Cisco's RPG Quests, Economy, Kingdom, and Co-op Guide

The pack's skeleton is its quest book: 397 quests, 17 chapters, six groups. This page doesn't explain what order to play the book in — it explains how it works: why the reward isn't arriving, what drops from a crate, how to build a kingdom, why your FPS is low, and who gets the reward when you play with a friend.

Modpack 13 min read August 25, 2026 V8E · Minecraft 1.19.2 · Forge
Shortcut — if you only remember six things from this page:
  1. Rewards don't arrive on their own. You have to open the book and claim them yourself — you probably have some piled up right now.
  2. Quests don't take your items. Just holding them is enough — the one exception is the shop.
  3. You lose nothing when you die. Your corpse survives even in lava and never despawns while it still has items.
  4. If your FPS is low, turn off the shader first. The pack ships with the shader enabled.
  5. In co-op, progress is shared but rewards are personal. Three players get three rewards from the same quest.
  6. The kingdom isn't mandatory. Only 15 of the 397 quests are kingdom-related.

The quest book: where to start

The quest book opens with the 0 key and is the map for everything else in the pack. The mod is called FTB Quests; the book's in-game title is Cisco's Adventure Rpg. It holds 397 quests — a number that confirms the pack's own "200+ quests" claim, and blows well past it.

The book splits along two axes: groups at the top, chapters inside each group. If you just want to follow the main line, the Campaign group is enough; the other five groups are side content.

Six groups, seventeen chapters

The quest book's six groups — 17 chapters, 397 quests total (counted from the config/ftbquests/quests/ folder)
GroupChaptersQuestsWhat it's for
Campaign6215The main line. It runs from the tutorial through the boss list to knighthood.
Story334Cisco's story, and its point of no return.
Path to Glory427End-game and New Game+ content.
Monarchy115The kingdom-building chapter — built on MineColonies.
Shop141Where you spend champion coin.
Intermission265Optional side branches: winemaking and fishing.

Quest count is spread very unevenly across chapters. The three biggest chapters (The Champion's Trials, Traveller's Journey, KnightHood) alone account for 177 quests — %45 of the whole book.

All seventeen chapters, sorted by quest count
ChapterGroupQuestsWhat it covers
The Champion's TrialsCampaign75The series' true starting point and its most crowded chapter. It's the backbone of the first hundred days: basic mining, the first armor sets, and the first serious enemies.
Traveller's JourneyCampaign55The dimension guide. It explains, in the game's own words, how to enter the Twilight Forest, the Aether, Blue Skies, and the Otherside — this was Phase 5's main source.
KnightHoodCampaign47The Knight Quest armor-set chapter and the pack's single biggest money source. The completion reward alone pays out over fifteen thousand champion coin.
Cisco's WaresShop41The shop. All forty-one trades are paid in champion coin, and nearly all of them are repeatable.
Angler's TrophiesIntermission36The fishing branch. All thirty-six quests draw their rewards from the Fishermans Reap loot pool.
Fermented FlavoursIntermission29The winemaking branch — optional, a pure side chapter.
Deus InterfectoremCampaign27The pack's main boss list. Three tiers plus a Gatekeeper unlock in sequence; which boss sits at which level is spelled out on the Roadmap page.
Divine EquipmentStory16The end-game gear chain: the ascendant set and the celestial weapon recipes live here.
FoundationMonarchy15The kingdom chapter. Fifteen quests walk you through the first twelve buildings of a MineColonies colony; it's the pack's one real touch on MineColonies.
Cisco's FateStory12The story branch. The point of no return sits between this chapter and Ashes of Allegiance.
TutorialCampaign7The pack's opening chapter. It teaches the quest book, forming a team, and the basic keybinds; all seven quests finish in a few minutes.
Seven Deadly SinsPath to Glory7Seven extra bosses. Each one is summoned with a spawn egg bought from the shop.
Celestial WeaponryPath to Glory7The recipe chain for the six celestial weapons.
Finis DierumPath to Glory7The New Game+ panel. The Ascendant, Divine, and Hellheim tiers raise the world level by 150, 300, and 500 respectively and reset the main boss chapter.
Lesser EvilsPath to Glory6Six extra bosses. Every quest hands you a gate pearl — these are what open the New Game+ gate fights.
Ashes of AllegianceStory6The counterpart branch to Cisco's Fate. Only one of the two can be completed.
Forbidden MagicksCampaign4A short four-quest magic chain that ties into the magic system from Phase 4.
This page doesn't cover quest order. Which boss sits at which level, a day-by-day plan for the first two hundred days, and recipe costs live on a separate page: Cisco's RPG · 200-Day Roadmap.

