I have somehow managed to get back into my old account. Not sure what happened before! This means I won't have to move, which is great!
Also, I have been working a bit on writing up something for the technology portion, which has been neglected for many years.
I, unfortunately, lost whatever it was I had written for the various races (because my computer got destroyed), and I was honestly thinking about removing that section entirely, as I now think build style and lore should just be up to the player, since that's all the fun of building cities!
That being said, I am working on starting up a new Let's Play series, so I'll be taking a break from this challenge, finding new ways to challenge myself instead. I will eventually come back to it in future seasons, but I have some fantastic ideas for various buildings I can build to hide all the farms set up around the "center" of the world, and would like to run off of that as inspiration.
I will remind you that my challenge is set up with the idea that it is all up to the player. You pick which mods you play with, you choose which rules you do and don't want to follow, and, if you pick a race, you *kind of* pick when the challenge is over.
I would be thrilled to have a challenger posting here again. Life seems to get in the way of most of us finishing these things, so, over the years, all these build challenges have just been forgotten. As I play through the challenge I've issued myself, I may use that as better inspiration for revamping or rewriting this challenge. If you see any areas that may need improvement, please let me know!
This is late, but my challenge, The Modded Fantasy City Build, is based on it. It doesn't require mods, they just make it funner. The core challenge is 20 stages long and there are a few different side quests you can do.
Hello I am hugely interested in working to remake this challenge with updated objectives. Ive been trying the murlock and its a blast! But i instantly think how cool it would be if there were objectives related to guardians, monuments and other of the new things in the aquatic update. I would love to help revive this with you! I have some time to playtest, and though I am not great at designing objectives, I can give some very good ideas for ways to revitalize the races portion/create lore and baseline concepts for new ones! Essentially I am interested in collaborating on this with you. Please reply once you have seen this. I hope I am not too late as it has been a while since you last posted.
This challenge is basically dead, last I checked. I've been working sporadically on a similar challenge that aims to include mods in the mix. I called it the Modded Fantasy City Build Challenge. It aimed to fix a lot of the problems I saw the creators of this challenge having with updates -- new races had to be built from scratch on a shared server. Progress was stalled because the server fell out of maintenance, and no one knows or remembers where it was left off. The challenge went without updates for a year, then two, then five. When you go without updates for that long, people stop talking about it, so it died. My challenge aimed to avoid those problems by having one central challenge with a bunch of side quests you could add to it. The race you pick tells you what blocks and biomes they preferred and when to stop, so, in theory, everyone plays the same challenge but gets different results. It has, unfortunately, not picked up traction. I'm not sure if the creators of this challenge are interested in reviving it anymore, since this is the second time it was revived. You are welcome to do your own version, though, and see if that takes off. Just be sure to credit Warlock and Sniper, since they, along with the rest of the team, are the ones behind this.
Making a quick post to tell you I'm working on adding some more mod recommendations to the list, and in that process found a mod that I'm going to heavily suggest you don't play with. That mod is Cavern II. It has a really interesting premise, but it is currently throwing an exception in regards to dusts. Ex Nihilo: Creatio lets you use dust to obtain ores when you're in a skyblock map, so, when Cavern threw the error that every other mod would ignore, Ex Nihilo forced the game to stop, which put my computer in a state of confusion, and let it hang on the loading screen. Reading the logs at the direction of the Ex Nihilo developer helped me discover the exception, and about two to three days later I have not received a reply from the Cavern dev.
At this point in time I would suggest you try out some other dimensional mods like The Beneath and The Betweenlands instead of Cavern II. As soon as I get a response from the dev I'll update you guys, but for now, avoid it.
That looks nice! And, honestly, all of those buildings were more or less based on my old building style, so it won't be too hard to just show you what to do.
After finishing the four buildings you can read about here, I'm now done with the civilian buildings for stage 2.
Time for the community projects (jailhouse, school and the clinic).
I'm not quite sure what to do for those yet, but since it's late anyway I guess I can worry about that tomorrow or so.
I welcome any and all ideas on what I could do with them, on location, decoration, building style or whatever.
Once I'm done with this stage, I'll gather ores and work on the roads, so the next update might take a while.
Or it may not, since it's sunday tomorrow and I'm unlikely to do the stuff I should do then and will probably play instead.
I'm having fun, but I'm also a bit annoyed by how much wood I'm going through.
At least I'm close to the next stage, so automated wood farms are on the horizon.
