- 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.
- Quests don't take your items. Just holding them is enough — the one exception is the shop.
- You lose nothing when you die. Your corpse survives even in lava and never despawns while it still has items.
- If your FPS is low, turn off the shader first. The pack ships with the shader enabled.
- In co-op, progress is shared but rewards are personal. Three players get three rewards from the same quest.
- 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
| Group | Chapters | Quests | What it's for |
|---|---|---|---|
| 6 | 215 | The main line. It runs from the tutorial through the boss list to knighthood. | |
| 3 | 34 | Cisco's story, and its point of no return. | |
| 4 | 27 | End-game and New Game+ content. | |
| 1 | 15 | The kingdom-building chapter — built on MineColonies. | |
| 1 | 41 | Where you spend champion coin. | |
| 2 | 65 | Optional 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.
| Chapter | Group | Quests | What it covers |
|---|---|---|---|
| The Champion's Trials | Campaign | 75 | The 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 Journey | Campaign | 55 | The 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. |
| Campaign | 47 | The Knight Quest armor-set chapter and the pack's single biggest money source. The completion reward alone pays out over fifteen thousand champion coin. | |
| Shop | 41 | The shop. All forty-one trades are paid in champion coin, and nearly all of them are repeatable. | |
| Angler's Trophies | Intermission | 36 | The fishing branch. All thirty-six quests draw their rewards from the Fishermans Reap loot pool. |
| Fermented Flavours | Intermission | 29 | The winemaking branch — optional, a pure side chapter. |
| Deus Interfectorem | Campaign | 27 | The 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 Equipment | Story | 16 | The end-game gear chain: the ascendant set and the celestial weapon recipes live here. |
| Monarchy | 15 | The 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 Fate | Story | 12 | The story branch. The point of no return sits between this chapter and Ashes of Allegiance. |
| Campaign | 7 | The 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 Sins | Path to Glory | 7 | Seven extra bosses. Each one is summoned with a spawn egg bought from the shop. |
| Celestial Weaponry | Path to Glory | 7 | The recipe chain for the six celestial weapons. |
| Path to Glory | 7 | The 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 Evils | Path to Glory | 6 | Six extra bosses. Every quest hands you a gate pearl — these are what open the New Game+ gate fights. |
| Ashes of Allegiance | Story | 6 | The counterpart branch to Cisco's Fate. Only one of the two can be completed. |
| Forbidden Magicks | Campaign | 4 | A short four-quest magic chain that ties into the magic system from Phase 4. |
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.
| Type | Steps | What you need to do |
|---|---|---|
| Item (item) | 468 | Holding the specified item in your inventory |
| Kill (kill) | 76 | Killing a specific creature a set number of times |
| Checkmark (checkmark) | 18 | A manually-ticked quest — the game measures nothing, you say "done" yourself |
| Structure (structure) | 11 | Stepping inside a specific structure |
| Dimension (dimension) | 8 | Traveling to a specific dimension |
| Advancement (advancement) | 7 | Unlocking one of the game's own advancements |
| Stage (gamestage) | 1 | Having reached a specific game stage (New Game+ tier) |
| Observation (observation) | 1 | Looking 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.
| Type | Entries | How it works |
|---|---|---|
| Item (item) | 406 | A fixed item handed over directly |
| XP level (xp_levels) | 206 | Experience levels handed over directly |
| Random (random) | 36 | A single item the game picks at random from a reward table |
| Loot (loot) | 33 | A loot crate drawn from a reward table |
| Choice (choice) | 12 | A single item you pick yourself from a reward table |
| Command (command) | 8 | The reward isn't an item — it's a command run on the server |
| XP points (xp) | 1 | Experience 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.
| Setting | In this pack | What it means for you |
|---|---|---|
| Progression mode | linear | You 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 items | false | The 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-claim | disabled | Rewards 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 team | false | The reward is written to the person, not the team. We explain what that means for co-op further down. |
| Drop loot crates | false | Enemies don't drop loot crates. The only source of crates is quest rewards and the shop. |
| Pause game | false | The game doesn't pause while the book is open. Don't open it mid-fight. |
- "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.
- "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.