Quest steps and reward types

A quest is made of one or more steps (tasks). The overwhelming majority of steps ask you to bring an item; killing enemies comes second. Structure and dimension steps are rare, but they usually unlock a chapter's gate.

The type of all 590 quest steps — a single quest can have more than one step
TypeStepsWhat you need to do
Item (item)468Holding the specified item in your inventory
Kill (kill)76Killing a specific creature a set number of times
Checkmark (checkmark)18A manually-ticked quest — the game measures nothing, you say "done" yourself
Structure (structure)11Stepping inside a specific structure
Dimension (dimension)8Traveling to a specific dimension
Advancement (advancement)7Unlocking one of the game's own advancements
Stage (gamestage)1Having reached a specific game stage (New Game+ tier)
Observation (observation)1Looking at a specific creature

On the reward side, the only thing worth knowing is the difference between random and choice. With a random reward the game draws for you; with a choice reward a list opens and you take what you want.

702 reward entries by type — the difference between "choice" and "random" matters
TypeEntriesHow it works
Item (item)406A fixed item handed over directly
XP level (xp_levels)206Experience levels handed over directly
Random (random)36A single item the game picks at random from a reward table
Loot (loot)33A loot crate drawn from a reward table
Choice (choice)12A single item you pick yourself from a reward table
Command (command)8The reward isn't an item — it's a command run on the server
XP points (xp)1Experience points handed over directly

The book's six behavior rules

The pack has changed FTB Quests' default behavior in six places. Four of these directly change your play experience, and none of them are ever explained to you in-game.

The settings that shape the quest book's behavior (quests/data.snbt)
SettingIn this packWhat it means for you
Progression modelinearYou can't start a quest's steps before its prerequisite is finished. That's the mode's own description; in flexible mode you could.
Consume itemsfalseThe default for item quests: you just need to hold the item, the quest doesn't take it. The one exception is the shop — every trade there really does consume it.
Auto-claimdisabledRewards don't arrive on their own. Even after a quest finishes, you have to open the book and claim it by hand; you may have unclaimed rewards piled up.
Reward teamfalseThe reward is written to the person, not the team. We explain what that means for co-op further down.
Drop loot cratesfalseEnemies don't drop loot crates. The only source of crates is quest rewards and the shop.
Pause gamefalseThe game doesn't pause while the book is open. Don't open it mid-fight.
The row in this table that causes the most trouble is Auto-claim. A quest that shows as "complete" in the list doesn't hand over its reward automatically. That's why players who've clocked dozens of hours show up never having claimed a single reward.
Start to finish — the first three quests of The Squire's Trials chapter:
  1. "The Adventure Begins!" — its only condition is being in the Overworld, so it already looks complete the moment you spawn in. Click the quest with the green checkmark, then click again in the reward box that opens — four pieces of wooden armor drop into your inventory.
  2. "Obtain iron" — holding 1 iron ingot in your inventory is enough (the quest doesn't take the item). The moment you pick up the ingot the quest lights up as "complete"; again you click the quest, then the reward box.
  3. "View the skill tree." — press O and open the skill tree once; the game measures nothing, YOU click the checkmark on screen yourself (this is a real example of the "Checkmark" type from the table above).

The pattern is always the same: meet the condition → the quest lights up in the book → click the quest → click the reward box that opens → the reward drops into your inventory. Skip the third step (since Auto-claim is off) and the reward never comes on its own.

Rewards and loot crates

Most quest rewards are fixed items (406 entries), and there's no need to list them one by one here. The interesting part is loot crates: these draw from a reward table and produce a single item.

That distinction matters because most players opening a crate assume they'll get the whole list. Every table's loot_size is 1 — meaning you get exactly one item out of the eleven-item Legendary Crate.

What's inside the four crates

Below are the three crates you can buy from the shop plus the Common Crate, the one most often handed out as a quest reward. Percentages are calculated from each item's weight; items with a weight under 1 (e.g. Ring of Undying) have been deliberately made rare.