I may work out some builds for those. I don't know yet. I have some work to do myself before I can continue playing
Ore gathering and road building is always fun for the whole family! And, yes, you will decimate an entire forest and still not have enough wood. I remember playing the beginner FCB challenge and being situated in an interesting place I always called the Mountain Bowl (because it was a small valley almost completely surrounded by mountains). I cleared out all of the trees and I think I used almost all of it with only a few stacks leftover.
Pics of that place are below (because I used imgur at the time so they're still here!
The best shot of the area I could get when I started (I had a shoddy little laptop and was still in high school at the time):
Yes and no. If you say that because you think coming up with ideas is an issue, that's definitely not the case. I have enough jobs I need to be filled to match the next 3 stages already, and that number will just increase as I get access to more materials mods.
However, those buildings tend to take more time to design, since the inhabitants also need a place to work their craft or something.
So I'll probably use both civilian buildings and purposeful ones.
Ah. Okay. I wasn't sure what you had planned and wanted to make sure you understood just how large the whole challenge is.
I know I can move stuff between points. It was not a gameplay issue (I can just chop down trees anywhere after all), but more of a roleplay question.
As you can see on the minimap in the images of my first log entry, my village area is surrounded by forest. However my village right now is in the south of that area and hasn't extended to the north too much, where the river would be.
Why would my villagers build a lumberyard up there, when they could just build it right next to where they are and not have to walk all that way?
The only suggestion I have for this, then, is to build a small structure that can be taken down and moved without wasting resources (so using retrievable items like fences for windows and such). Then, when the time comes, you can move it near the river without having to pound your head.
Also, the point of waiting to stage 3 with the sawmill was that I'm not allowed to use iron yet, and I'd like to make it functional, which requires some mod, all of which require iron. Same problem with the minecart suggestion, although again, that one was mostly a roleplay question anyway.
That is true.
Also a question regarding the challenge itself: Are you currently working on something particular or just doing whatever comes to your mind? Because I'd like to build a tech outlier eventually, to give myself a reason to try a different building style, but I'm pretty bad at coming up with possible requirements.
Not that I want to rush you, there's plenty of stuff I can do before that and I'd rather you don't burn out
I'm doing whatever my mind happens upon. Earlier today I had an idea for a mining/factory outpost for Tech. I've also got an idea for a castle build, a decoration quest, and an amusement park. Any ideas you might have for tech quests, though, would be more than welcome! I am, after all, only one brain! I've tried making use of polls but I don't get very many responses, so I've just accepted that I'm either going to have to come up with something on my own or take suggestions. Any input you have is wholly appreciated, because I'm biased and think my challenge is the best in the world! /s
I've made some more progress and finished stage 1.
While this stage was basically all village huts, for stage 2 I'm planning on making most if not all the required homes serve a purpose as well, starting with the toolmaker.
It's a short one this time, but I'm hitting* kind of a block where I'm not sure which of the projects I'm planning for the next stage to tackle first and am also unsure where to put some of the stuff.
One of my main issues is that I want to make a sawmill near the river in the north west in stage 3, but that's relatively far away.
I would like to make a lumberyard or something now, but that one would have to be near the river as well, so the logs can be transported to the sawmill more easily.
This doesn't make sense with the current village though, as that would mean the logs would have to be carried quite a way to get them where they are needed right now.
I can't really work out a solution for this problem at the moment, and that is a bit demotivating and slowing me down.
Looking good! I would move away from the idea of having most of the houses with purpose. Their only purpose is to house civilians, and if you do all 20 stages you're looking at 40 small houses, 21 medium houses, and 9-10 large houses. That would also make the challenge a lot more challenging in a way that would get old fast.
Also, go ahead and put the sawmill where you want it. You know you can use minecarts with chests to move things between points. You'll just have to change where the line goes as your settlement grows. You can also build anything without a tier at any point, I've just written it like this because of pacing and the amount of sense it makes. A town of 15 isn't going to need or want a roller coaster. A town of ~70-100 might enjoy it.
There is no helping the activity. It's pretty much dead. I'm the only one to have posted here in about 9 months, so. People left because the creators/team wasn't here making more content to keep it relevant, so it died.
Side quests are separate from the main and are available at any time. That's why they don't list any of the tool restrictions. I should add that to the post somewhere. Good question, though!
Thanks! Nothing planned currently - that's why I need testers and players! You guys can help me come up with new ideas for builds to add to the challenge and help me find things that need to be changed!
It's been a little while, folks! I'm happy to say, though, that I have added new content to the MODDED Fantasy City Build Challenge! This time, we focused on a magical hideout. Go check it out!
