Santa Guerra_Beta_0.3
What's new
Santa Guerra — Beta 0.3 Revised v4 + Performance
This update integrates the colony progression revision, quest presentation polish, introductory quest fix, Colonial Market and additional client performance profile into the supplied Beta 0.3 export.
MineColonies-centered progression
- Added four colonial crafting components tied to Blacksmith hut levels 2–5.
- Registered exclusive Blacksmith recipes producing four components per batch.
- Removed standard player crafting routes for these custom components.
- Connected selected resource generation, machinery, storage, energy, utility and magic recipes to colony development.
- Kept branch-specific ingredients so different technology routes retain their own identities.
- Removed the mandatory Create Precision Mechanism requirement from colony milestones. Within the 48 replacement recipes, only the Roost and chicken Breeder still require it.
- Moved University and research preparation before Blacksmith construction in the guided colony chapter.
| Component | Blacksmith level | Ingredients per batch | Output |
|---|---|---|---|
| Colonial Structure | 2 | 8 iron ingots, 8 bricks, 2 paper | 4 |
| Industrial Component | 3 | 2 iron blocks, 8 redstone, 4 gold ingots | 4 |
| Advanced Core | 4 | 4 diamonds, 4 Ender Pearls, 2 gold blocks | 4 |
| Supreme License | 5 | 1 Netherite Ingot, 1 Nether Star, 2 diamond blocks | 4 |
Recipe changes
- Defined 48 replacement recipes across 22 mods/addons.
- Replaced the earlier uniform recipe layout with individually defined ingredient grids.
- Resolved duplicate and mirrored-grid collisions within this replacement set.
- Added checks for missing outputs or ingredients: recipes are replaced only when all required items exist. Skipped changes are logged, and original recipes are retained for those cases.
- When a replacement is applied, existing recipes producing that target output are removed before the new shaped recipe is registered.
- Reduced the Industrial Foregoing Pity Machine Frame requirement to the level-2 component and basic materials, avoiding a plastic dependency at the branch entry point.
- Made the Meka-Tool consume an Atomic Disassembler.
- Made the Nitro Reactor consume Spirited Reactors.
- Made the Advanced Chunk Loader consume Basic Chunk Loaders.
- Gave MekaSuit pieces separate recipes using the corresponding diamond armor type.
- Added component requirement tooltips and bundled recipe references, ingredient tables and a recipe atlas.
The complete replacement recipe list, exact ingredient counts and shaped grids are included in Appendix A below. Each replacement outputs one item. Alias targets are conditional and require in-game registry confirmation.
Quests and guided progression
- Added 136 quests across eight chapters: 73 progression quests and 63 Colonial Market quests.
- Preserved the original MineColonies chapter.
- Reworked progression descriptions into preparation, construction and usage guidance.
- Added 12 preparation/introduction quests and explicit branch dependencies.
- Removed the modpack prefix from the added chapter titles.
- Added eight chapter banners, item icons, subtitles and formatted description sections.
- Used distinct node shapes for manual guides, progression milestones and transactions.
- Arranged progression nodes by dependency level and market routes in four-column panels.
- Preserved established progression quest IDs through the presentation revision.
| Added chapter | Quest count |
|---|---|
| Colony and Development | 13 |
| Agriculture and Resources | 9 |
| Workshops and Industry | 17 |
| Storage and Automation | 11 |
| Generation and Distribution | 6 |
| Logistics and Tools | 13 |
| Arcane Workshop | 4 |
| Colonial Market | 63 |
Quest completion fix
- Removed the external dependency from the introductory colony quest, allowing its checkmark task to be completed directly.
- Renamed the introductory quest to a clear “Start here” instruction.
- Kept the rest of the progression dependencies intact.
- Manual guides remain checkmark tasks; item tasks still require their specified items.
- Market submission tasks consume delivered goods or payment coins.
- Reward claims remain manual for market transactions.
This fixes the identified introductory dependency block. It does not convert every quest to manual completion or claim to resolve unrelated runtime quest problems.
Currency and Colonial Market
- Disabled Lightman’s Currency entity coin drops.
- Disabled built-in resource-to-coin minting.
- Added 14 route guides and 42 repeatable production contracts, with three contracts per route.
- Added six repeatable supply purchases without selling colonial components or progression machines.
- Revised required export quantities, normalized essence batch progression and reduced excessive high-tier quantities.
- Standard production routes pay 2, 4 and 8 iron coins. Shared raw-resource routes pay 1, 2 and 4 iron coins.
- Contract cooldowns are 3,600, 5,400 and 7,200 seconds, respectively, using FTB Quests’ native repeat system.
- Supply purchases use a 60-second cooldown.
- Regenerated market transaction IDs during the balance rework to avoid applying old submissions or claims to changed contracts.
Old partial market deliveries do not migrate to the revised transaction IDs. Back up quest data before updating an existing world. Prices are initial balance estimates and need testing against actual production speeds.
Performance profile
These changes target client rendering and visual overhead. They do not guarantee higher FPS or resolve server tick lag.
- Epic Fight: disabled blood effects, ground slam visuals, cosmetics and POV action; reduced the hit-projectile effect limit from 30 to 6. Kept the first-person body model enabled at the user’s request.
- Embeddium: disabled the vignette; retained existing culling options, visible-texture animation optimization and automatic chunk worker settings.
- Create: reduced fan particle density from 0.5 to 0.2 and filter-item rendering distance from 10 to 8 blocks.
- Mekanism: enabled opaque transmitters; reduced special block/multiblock rendering range from 256 to 64 blocks; disabled machine and multiblock-formation particles and decorative tool bolts; reduced radiation particle radius from 30 to 16 and count from 100 to 25.
- Productive Bees: disabled rendered centrifuge comb inventories and entities displayed inside amber blocks; kept bees in jars visible.
- Immersive Engineering: simplified dynamic-model lighting and restored the tile rendering distance multiplier from 1.5 to 1.0.
- Ars Nouveau: enabled simplified Warp Portal rendering.
- Iron’s Spellbooks: disabled shield collisions with particles.
- Falling Leaves: reduced leaf spawn rate from 10 to 3, conifer rate from 2 to 1 and lifetime from 200 to 120; disabled falling leaves from player-placed blocks.
- Sodium Dynamic Lights: changed REALTIME lighting to SLOW and disabled block-entity light sources; kept the player’s held-item light enabled.
- MineColonies: disabled level-5 neighboring-building previews during schematic placement and reduced Build Goggles marker range from 50 to 32 blocks.
- PneumaticCraft: disabled tube-module redstone and Pressure Chamber particles; reduced the helmet Block Tracker client time budget from 10% to 5% of a tick, which may slow information updates.
- Flywheel: changed lighting smoothness from SMOOTH to TRI_LINEAR; retained automatic backend and thread selection.
- WATUT: disabled detailed GUI image sharing and increased the incoming GUI update interval from 10 to 20 ticks.
- Applied Energistics 2: disabled visual effects without changing network processing or autocrafting.
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