The most commonly handed-out crate. Its contents won't change the game on their own, but they help in the early game.

Common Crate — each opening drops a single item, one out of 7 possibilities
ItemAmountChance
Gem Dust4%14
Iron Ingot4%14
Emerald5%14
Gold Ingot5%14
xp_levels15%14
Enchanted Golden Apple3%14
Diamond2%14

A mid-tier crate; it hands out stacks of diamonds and emeralds plus enchanting ink.

Rare Crate — each opening drops a single item, one out of 7 possibilities
ItemAmountChance
Diamond7%14
Emerald25%14
Rare Ink5%14
xp_levels25%14
Netherite Scrap2%14
Gold Ingot10%14
Wisdom Scroll2%14

The first genuinely valuable crate: netherite, a nether star, or an enchanted book can drop.

Epic Crate — each opening drops a single item, one out of 12 possibilities
ItemAmountChance
Diamond32%9
Netherite Ingot2%9
Nether Star1%9
Enchanted Netherite Apple15%9
Empowered Remnant2%9
Enchanted Spell Book1%9
Arcane Sands32%9
Epic Ink10%9
Reinforced Echo Shard1%9
xp_levels50%9
Eternal Stella1%9
Orb of Origin1%4

The most expensive crate. An Elytra, a Ring of Undying, or an ancient stone can come out of this one.

Legendary Crate — each opening drops a single item, one out of 11 possibilities
ItemAmountChance
Netherite Ingot4%10
Elytra1%10
Apotheosis Gem (endersurge, ancient)2%10
Legendary Ink10%10
Ultimerite Ingot1%10
xp_levels100%10
Orb of Origin1%10
Eternal Stella1%10
Ancient Codex1%8
Godforged Pearl32%7
Ring of Undying1%5

Fifteen reward tables

The pack carries fifteen tables in its reward_tables/ folder, and fourteen of them are actually used. Don't trust the file names: wine_makers_delight.snbt hands out an Apotheosis gem, not wine, and test.snbt is, despite its name, a live food reward.

All 15 reward tables — "uses" is how many quests reference this table
TableItemsUsesHow it's drawn
Fishermans Reap633Loot crate
Common Crate714The game picks at random, You choose
Twilight Gem79The game picks at random
Twilight loot119The game picks at random
MC story mode armor selector704You choose
Random Flawed Gem103The game picks at random
Wine Bottle Choice192You choose
Apothic Enchanting31You choose
Epic Crate121The game picks at random
Legendary Crate111The game picks at random
Perfect Gem41You choose
Perfect Gem Select151You choose
Rare Crate71The game picks at random
Food Rewards21You choose
Gordon's Goodies3—No quest references this table
Only one table is genuinely dead: Gordon's Goodies. No quest references it, so you'll never see the netherite scraps inside it in the game.

Champion Coin: earning and spending

Champion Coin is the pack's only currency and it's spent in exactly one place: the Cisco's Wares section of the quest book. Its main source is quest rewards; enemies above level 750 and Gateway arenas also drop it.

The earning side — which chapter pays how much, how much each boss is worth — is broken down chapter by chapter on the Roadmap page. Here we explain the mechanics of spending it.

How Cisco's Wares works

The shop isn't a separate interface — it's a chapter inside the quest book. Every trade is really a repeatable quest: its step is "hold this many champion coin", and its reward is the item you receive. Unlike the rest of the book, these steps carry consume_items: true, meaning your coin is genuinely spent.

37 of the forty-one trades are unlimited and repeatable; the remaining 4 are one-time only (Emperor's Crown, Belt of Bracing, Perfect Dark One Gem, and the flight ring).