Hey guys! I've actually got some ideas for what to write for some of the sections so later tonight after I take care of some housework I'm going to see what I can do! Hopefully you guys will like it and have been enjoying playing the challenge so far!!
Also - I added some more mods to the list of mods you guys can play around with. I'm currently working on MineTweaker scripts to make some mods work better with TFC. So far I've got IndustrialCraft done, but I like the new processes I came up with and hope you guys will like playing around with it!
Let me know if anything is confusing to you or if you need any help getting started.
Thanks again for all your support and I hope to see you soon!
That is a huge pack. First, I'd recommend removing OptiFine and all the FTB stuff, as those are mods designed for a specific pack, and we don't know how to configure those (and you can certainly configure your own pack without them). Secondly, how much ram do you have allocated to this? Try allocating about 3 gigs if you have it, if not, shrink the pack. "Pretty" mods like Better Foliage, Ambient Sounds, Chunk Animator, and Fancy Block Particles would be first on my list to go. I also don't see enderIO anywhere in the pack, which makes me wonder why you have the TiCo/EnderIO compat mod put in (Tinker IO?). Ask yourself what you really need to have in the pack versus things you just want. That's all I can suggest, because it's the Minecraft brewing stand throwing the errors.
I believe they have to be 16-bit textures. On that subject, I came here to ask if it's possible to add multiple states. I want to add a furnace to TFC and make the vanilla furnace strictly a decoration item. Of course, that means it needs individual states for "lit" and "not lit". How do I do that or can I?
0
I have somehow managed to get back into my old account. Not sure what happened before! This means I won't have to move, which is great!
Also, I have been working a bit on writing up something for the technology portion, which has been neglected for many years.
I, unfortunately, lost whatever it was I had written for the various races (because my computer got destroyed), and I was honestly thinking about removing that section entirely, as I now think build style and lore should just be up to the player, since that's all the fun of building cities!
That being said, I am working on starting up a new Let's Play series, so I'll be taking a break from this challenge, finding new ways to challenge myself instead. I will eventually come back to it in future seasons, but I have some fantastic ideas for various buildings I can build to hide all the farms set up around the "center" of the world, and would like to run off of that as inspiration.
I will remind you that my challenge is set up with the idea that it is all up to the player. You pick which mods you play with, you choose which rules you do and don't want to follow, and, if you pick a race, you *kind of* pick when the challenge is over.
I would be thrilled to have a challenger posting here again. Life seems to get in the way of most of us finishing these things, so, over the years, all these build challenges have just been forgotten. As I play through the challenge I've issued myself, I may use that as better inspiration for revamping or rewriting this challenge. If you see any areas that may need improvement, please let me know!
Happy challenging!
1
This is late, but my challenge, The Modded Fantasy City Build, is based on it. It doesn't require mods, they just make it funner. The core challenge is 20 stages long and there are a few different side quests you can do.
1
This challenge is basically dead, last I checked. I've been working sporadically on a similar challenge that aims to include mods in the mix. I called it the Modded Fantasy City Build Challenge. It aimed to fix a lot of the problems I saw the creators of this challenge having with updates -- new races had to be built from scratch on a shared server. Progress was stalled because the server fell out of maintenance, and no one knows or remembers where it was left off. The challenge went without updates for a year, then two, then five. When you go without updates for that long, people stop talking about it, so it died. My challenge aimed to avoid those problems by having one central challenge with a bunch of side quests you could add to it. The race you pick tells you what blocks and biomes they preferred and when to stop, so, in theory, everyone plays the same challenge but gets different results. It has, unfortunately, not picked up traction. I'm not sure if the creators of this challenge are interested in reviving it anymore, since this is the second time it was revived. You are welcome to do your own version, though, and see if that takes off. Just be sure to credit Warlock and Sniper, since they, along with the rest of the team, are the ones behind this.
0
Hey guys!
Making a quick post to tell you I'm working on adding some more mod recommendations to the list, and in that process found a mod that I'm going to heavily suggest you don't play with. That mod is Cavern II. It has a really interesting premise, but it is currently throwing an exception in regards to dusts. Ex Nihilo: Creatio lets you use dust to obtain ores when you're in a skyblock map, so, when Cavern threw the error that every other mod would ignore, Ex Nihilo forced the game to stop, which put my computer in a state of confusion, and let it hang on the loading screen. Reading the logs at the direction of the Ex Nihilo developer helped me discover the exception, and about two to three days later I have not received a reply from the Cavern dev.