- "View the skill tree." — press
Oand 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.
| Item | Amount | Chance |
|---|---|---|
| Gem Dust | 4 | %14 |
| Iron Ingot | 4 | %14 |
| Emerald | 5 | %14 |
| Gold Ingot | 5 | %14 |
| xp_levels | 15 | %14 |
| Enchanted Golden Apple | 3 | %14 |
| Diamond | 2 | %14 |
A mid-tier crate; it hands out stacks of diamonds and emeralds plus enchanting ink.
| Item | Amount | Chance |
|---|---|---|
| Diamond | 7 | %14 |
| Emerald | 25 | %14 |
| Rare Ink | 5 | %14 |
| xp_levels | 25 | %14 |
| Netherite Scrap | 2 | %14 |
| Gold Ingot | 10 | %14 |
| Wisdom Scroll | 2 | %14 |
The first genuinely valuable crate: netherite, a nether star, or an enchanted book can drop.
| Item | Amount | Chance |
|---|---|---|
| Diamond | 32 | %9 |
| Netherite Ingot | 2 | %9 |
| Nether Star | 1 | %9 |
| Enchanted Netherite Apple | 15 | %9 |
| Empowered Remnant | 2 | %9 |
| Enchanted Spell Book | 1 | %9 |
| Arcane Sands | 32 | %9 |
| Epic Ink | 10 | %9 |
| Reinforced Echo Shard | 1 | %9 |
| xp_levels | 50 | %9 |
| Eternal Stella | 1 | %9 |
| Orb of Origin | 1 | %4 |
The most expensive crate. An Elytra, a Ring of Undying, or an ancient stone can come out of this one.
| Item | Amount | Chance |
|---|---|---|
| Netherite Ingot | 4 | %10 |
| Elytra | 1 | %10 |
| Apotheosis Gem (endersurge, ancient) | 2 | %10 |
| Legendary Ink | 10 | %10 |
| Ultimerite Ingot | 1 | %10 |
| xp_levels | 100 | %10 |
| Orb of Origin | 1 | %10 |
| Eternal Stella | 1 | %10 |
| Ancient Codex | 1 | %8 |
| Godforged Pearl | 32 | %7 |
| Ring of Undying | 1 | %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.
| Table | Items | Uses | How it's drawn |
|---|---|---|---|
| Fishermans Reap | 6 | 33 | Loot crate |
| Common Crate | 7 | 14 | The game picks at random, You choose |
| Twilight Gem | 7 | 9 | The game picks at random |
| Twilight loot | 11 | 9 | The game picks at random |
| MC story mode armor selector | 70 | 4 | You choose |
| Random Flawed Gem | 10 | 3 | The game picks at random |
| Wine Bottle Choice | 19 | 2 | You choose |
| Apothic Enchanting | 3 | 1 | You choose |
| Epic Crate | 12 | 1 | The game picks at random |
| Legendary Crate | 11 | 1 | The game picks at random |
| Perfect Gem | 4 | 1 | You choose |
| Perfect Gem Select | 15 | 1 | You choose |
| Rare Crate | 7 | 1 | The game picks at random |
| Food Rewards | 2 | 1 | You choose |
| Gordon's Goodies | 3 | — | No quest references this table |
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).
| Category | Trades | Price range | What you get |
|---|---|---|---|
| 4 | 4 – 35 | Randomized-content crates; the tables above show what's inside them. | |
| 2 | 3 – 20 | Buying raw resources directly. A netherite ingot costs 20 coin. | |
| Food | 1 | 2 | A single item: 16 honey-glazed ham for 2 coin. A cheap early-game hunger fix. |
| 7 | 6 – 7 | Cisco's own mod's six element cores plus the divine ruby; used in gear recipes. | |
| 8 | 6 – 20 | Permanent trinkets. The Tainted Talisman and Talisman of Challenge are what open the Gateway arenas. | |
| 2 | 5 – 8 | The Wisdom Scroll grants a skill point; the Amnesia Scroll resets your skill tree (with a 20% penalty). | |
| 9 | 1 – 3 | The seven deadly sins plus two extra bosses — all of them 1-3 coin. Since you summon the boss yourself, it never ambushes you unprepared. | |
| 1 | 10 | Permanently lowers the world level by 50. But it only shows up once you've unlocked a New Game+ tier. | |
| 7 | 500 – 50,000 | Items ranging from five thousand to fifty thousand coin. These aren't numbers you'll gather in a single playthrough. |
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. Find your supplies — Find and place a Supply Camp or a Supply Ship. The colony is born from this one block.
2. Craft the Build Tool — No building can be placed without the Build Tool. Most build recipes ask for it too.- 3. Build the Town Hall — The Town Hall is the colony's center; you manage citizen count and permissions from here.
- 4. Declare your kingdom — The moment the Town Hall is placed, the colony is officially founded and its borders appear on the map.
- 5. The builder's hut — The Builder places every building after this one for you. It's the colony's first real worker.
- 6. The mess hall — The Cook feeds your citizens. A hungry citizen stops working.
- 7. Storage — The Warehouse is the colony's shared inventory; couriers move materials through it.
- 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. Fisher's hut — The Fisher produces a steady food supply — the cheapest early-game food source.
- 10. The mine — The Miner brings back stone and ore; most of your building material comes from here.
- 11. Housing — A Residence raises the population cap. A new citizen needs a bed first.
- 12. Guard tower — The Guard Tower is the colony's only defense. Build at least one before the first raid.
- 13. University — The University unlocks research; the colony's long-term growth depends on it.