How all 41 trades break down by category and price range — the full price list is on the Roadmap page
CategoryTradesPrice rangeWhat you get
Loot crates44 – 35Randomized-content crates; the tables above show what's inside them.
Raw materials23 – 20Buying raw resources directly. A netherite ingot costs 20 coin.
Food12A single item: 16 honey-glazed ham for 2 coin. A cheap early-game hunger fix.
Element cores76 – 7Cisco's own mod's six element cores plus the divine ruby; used in gear recipes.
Talismans and amulets86 – 20Permanent trinkets. The Tainted Talisman and Talisman of Challenge are what open the Gateway arenas.
Scrolls25 – 8The Wisdom Scroll grants a skill point; the Amnesia Scroll resets your skill tree (with a 20% penalty).
Boss spawn eggs91 – 3The seven deadly sins plus two extra bosses — all of them 1-3 coin. Since you summon the boss yourself, it never ambushes you unprepared.
Difficulty setting110Permanently lowers the world level by 50. But it only shows up once you've unlocked a New Game+ tier.
End game7500 – 50,000Items ranging from five thousand to fifty thousand coin. These aren't numbers you'll gather in a single playthrough.
The full trade price list, which trades are efficient for netherite, and the net payoff of spawn eggs are laid out on the Roadmap's economy section.
The shop's hidden line: the "Reduce world level by 50" trade permanently lowers the world level by 50, for just 10 coin. But you won't see it in the list — its step carries a gamestage condition and only appears once you've unlocked the Ascendant tier. So this isn't a difficulty escape hatch, it's a New Game+ setting.

Building your own kingdom

The pack's "become ruler of your own kingdom" promise rests on the MineColonies mod. Measuring it shows just how limited the pack's actual contribution to that mod is: of the 85 settings in the MineColonies config file, 77 carry their own [Default: …] comment, and none of them differ from the default (the remaining 8 settings couldn't be compared since they don't write their default).

The pack's real contribution is a single quest chapter: Foundation. Fifteen quests walk you by the hand through building the first twelve buildings. For someone new to the mod, it's a solid starter checklist against MineColonies' otherwise scattered learning curve.

Foundation: fifteen steps

The whole chapter is linear; every step requires the one before it. Rewards are small (up to 2 coin per step), so you play this chapter for the colony, not the money.

  1. 1. Find your supplies — Find and place a Supply Camp or a Supply Ship. The colony is born from this one block.
  2. 2. Craft the Build Tool — No building can be placed without the Build Tool. Most build recipes ask for it too.
  3. 3. Build the Town Hall — The Town Hall is the colony's center; you manage citizen count and permissions from here.
  4. 4. Declare your kingdom — The moment the Town Hall is placed, the colony is officially founded and its borders appear on the map.
  5. 5. The builder's hut — The Builder places every building after this one for you. It's the colony's first real worker.
  6. 6. The mess hall — The Cook feeds your citizens. A hungry citizen stops working.
  7. 7. Storage — The Warehouse is the colony's shared inventory; couriers move materials through it.
  8. 8. Courier's hut — The Courier moves materials between the warehouse and workers. Without one, a colony can't get building materials where they're needed.
  9. 9. Fisher's hut — The Fisher produces a steady food supply — the cheapest early-game food source.
  10. 10. The mine — The Miner brings back stone and ore; most of your building material comes from here.
  11. 11. Housing — A Residence raises the population cap. A new citizen needs a bed first.
  12. 12. Guard tower — The Guard Tower is the colony's only defense. Build at least one before the first raid.
  13. 13. University — The University unlocks research; the colony's long-term growth depends on it.
  14. 14. Farm — The Farmer produces food more reliably than the fisher.
  15. 15. The tavern — The Tavern draws in new citizens and raises happiness. It's the last step of the Foundation chapter.

Raids: actually two separate systems

Behind the "defend against raiders" promise are two different mods that get mixed up, and they're separate events. MineColonies' own raid targets your claimed colony area; Raided instead adds new enemies to vanilla village raids.

The settings for the raid that hits your colony (minecolonies-server.toml) — the pack hasn't changed any of these, they're all mod defaults
SettingValueWhat it means
Raid difficulty5 / 10Mid-tier. Determines wave size and enemy strength.
Max horde size80The most enemies that can arrive at once in a single raid.
Nights between raids10 – 14 nightsRaids arrive at night. At least ten nights of gap is guaranteed.
Break through wallsYesEnemies can break through walls. Surrounding your colony with stone alone isn't enough.
Break doorsYesDoors get broken too; a guard tower is mandatory.
PVP modeOffColonies can't destroy each other. You're safe on a shared server.

The five illagers Raided adds show up in the classic village raid triggered by Bad Omen — not in a colony raid. The wave table matches the mod's own default exactly; the pack hasn't changed anything here either.