At this point in time I would suggest you try out some other dimensional mods like The Beneath and The Betweenlands instead of Cavern II. As soon as I get a response from the dev I'll update you guys, but for now, avoid it.
Thanks guys!
Monarch
0
That looks nice! And, honestly, all of those buildings were more or less based on my old building style, so it won't be too hard to just show you what to do.
0
I may work out some builds for those. I don't know yet. I have some work to do myself before I can continue playing
Ore gathering and road building is always fun for the whole family! And, yes, you will decimate an entire forest and still not have enough wood. I remember playing the beginner FCB challenge and being situated in an interesting place I always called the Mountain Bowl (because it was a small valley almost completely surrounded by mountains). I cleared out all of the trees and I think I used almost all of it with only a few stacks leftover.
Pics of that place are below (because I used imgur at the time so they're still here!
The best shot of the area I could get when I started (I had a shoddy little laptop and was still in high school at the time):
0
Ah. Okay. I wasn't sure what you had planned and wanted to make sure you understood just how large the whole challenge is.
The only suggestion I have for this, then, is to build a small structure that can be taken down and moved without wasting resources (so using retrievable items like fences for windows and such). Then, when the time comes, you can move it near the river without having to pound your head.
That is true.
I'm doing whatever my mind happens upon. Earlier today I had an idea for a mining/factory outpost for Tech. I've also got an idea for a castle build, a decoration quest, and an amusement park. Any ideas you might have for tech quests, though, would be more than welcome! I am, after all, only one brain! I've tried making use of polls but I don't get very many responses, so I've just accepted that I'm either going to have to come up with something on my own or take suggestions. Any input you have is wholly appreciated, because I'm biased and think my challenge is the best in the world! /s
0
Looking good! I would move away from the idea of having most of the houses with purpose. Their only purpose is to house civilians, and if you do all 20 stages you're looking at 40 small houses, 21 medium houses, and 9-10 large houses. That would also make the challenge a lot more challenging in a way that would get old fast.
Also, go ahead and put the sawmill where you want it. You know you can use minecarts with chests to move things between points. You'll just have to change where the line goes as your settlement grows. You can also build anything without a tier at any point, I've just written it like this because of pacing and the amount of sense it makes. A town of 15 isn't going to need or want a roller coaster. A town of ~70-100 might enjoy it.
0
There is no helping the activity. It's pretty much dead. I'm the only one to have posted here in about 9 months, so. People left because the creators/team wasn't here making more content to keep it relevant, so it died.
And, no, there are no resource packs.
0
Side quests are separate from the main and are available at any time. That's why they don't list any of the tool restrictions. I should add that to the post somewhere. Good question, though!
0
Thanks! Nothing planned currently - that's why I need testers and players! You guys can help me come up with new ideas for builds to add to the challenge and help me find things that need to be changed!
0
It's been a little while, folks! I'm happy to say, though, that I have added new content to the MODDED Fantasy City Build Challenge! This time, we focused on a magical hideout. Go check it out!
0
Hey guys! I've actually got some ideas for what to write for some of the sections so later tonight after I take care of some housework I'm going to see what I can do! Hopefully you guys will like it and have been enjoying playing the challenge so far!!
Also - I added some more mods to the list of mods you guys can play around with. I'm currently working on MineTweaker scripts to make some mods work better with TFC. So far I've got IndustrialCraft done, but I like the new processes I came up with and hope you guys will like playing around with it!
Let me know if anything is confusing to you or if you need any help getting started.
Thanks again for all your support and I hope to see you soon!
0
That is a huge pack. First, I'd recommend removing OptiFine and all the FTB stuff, as those are mods designed for a specific pack, and we don't know how to configure those (and you can certainly configure your own pack without them). Secondly, how much ram do you have allocated to this? Try allocating about 3 gigs if you have it, if not, shrink the pack. "Pretty" mods like Better Foliage, Ambient Sounds, Chunk Animator, and Fancy Block Particles would be first on my list to go. I also don't see enderIO anywhere in the pack, which makes me wonder why you have the TiCo/EnderIO compat mod put in (Tinker IO?). Ask yourself what you really need to have in the pack versus things you just want. That's all I can suggest, because it's the Minecraft brewing stand throwing the errors.
0
I believe they have to be 16-bit textures. On that subject, I came here to ask if it's possible to add multiple states. I want to add a furnace to TFC and make the vanilla furnace strictly a decoration item. Of course, that means it needs individual states for "lit" and "not lit". How do I do that or can I?