- 14. Farm — The Farmer produces food more reliably than the fisher.
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.
| Setting | Value | What it means |
|---|---|---|
| Raid difficulty | 5 / 10 | Mid-tier. Determines wave size and enemy strength. |
| Max horde size | 80 | The most enemies that can arrive at once in a single raid. |
| Nights between raids | 10 – 14 nights | Raids arrive at night. At least ten nights of gap is guaranteed. |
| Break through walls | Yes | Enemies can break through walls. Surrounding your colony with stone alone isn't enough. |
| Break doors | Yes | Doors get broken too; a guard tower is mandatory. |
| PVP mode | Off | Colonies 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.
| Enemy | Waves it appears in | Per wave |
|---|---|---|
| Inquisitor | 4 | 3 |
| Incinerator | 5, 8 | 1, 1 |
| Savager | 4, 7 | 2, 1 |
| Necromancer | 3, 6 | 1, 1 |
| Electromancer | 2, 4, 6 | 1, 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.
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.
| Setting | Value | What it means for you |
|---|---|---|
| Force despawn | -1 | A corpse that still holds items never despawns. You can go back for it even months later. |
| Fall into void | No | Even if you die falling into the void, the corpse sits at the bottom of the world — your items aren't deleted. |
| Lava damage | No | Dying in lava isn't item loss; the corpse waits inside the lava. |
| Only owner | No | Anyone can open your corpse. On a shared server, this is the one real risk. |
| Skeleton time | 72,000 ticks | 60 minutes later the corpse turns into a skeleton. This is purely visual — the items stay put. |
-1 | Death records are kept forever. The U key shows the location of your past deaths. |
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.
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.
- Turn off the shader. Options → Video Settings → Shader Packs → Shaders: Disabled. You can turn it back on with a single click.
- Lower your render distance. 8-12 chunks is plenty in this pack; 16 and above multiplies both CPU and memory load.
- 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.
- Trim your resource packs. The pack ships with 13 resource packs; every one of them takes up memory.
- Don't install a new performance mod. Everything in the table below is already installed; adding more just risks conflicts, nothing else.
| Mod | Author | What it does |
|---|---|---|
| Rubidium | NanoLive | Rewrites the rendering engine from scratch — the single biggest win on its own. |
| Oculus | coderbot, IMS212, Justsnoopy30, FoundationGames | Shader support. The number one reason for this pack's FPS problems. |
| ModernFix | embeddedt | Cuts down load times and memory use. |
| Ferrite Core | malte0811 | Compresses block-state data, saving RAM. |
| BadOptimizations | Thosea | Caches small calculations like light maps and sky color. |
| ServerCore | Wesley1808 | Server-side: lightens chunk and mob processing. |
| Let Me Despawn | frikinjay | Lets 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.
| Setting | rubidium-options.json (live) | embeddium-options.json (dead) |
|---|---|---|
| Weather quality | DEFAULT | FAST |
| Leaves quality | DEFAULT | FAST |
| Entity culling | true | true |
| Chunk builder threads | 0 (auto) | 0 |
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.
- Open your inventory and click the My Team button beside it.
- Create a Party to form your team and give it a name.
- Invite Player to invite your friends; once they accept, your quest progress becomes shared.
- Use FTB Chunks. Open the map with the Insert key and claim the chunks your base sits on; your teammates get automatic access.
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.
| Side | Minimum | Maximum | Note |
|---|---|---|---|
| Client (player's computer) | 8 GB | 16 GB | The pack's own recommendation table suggests allocating 7 GB on a 16 GB machine — which contradicts its own minimum. |
| Server | 6 GB | 25 GB | For a three-player server the floor is 6 GB; 8 GB is comfortable. |
| Warnings | disableWarnings: true | If memory is insufficient, the game won't warn you at all. This is the number-one cause of freezes and crashes. | |
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
| Term | Meaning |
|---|---|
| Quest | A single objective in the book |
| Chapter | A page of interconnected quests |
| Task | A single job needed to complete a quest |
| Reward table | A weighted list a single item is drawn from |
| Loot crate | An openable item tied to a reward table |
| Champion Coin | The pack's only currency |
| Party | A group of players sharing quest progress |
| Colony | The settlement you build in MineColonies |
| Raid | A wave of enemies attacking a colony or village |
| Corpse | The block holding your items after you die |
| Shader pack | An add-on that makes visuals prettier at the cost of FPS |
| Chunk | A 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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Station directorship, the star system map, six deep-space points of interest, hulk stripping and Expedition 23 — with an interactive explorer, checklist and salvage simulator.
Cisco's RPG: 200-Day Roadmap
The 397-quest book split into 8 phases: what to do when, a checkable 26-boss Deus Interfectorem list, how much netherite the Fell King costs, and what each New Game+ tier changes.