The five new illagers Raided adds to village raids, and which wave they arrive in (raided-common.toml; the wave table matches the mod's default exactly)
EnemyWaves it appears inPer wave
Inquisitor43
Incinerator5, 81, 1
Savager4, 72, 1
Necromancer3, 61, 1
Electromancer2, 4, 61, 2, 1

Your colony's invisible problem

There's an interaction between the pack's leveling system and MineColonies that's written down nowhere. We read the Auto Leveling mod's canHaveLevel check: an entity doesn't need to be an enemy to gain levels. The check only looks at three things — not being a player, not being blacklisted, and passing an empty whitelist.

The blacklist has only five entries (the Aether's Sun Spirit and four from Blue Skies). So your colony's citizens, its guards, and the barbarians attacking them all gain levels based on distance from spawn.

The practical upshot: the farther you build your colony from spawn, the higher-level both your guards and your attackers get. You can confirm this yourself: the pack has left show_level_when_looking_at at true, so just look at a citizen.

This is a conclusion drawn from reading the code, not something we measured in-game. But since confirming it is as easy as looking at a citizen, we included it.

Organizing your items

This pack has 288 mods, and your inventory fills up constantly. To deal with it, the pack carries five storage mods, two helper tools, and a death net. Their config files don't write their default values, so they couldn't be compared one by one; only Corpse's ten settings were read straight from the mod jar and confirmed, and all ten matched the default.

You don't lose items when you die

This is the thing new players panic about most, so let's be clear: you don't lose your items when you die. The Corpse mod drops a corpse holding your inventory at the spot where you died, and you open it to get everything back.

The settings make this nearly loss-proof. Dying in lava, falling into the void, or forgetting about your corpse for days doesn't cause item loss.

The settings that decide what happens when you die (corpse-server.toml) — since the file doesn't write its defaults, values were read from the mod jar; the pack hasn't changed any of the ten
SettingValueWhat it means for you
Force despawn-1A corpse that still holds items never despawns. You can go back for it even months later.
Fall into voidNoEven if you die falling into the void, the corpse sits at the bottom of the world — your items aren't deleted.
Lava damageNoDying in lava isn't item loss; the corpse waits inside the lava.
Only ownerNoAnyone can open your corpse. On a shared server, this is the one real risk.
Skeleton time72,000 ticks60 minutes later the corpse turns into a skeleton. This is purely visual — the items stay put.
Death history-1Death records are kept forever. The U key shows the location of your past deaths.
The one real risk is the last row's Only owner: No. Your corpse isn't locked — another player on a shared server can open it too. If you're playing solo, it doesn't matter.

What each storage tool is for

The seven tools below aren't alternatives to each other — they each do a different job. The first five are storage; the last two (XP Tome and Waystones) aren't storage, but they lighten your inventory load all the same.

  • Sophisticated Backpacks — A backpack you carry with you. Opens with the B key. Upgrades let you add a magnet, auto-smelting, and stack capacity.
  • Storage Drawers — Each drawer holds a large quantity of a single item type. The most practical way to dump stone and ore after a mining trip.
  • Tom's Simple Storage — Lets you wire chests together and manage them from a single search screen. Simple to set up, plain interface.
  • Iron Chests — Upgrades chests from iron through diamond to netherite; each tier gives more slots.
  • Carry On — Lets you pick up and carry a full chest, contents and all. No need to empty your inventory when moving base.
  • XP Tome — Banks your experience into a book. The mod's default capacity is 1,395 points (read from the jar); the pack has raised it to 2,147,483,647 — effectively unlimited, and the one genuine pack change in this section. Stash your XP here before you die.
  • Waystones — Places fixed teleport points on your map. The fastest way back to a distant colony or boss arena.
Goblin Traders, the wandering merchants, are also part of the pack. Their spawn chance is 25%, they restock every 48,000 ticks, and they carry legendary trades only 10% of the time (goblintraders-common.toml).

If your FPS is low

Low FPS is normal in a 288-mod pack, but in this pack most of the problem doesn't come from the mod count — it comes from a single setting.

Turn off the shader first

The pack ships with the ComplementaryReimagined_r5.1.1.zip shader pack enabled (enableShaders=true in oculus.properties). Shaders alone can cut your frame rate in half — a far bigger load than any single mod could put on you.

