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Downzorz

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About Downzorz

  • Birthday 02/13/1995

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  1. Also, If anyone wants to compete, I would be glad to act as an impartial judge. That's all I can really do though, as I have no resources to host a server or technical skill to help maintain one.
  2. This challenge was drawn heavily from the City Construction Challenge and the Modern City Challenge. The main difference is that in this challenge, you are separated into teams that each build cities and war with each other. Note that there is a long list of banned items, because of both the limitations surrounding the creation of a challenge of this type with certain items in use and my personal distaste/lack of knowledge of these items. The banned list is: - ALL of EE. I know that some people might disagree with this, but I do not like it and I do not know how to make a good challenge with it. - Quantum Armor. Invincibility makes war pretty damn hard, and nukes ruin the landscape and turn the world into a desolate slab of bedrock. So no quantum. - Nukes, for the reason mentioned above. - No infinite item loops. I know that these are hard without EE, but I’m sure there are some out there. Don’t do it. Don’t use duplication glitches either. These are all guidelines. If you REALLY want to use EE, don’t let me stop you. But don’t be surprised if it kinda messes with the progression. And here are the rules/guidelines for what to DO: - The starting buildings should be at least 1000 blocks away from each other. - Mineshafts should be at least 3x3, with support pillars every 5 blocks. This applies whenever you are underneath more than 3 blocks thick of naturally generated material. - Stuff you find from NPC houses, dungeons, mineshafts, or strongholds can be used regardless of what stage you are on. However, it cannot be crafted into anything else unless you would be able to craft that at your current stage (i.e. if you cannot craft iron tools, you cannot do so with an iron ingot found in a villager’s chest). This applies to nether portals as well. - You can only trade with NPC’s for things that you could legitimately acquire at your current tech level. - You may possess any block, but cannot place blocks that you could not acquire at your current tech level. - Build in a logical pattern. Keep distinct areas separated. For example, do not put a coal-burning factory or nuclear power plant next to residential areas. - Teams are at war from the beginning. Any player may attack the opposing team at any time. - Use at least easy difficulty. Each team goes up in tech levels on its own- one city could be on tier 1, while another could be on tier 2. So without further ado, let’s move on to the challenge. Tier 1 Restrictions - Use only wooden tools. - Do not use any stone or metal. Requirements to Advance - Build a home for each player, with a bed, chest, and crafting table. There must be a front door, living area, bedroom, and crafting area, each with its own room. - Build a town center with a central treasury, meeting room, and offices. - Build a barracks with weapon storage, training room, and massing area. - Build a wheat farm with at least five plots per player. Tier 2 Restrictions - Use only wooden or stone tools. - Do not use any metals. Requirements to Advance - Encircle your city in a wall. Make this wall out of at least cobblestone, at least five blocks high, and at least three thick. Build a staircase running between the barracks and the walls. - Build a main entrance to the city. Put a tower above it, allowing archers to attack from it. - Build a dedicated factory with a crafting area, and divided storage. - Build an infinite water source. - Dig a mineshaft, at least 3x3 wide. Tier 3 Restrictions - Use only up through iron tools. - Use no diamonds, obsidian, or glowstone. - Use a maximum of LV machines. - Do not use any form of automated mining, except for an automated cobblestone generator if you wish. Requirements to Advance - Build a defensive TNT cannon on your city’s walls. Make sure it faces the most likely route of attack. - Build a sorting system for your factory. - Connect your factory to the town treasury so that items can be sent across. - Upgrade your town center to have its own wall, five high and two thick at least. - Construct a rail system for easy movement across the city. - Construct an outpost, connected by rail, between your city and an enemy’s. Build a temporary home, protected storage area, and small walls. - Build an electrical plant with at least 2 generators, a batbox, macerator, and extractor. Tier 