Note that I wasn't entirely sure if I should put this into the survival, modding, or possibly mapping, so I kind of expect this to get moved.
The POI rule-set is a challenge inspired by the City Construction, Refuge to Regent, and Kingdom of the Rising Realms rule-set, but with creativity as its primary goal instead of size. Cities built with this rule-set will possibly be smaller, but with potentially more variety in both type and size than the other rule-sets I've read. The goal is to help those who have trouble being creative have something to help give them a goal without becoming too horribly complex.
The POI that this rule-set uses are Points Of Interest, something that is distinctive about a certain structure. Each room of a house will count as .5 POI's, and windows for .25 POI's. So a house with two rooms, four windows, a bed, painting, kitchen, and sitting area will count for 6 Points of Interest. Each mod will use separate POI requirements depending on the size of the mod.(Note, mods like BOP that are essentially base-game enhancements will not have a building requirement.) Also note that an exceptionally grand point can be worth up to five points, depending on how grand it is. A bed is only going to be worth one, but if you were to make it a double-bed it'd gain another half-point, give it a raised area for another .5, etc. Also note that after the first two of the same POI's, a duplicated POI would only count for half. After the 6th of the same POI, only .25, and after the 12th, it no longer counts. These reductions do not count rooms and windows(AKA, in the above mentioned house, the first two houses would be worth 6 points, but the third through sixth would be worth 4 points, the seventh through twelfth 3, and the thirteenth and after for only 2 points). Diminishing returns are reset on the completion of a mod. Additionally, there is not a requirement for buildings, simply POI, so if all 70 required POI to complete Thaumcraft are placed within a single building, that is just as acceptable as if you split it into 35 clones of that house. Additionally, roads are worth .25 for each house they connect.
Mods are not unlocked at the start though. You must first complete a single house of at least 10 POI before anything beyond vanilla MC and the starter mods. After this, once you start working on a mod you cannot change which mod you are working on until you have finished each "mod", but you can immediately use anything you unlock from any mod you have started. Only the very first structure has to be a house. Afterwords the only requirement is the total number of POI's, however building extra houses is suggested.
The items that are considered "basic" and so do not have any actual requirements before their use are any that you can collect from naturally created saplings or seeds. So any trees or plants from Natura, Biomes O' Plenty, Witchery, etc. are free to use from the beginning unless they require something like Mutandis(though found mutandis can be used, just not created until after witchery), or have an unusual growth requirement like Ars Magica's witchwood trees. Additionally you can use anything you find in a chest, however they cannot be crafted into anything else until their mod is started.
The mods, and their individual POI requirements are listed below. Connected mods, such as ones that use the same energy system, reduce the requirements of any of the attached mods that are created after by 5, up to a maximum of -15 POI.
Ars Magica 2:70 POI
Applied Energistics: 70 POI
Atomic Science: 40 POI
Bibliocraft: 10 POI
Big Reactors: 30 POI
Blood Magic: 40 POI
Buildcraft/Gendustry/Additional Buildcraft Objects: 50POI
Carpenter's blocks: 10 POI
Chisel: 10 POI
ChocoCraft: 10 POI
DartCraft: 50 POI
EnderIO: 50 POI
Engineer's Toolbox: 40 POI
Enhanced Portals: 30 POI
Extra Utilities: 40 POI
Factorization: 30 POI, adds 20 to next places requirements because I like barrels too much. That or just say 50.
Forestry(And the various addons like bees): 70 POI
GasCraft: 40POI
IndustrialCraft 2: 70POI
Mariculture: 40 POI
Mekanism: 50 POI
Metallurgy: 50 POI
MFFS: 50 POI
MineFactoryReloaded: 60 POI
Mystcraft: 40 POI
Project Red: 50 POI
Railcraft: 40 POI
Reliquary: 25 POI
Remote IO: 50 POI
Steve's _____: 40 POI
Tinker's Construct: 50 POI
Twilight Forest: 25 POI
Thaumcraft 4(and upgrades): 70 POI
Witchery: 25 POI
Feel free to change these numbers up as you see fit, the post so far is just guidelines, and I am personally more of a builder and mage than a tech person so those listed under tech mods are likely in need of adjustment. This is essentially the second draft of this rule-set (First one was tested with friends), so it is still very much under construction, and suggestions will be appreciated. I am currently thinking of increasing the requirements all around due to the fact that I started this while hanging out with a lazy ____, but I will leave it as is for the moment.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
Sounds interesting, so basically you can't use certain mods until your city is worth n Points of Interest? Would you mind if I made a spreadsheet (google docs probably) based on this idea?