  1. Turn off the shader. Options → Video Settings → Shader Packs → Shaders: Disabled. You can turn it back on with a single click.
  2. Lower your render distance. 8-12 chunks is plenty in this pack; 16 and above multiplies both CPU and memory load.
  3. Check your memory. The pack asks for 8 GB but has turned off its own warnings — if it's not enough, it won't tell you, it'll just stutter.
  4. Trim your resource packs. The pack ships with 13 resource packs; every one of them takes up memory.
  5. Don't install a new performance mod. Everything in the table below is already installed; adding more just risks conflicts, nothing else.
The performance mods that come pre-installed — you don't need to add any of them yourself
ModAuthorWhat it does
RubidiumNanoLiveRewrites the rendering engine from scratch — the single biggest win on its own.
Oculuscoderbot, IMS212, Justsnoopy30, FoundationGamesShader support. The number one reason for this pack's FPS problems.
ModernFixembeddedtCuts down load times and memory use.
Ferrite Coremalte0811Compresses block-state data, saving RAM.
BadOptimizationsThoseaCaches small calculations like light maps and sky color.
ServerCoreWesley1808Server-side: lightens chunk and mob processing.
Let Me DespawnfrikinjayLets distant mobs despawn under vanilla rules.

The file you're editing for nothing

There are two separate video-settings files sitting in the pack's config/ folder: rubidium-options.json and embeddium-options.json. The second one does nothing at all.

The renderer that's actually installed is Rubidium, and only the name rubidium-options.json is embedded in its jar. The word embeddium doesn't appear in any of the pack's 288 jars, meaning no mod reads that file.

The pack's video settings — the left file is live, no mod reads the one on the right
Settingrubidium-options.json (live)embeddium-options.json (dead)
Weather qualityDEFAULTFAST
Leaves qualityDEFAULTFAST
Entity cullingtruetrue
Chunk builder threads0 (auto)0
The difference in the table matters: the dead file has weather and leaves quality set to FAST, while the live file has DEFAULT. So that performance tweak never takes effect. You can get the same gain yourself from the in-game Video Settings screen.

Playing with friends

The pack is built for co-op: the quest book runs on teams, FTB Chunks gives you land protection, and most bosses assume a three-player group. But there are a few pitfalls in the setup.

Forming a team and reward sharing

FTB Quests won't let you complete a quest outside a team; the mod's own warning reads exactly: "Join a team to complete quests!". Everyone starts in their own solo team, so to play together you need to form a Party.

FTB Teams' keybind is unassigned in this pack. You form your team from the My Team button next to your inventory screen.

  1. Open your inventory and click the My Team button beside it.
  2. Create a Party to form your team and give it a name.
  3. Invite Player to invite your friends; once they accept, your quest progress becomes shared.
  4. Use FTB Chunks. Open the map with the Insert key and claim the chunks your base sits on; your teammates get automatic access.
The reward math works in your favor in co-op: progress is written to the team, but the reward record is written to each player's own identity. In the mod's code, the reward key is built from the player's identity whenever team rewards are off. The result: a three-player team finishes the same quest once, but claims the reward three times.

In practice this triples champion coin income in a three-player group. Expensive shop items — like the 10,000-coin Temporal Core — aren't realistic for a solo player, but become reachable in a full team.

Server and memory

There are two ways to play together: one of you opens the world to LAN, or you set up a dedicated server. The LAN route is free, but the host's computer has to carry both the game and the server.

The pack's own memory thresholds (config/memorysettings.json)
SideMinimumMaximumNote
Client (player's computer)8 GB16 GBThe pack's own recommendation table suggests allocating 7 GB on a 16 GB machine — which contradicts its own minimum.
Server6 GB25 GBFor a three-player server the floor is 6 GB; 8 GB is comfortable.
WarningsdisableWarnings: trueIf memory is insufficient, the game won't warn you at all. This is the number-one cause of freezes and crashes.
Let's be honest about the server package: the pack's CurseForge page offers a separate server pack, but that file isn't part of this installation, so we couldn't verify the setup steps from here. If you're setting up a server, download the server file from the pack's CurseForge page and follow the instructions that come with it; the memory figures here still apply.

Series complete — what's next: 200-Day Roadmap

Frequently asked questions

How do I open the quest book?