4 Restrictions - Do not use nano armor or the nano sabre. - Use a maximum of MV machines. - Do not use nuclear power or HV solar arrays. Requirements to Advance - Build a community structure of some sort, geared towards entertainment- a bathouse, movie theatre, art gallery, or something of the sort. - Build a bunker that connects to the town hall and barracks, made of obsidian or stronger. Put some storage space down there, and a way to close it off in case of attack. - Build a hotel or other mass housing project with at least 20 rooms. - Upgrade your outpost with a tnt cannon or remote-activated tnt mines. - Seed the area around your base with landmines. Tier 5 Restrictions - None Requirements to Advance - Build a single superstructure in the main city. - Build a self-repairing wall around the city hall. Use whatever you like to repair it. - Build at least three concealed outposts. They must be indistinguishable from normal landscape on the outside. - Build a flying machine with tnt bombing or tank with tnt cannon using frames. - Build a grand TNT cannon aimed at the opposing city, from your city. - Connect a teleporter from your main city’s bunker to a safehouse at least 200 blocks away. - Build a self-destruct system for your city so that the enemy cannot use it if taken. - Build an automatic defense system for your city. - Build a nuclear power plant underneath your city, providing power to the whole city. Tier 6 Restrictions - None Requirements to Advance - Destroy the enemy! So whatcha think?
  3. So I lack any competence with modding, or coding in general really, so here I would like to submit ideas I've had for mods that I would like to see. These are probably all technically difficult mods. You may notice that most of the stuff I came up with is related to IC2. That is because IC2 is really the only technic mod that I am really comfortable with. General Stuff The Flashlight- An item that, when used, sends out a beam of light in front of it, about the same range as the torch. Made with glass, glowstone dust, and an RE battery all in a column. Uses veeery small amounts of energy. Night-vision goggles- A piece of headgear that makes all blocks appear fully illuminated to the wearer. Crafted like so- ghg d.d ... g= glass h= iron helmet d= glowstone dust Laser Fence- An item that, when used, connects with all other laser fence blocks in a straight line within 10 blocks. All connected laser fences project a line of laser energy between them that damages anyone touching it. The direction of the fences can be adjusted with a wrench, and they can be turned off with a remote control that is keyed to each particular fence. Crafted like this- .g. geg .g. Produces 4 g= glass e= energy crystal The controller is crafted like this- ... tgt .f. t=tin ingot g= glass f= frequency transmitter Note that one controller can be tuned to more than one block. Gadgets Basically an alternative to EE's high-end stuff, Gadgets are an IC2 thing that gives a number of special abilities. To start making gadgets, you first need some Superior Circuits- .p. aca .p. a= advanced alloy c= advanced circuit p= carbon plate You may notice that this is somewhat expensive to craft. This is not unintentional. To start making gadgets, first make a Basic Gadget. This does nothing, but is used as a building block for every gadget that comes after- .c. csc .c. c= 2x insulated HV cable s= superior circuit After that, the Gadgets can be made into a variety of whatnot. Every advanced gadget requires energy for every use, or for constant use, or no energy for some abilities. Here are some of my ideas for a starting point. Dehydrator- Converts a large area of dirt into sand. This takes 20 EU per use, and fills up 1 bucket/cell with water for every 4 squares turned to desert. On water, it drains every water square in the area and fills up an equivalent number of cells/buckets. This also takes 20 EU/use. Passively, the player is prevented from drowning. Used on a mob, it deals 2 hearts of damage at 20 EU/use. Shift-right clicking drops water from every bucket or cell in the inventory, deploying it in a circular area around where the dehydrator was targeted. sss sgs sss s= sand g= basic gadget Deployer- Deploys a number of blocks of any selected item in the inventory. The pattern of deployment can be changed in a GUI. They can deploy in a pyramid, square, frame, or in another number of basic shapes. New shapes can be inserted with Buildcraft blueprints. This deployment costs 1000 EU/use. It's sort of like a portable builder. ccc cgc ccc c= cobblestone g= basic gadget Other advanced gadgets will be added as I think of them.
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