The POI rule-set is a challenge inspired by the City Construction, Refuge to Regent, and Kingdom of the Rising Realms rule-set, but with creativity as its primary goal instead of size. Cities built with this rule-set will possibly be smaller, but with potentially more variety in both type and size than the other rule-sets I've read. The goal is to help those who have trouble being creative have something to help give them a goal without becoming too horribly complex.
The POI that this rule-set uses are Points Of Interest, something that is distinctive about a certain structure. Each room of a house will count as .5 POI's, and windows for .25 POI's. So a house with two rooms, four windows, a bed, painting, kitchen, and sitting area will count for 6 Points of Interest. Each mod will use separate POI requirements depending on the size of the mod.(Note, mods like BOP that are essentially base-game enhancements will not have a building requirement.) Also note that an exceptionally grand point can be worth up to five points, depending on how grand it is. A bed is only going to be worth one, but if you were to make it a double-bed it'd gain another half-point, give it a raised area for another .5, etc. Also note that after the first two of the same POI's, a duplicated POI would only count for half. After the 6th of the same POI, only .25, and after the 12th, it no longer counts. These reductions do not count rooms and windows(AKA, in the above mentioned house, the first two houses would be worth 6 points, but the third through sixth would be worth 4 points, the seventh through twelfth 3, and the thirteenth and after for only 2 points). Diminishing returns are reset on the completion of a mod. Additionally, there is not a requirement for buildings, simply POI, so if all 70 required POI to complete Thaumcraft are placed within a single building, that is just as acceptable as if you split it into 35 clones of that house. Additionally, roads are worth .25 for each house they connect.
Mods are not unlocked at the start though. You must first complete a single house of at least 10 POI before anything beyond vanilla MC and the starter mods. After this, once you start working on a mod you cannot change which mod you are working on until you have finished each "mod", but you can immediately use anything you unlock from any mod you have started. Only the very first structure has to be a house. Afterwords the only requirement is the total number of POI's, however building extra houses is suggested.
The items that are considered "basic" and so do not have any actual requirements before their use are any that you can collect from naturally created saplings or seeds. So any trees or plants from Natura, Biomes O' Plenty, Witchery, etc. are free to use from the beginning unless they require something like Mutandis(though found mutandis can be used, just not created until after witchery), or have an unusual growth requirement like Ars Magica's witchwood trees. Additionally you can use anything you find in a chest, however they cannot be crafted into anything else until their mod is started.
The mods, and their individual POI requirements are listed below. Connected mods, such as ones that use the same energy system, reduce the requirements of any of the attached mods that are created after by 5, up to a maximum of -15 POI.
Ars Magica 2:70 POI
Applied Energistics: 70 POI
Atomic Science: 40 POI
Bibliocraft: 10 POI
Big Reactors: 30 POI
Blood Magic: 40 POI
Buildcraft/Gendustry/Additional Buildcraft Objects: 50POI
Carpenter's blocks: 10 POI
Chisel: 10 POI
ChocoCraft: 10 POI
DartCraft: 50 POI
EnderIO: 50 POI
Engineer's Toolbox: 40 POI
Enhanced Portals: 30 POI
Extra Utilities: 40 POI
Factorization: 30 POI, adds 20 to next places requirements because I like barrels too much. That or just say 50.
Forestry(And the various addons like bees): 70 POI
GasCraft: 40POI
IndustrialCraft 2: 70POI
Mariculture: 40 POI
Mekanism: 50 POI
Metallurgy: 50 POI
MFFS: 50 POI
MineFactoryReloaded: 60 POI
Mystcraft: 40 POI
Project Red: 50 POI
Railcraft: 40 POI
Reliquary: 25 POI
Remote IO: 50 POI
Steve's _____: 40 POI
Tinker's Construct: 50 POI
Twilight Forest: 25 POI
Thaumcraft 4(and upgrades): 70 POI
Witchery: 25 POI
Feel free to change these numbers up as you see fit, the post so far is just guidelines, and I am personally more of a builder and mage than a tech person so those listed under tech mods are likely in need of adjustment. This is essentially the second draft of this rule-set (First one was tested with friends), so it is still very much under construction, and suggestions will be appreciated. I am currently thinking of increasing the requirements all around due to the fact that I started this while hanging out with a lazy ____
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.