Press 0. The game doesn't pause while the book is open, because the pack has left pause_game off — don't open it mid-fight.

Does a quest take the item it asks for?

No. The book's default is consume_items: false, meaning you only need to hold the item. The one exception is the Cisco's Wares shop, where every trade really does take your champion coin.

I finished a quest but the reward never arrived.

Rewards aren't handed out automatically: the default_autoclaim_rewards setting is disabled. Open the book, go to the quest, and claim the reward by hand — you likely have a few piled up.

Can I start a later quest ahead of time?

No. The pack sets progression_mode to linear; by the mode's own description, you can't start a quest's steps before its prerequisite is finished. In flexible mode you could.

Do loot crates drop from enemies?

No. drop_loot_crates is off. The only sources of crates are quest rewards and the shop; opening a crate always gives you just one item from the list.

When I play with a friend, does quest progress get shared?

Progress is shared, but the reward is personal. FTB Quests tracks progress on the team, but since default_reward_team is off, the reward record is written to each player's own identity — meaning three players get three rewards from the same quest.

How do we form a team?

Create a Party from the My Team button next to your inventory and invite your friends. FTB Teams' keybind is unassigned in this pack, so use the button.

Do I lose my items when I die?

No. The Corpse mod keeps your items in a corpse, and a corpse that still has items never despawns — even if you die in lava or in the void. But the corpse isn't locked; someone else on a shared server can open it too.

How do I find where I died in the past?

U opens the death history and shows the coordinates of every death. Records are kept forever, so old deaths stay in the list too.

My FPS is very low, what should I do?

Turn off the shader first: the pack ships with the ComplementaryReimagined shader enabled, and it's the single biggest load on its own. Then lower your render distance. Performance mods are already installed — don't add another.

I edited embeddium-options.json and nothing changed.

It won't. No installed mod reads that file — the name doesn't appear in any of the pack's 288 jars. The renderer that's installed is Rubidium, and it only reads rubidium-options.json.

Do I have to build my own kingdom?

No. The kingdom chapter (Foundation) is only 15 of the 397 quests and sits in a group entirely separate from the main line. You can finish the game without ever touching it.

Mini glossary

English terms you'll run into on this page and in the game's interface
TermMeaning
QuestA single objective in the book
ChapterA page of interconnected quests
TaskA single job needed to complete a quest
Reward tableA weighted list a single item is drawn from
Loot crateAn openable item tied to a reward table
Champion CoinThe pack's only currency
PartyA group of players sharing quest progress
ColonyThe settlement you build in MineColonies
RaidA wave of enemies attacking a colony or village
CorpseThe block holding your items after you die
Shader packAn add-on that makes visuals prettier at the cost of FPS
ChunkA 16×16 block slice of the world; land protection works on this unit

The technical figures in this guide (quest and chapter counts, quest book settings, reward table contents and weights, shop prices, MineColonies and Raided settings, Corpse values, memory thresholds) were read from the pack's own V8E configuration files and mod jars; values may change with the pack's version. Mod settings were compared against the defaults in their own mod jar, and only deviating values are presented as "the pack's decision". Uncertainty statement: whether colony citizens and raiders gain levels is drawn from reading the Auto Leveling mod's canHaveLevel and applyLevelBonuses code paths, not measured in-game. Crate percentages are calculated from the weights in the tables; the mod's actual draw implementation wasn't separately verified. The server pack (CARPG Ultimate V8E Serv.zip) wasn't present in this installation, so the server setup steps couldn't be verified and aren't included on this page. Pack Cisco's Fantasy Medieval RPG [Ultimate], made by franciscogolden — CurseForge pack page (opens in a new tab). Item images on this page are taken from the textures of the pack's mods and belong to their respective mod authors (FTB Quests, FTB Teams and FTB Chunks © FTB Team, MineColonies and Structurize © LDT Team, Sophisticated Backpacks © P3pp3rF1y, Storage Drawers © Texelsaur, Tom's Simple Storage © tom5454, Waystones © BlayTheNinth, Iron Chests © cpw, XP Tome © bl4ckscor3, Corpse © Max Henkel, Cisco's Content © franciscogolden, Passive Skill Tree © Daripher). Minecraft © Mojang Studios.

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