the normal progression with the mods, so, it shouldn't be too confusing. Feel free to post any questions you have about the mods. I apologize in advance if I help you set up your nuclear reactor and you end up with a large crater in your city.
You may want to just use a mod pack. BuildCraft is seperated into several zips so it can get confusing.
Basic Changes: Thaumcraft and Redpower arent allowed to be used until the University has been built, and EE is not allowed until after the research facility has been built outside the city limits.
I also set up a "Stage 7" that has a few vaguely set goals for the other mods, such as setting up a small village outside the city that uses only thaumcraft to grow food and survive, make a floating castle area for EE(Since You can fly with EE You can get to it with a waterfall or stairway), and since I dont know much about Redpower, I just said to make things with it XD.
Here are The Pictures of My Town so far.
1-2: Lumber Yard.
3:Town.
4: The road dead ends here.
5-9: My "Residence" and the different "Rooms".
10: Poorly Placed Outhouse >.<
11-12: The cobble Mine.
13-14: School House.
15: Showing My Cooked Food.
I've uploaded the pictures both to the forum, and to IMGur, so If they dont display on the forum, click the link below to view the album on IMGur.
LINK: http://imgur.com/a/8vJm3#P3HYb
I was thinking that I needed a Stage 7 with lofty goals that showed mastery of all the mods and allowed you to continue playing the challenge. Things like a recycling center, CASUC reactor, automated storage and retrieval system, and other fun buildings. Those things all require hours of research and work, so it would definitely keep you busy.
To be honest, I know very little about Thaumcraft, as I didn't keep it installed long. Those flying mobs that shoot at you annoyed me like nothing else. It would be fun to have a rival city built with the more..."magical" mods. Also, the only things I use in RedPower are the wires, lamps, and the added stone types. I've heard the pipes are better than BuildCraft's, so it would be reasonable to upgrade after the university is built. Really, the reason I focused on IndustrialCraft and BuildCraft is because they're the only mods I'm very experienced with. I would be happy to add any new structures using other mods if you explained them.
One interesting thought is to isolate mod usage and general product manufacturing to specific districts, much like The Hunger Games books. Although, then you would run into other problems, like chunks unloading and me having to rewrite the entire challenge.
Yea, Id say a stage 7 would definitely be worth having, even just as a "If You have this mod, do this" type thing, because obviously not everyone is using the same set of mods.
I think it would be cool to have more of a focus on making specific IC2 buildings like you mentioned, and even to have part of the challenge to have enough reactors to keep their uranium usages self sustainable.
I dont know much about Thaumcraft either, not since it updated to version 2 anyways. But there are alot of really cool things it can do, and I figured it would be more logical to keep the main city "Industrial" and make something somewhere else more magic based.
Im much more familiar with buildcraft than I am with redpower, but maybe part of the challenge could be to make at least 50% of the buildcraft piping systems into redpower systems(If You have the mod installed)? that way people will have something to focus on in that mod, at least to start with.
I think isolating it would be interesting, but alot of the mods work best together. I know that Buildcraft and IC2 work well together, and that Redpower actually can do most of the stuff those two can do, on its own, so even isolating redpower from the other two would work well I would think.
Im definitely loving this challenge so far though, thanks for posting it
Stage 3:
Build a farm with a a field producing at least 8 wheat, a animal pen containing at least 3 farm animals(Sheep,Cow,Pig, Chicken) and a Barn containing a chest with 10 wheat and 5 farm products(wool, raw pork,raw steak, eggs, or apples).
Stage 5:
Build a refinery and at least one tank of fuel.
Railcraft
Stage 4
Build a train Yard with a Rolling Machine and a Coke Furnace
Stage 5
Build a train line to transport resources from a remote site to central warehouse. Add a Steel Foundry to Train yard(only if going to nether is ok)
Stage 6
Build a rail line running from a train station to research station
Forestry
Build a automated peat farm to meet city growing need for fuel
Stage 4
Build a automated wheat farm or watermelon farm to meet city growing food needs
Stage 5
Build a automated tree farm and a biofuel refinery to build a green option for fuel
These are just examples I thought I would put out there.
Thanks
Spidey1958
Spidey, some great ideas there. My only concern with adding more mods to the main challenge is that I would either need all players to install those mods or make the challenge needlessly complicated. My plan is to add a Stage 7, which will contain end-game projects and challenges for additional mods.
I see your point I was thinking of the add on for specific mods being modular but it does complicate the challenge perhaps needlessly.
Just about to finish stage 2 in my play just waiting on enough reeds for book shelf and have about an hour of video will most likely upload to my channel in half hour episodes. If you want can add link to post when I done that.
I Like The Idea of a farm, but I think it should be maybe pushed back to stage four? It takes long enough as it is to get to the part of the challenge that allows You to start using mods:P
Maybe "Stage 7" Could be a modular setup Stage?
So in spoilers You could have a challenges for specific mods, eg Thaumcraft, Redpower, Railcraft. So like having stages for each of the mods, but as more endgame content that adds to the original challenge world rather than side tracking from it?