Framework for designing FTB Quests around player specialization.
Brave New Globe is a reality simulator: almost everything can be done the simple way, but investing in tools, industry, and knowledge unlocks better yields, safer processes, and larger scale. A Special Interest Group (SIG) is a career path shaped like that — not every mod, and not every piece of content.
| Section | Purpose |
|---|---|
| What is a SIG? | Criteria for including or excluding content |
| Non-SIG layers | World, fauna, QoL, libraries — questable as flavor, not careers |
| SIG catalog | One block per SIG for quest authors |
| Quest writing template | Copy/paste structure per SIG chapter |
| Cross-SIG map | Where careers intentionally overlap |
When writing FTB Quests:
A SIG is a specialization curve:
Baseline (simple, low yield / low scale)
↓ player invests in knowledge, machines, sites
Specialized (higher yield, throughput, safety, or reach)
Example — Metalworking: toss iron ore in a furnace (baseline) → build a Create: Metallurgy foundry chain (specialized) → better yields and alloys.
| Pattern | Examples | Why |
|---|---|---|
| World stage | Big Globe, Serene Seasons, Project Atmosphere, dimensions, structures | Sets the planet; not a job |
| Fauna / threats | Re:Animal, Mowzie’s Mobs, Sea Myths, Hybrid Aquatic, Mutant Monsters | Populate the world; hunting may appear inside a SIG, but the mod is not the SIG |
| Pure ambiance / client | Iris, Distant Horizons, Simple Clouds, Particle Rain | Presentation |
| QoL / recovery | Corpse, Backpacks, Better Respawn, Too Fast | Convenience |
| Libraries / APIs | GeckoLib, Cloth Config, Villager API, … | Plumbing |
| Decorative-only | Copycats+ (unless folded into Civil Works) | Building aesthetics without a yield curve |
| Magic / remote commerce | Auction mailboxes, teleport shops | Conflicts with grounded logistics |
*Seasons and climate constrain Agriculture and Aviation; they are environmental rules, not SIGs themselves.
| Mod | SIG home | Not a SIG because… |
|---|---|---|
| Re:Animal | — | World fauna overhaul |
| Animal Weights | Agriculture & Animal Husbandry | Weight/loadout rules for livestock & transport animals |
| Doped Horses | Land Transport or Husbandry | Specialized mounts (see Land Transport) |
| Hybrid Aquatic / Sea Myths / Aquamirae | — | Ocean content & threats; fishing/boating may reference them |
| Bountiful | Commerce (starter faucet) | Quest board tool, not a full career alone |
| Create (base) | Shared industrial substrate | Kinetics underpin many SIGs; do not make “Create” itself a SIG |
| Create: Dragons Plus | — | Thematic Create content; not a grounded trade |
| Better Combat | — | Combat feel overhaul; not a profession tree |
| Simply Swords / Simply More | — | Weapon-type flavor; uniques stay disabled (0.9.15 denylist + 0.9.17 LootJS). Material-tier weapons drop in combat-dungeon chests; curated Runic on flagship. Not a profession tree |
| Explosion Overhaul | Ordnance (supporting) | World physics for blasts; not a career by itself |
| MCA Reborn | Settlement & Civic Life | Social layer; trades feed Commerce via Villager Currency |
Use these as prologue / world lore / side notes in questbooks, not as SIG roots.
Currency is earned (villagers, bounties, deliveries, player trade) — not player-minted. Do not quest “craft coins from ore.”
All Shared Libraries & APIs in MODLIST.md — never SIG content.
Each SIG below is written for FTB Quests authors: pitch, baseline → specialized, mods, quest beats, exclusions.
Pitch: Anyone can smelt. Specialists run foundries, alloys, and high-yield metal lines.
| Baseline | Furnace / blast furnace smelting; basic Create crushing & pressing |
| Specialized | Create: Metallurgy foundries, casting, bulk melting — higher yields, alloys, industrial throughput |
| Core mods | Create: Metallurgy |
| Shared tools | Create (crushing wheels, presses, basins) |
| Adjacent | Power & Fuel (heat/energy), Ordnance (metal for guns/cannons), Civil Works (structural metal) |
Suggested quest beats
Exclude from this SIG: Create: Dragons Plus; raw world ores as “content.”
Pitch: Anyone can plant and cook. Specialists manage soil, seasons, spoilage, livestock load, and industrial kitchens.
| Baseline | Vanilla farming, breeding, campfire/furnace cooking |
| Specialized | Realistic farmland, seasonal planting windows, spoilage management, Farmer’s Delight / Ratatouille kitchens, Brewin’ & Chewin’, Burnt Basic techniques, Animal Weights for livestock logistics |
| Core mods | Farmer’s Delight, Brewin’ And Chewin’, Burnt Basic, Realistic Farmland, Food Spoilage, Create: Ratatouille, Animal Weights |
| Environmental rules (not SIG mods) | Serene Seasons, Project Atmosphere |
| Adjacent | Textiles (cotton/fiber), Medicine (diet & disease), Land Transport (draft animals), Commerce (food markets) |
Suggested quest beats
Explicitly not this SIG: Re:Animal (world animals), Hybrid Aquatic / Sea Myths (ocean fauna). Doped Horses → prefer Land Transport.
Pitch: Cloth is optional flavor until you industrialize fiber into fabric at scale.
| Baseline | Vanilla wool / leather gear |
| Specialized | Create: Cotton production and textile machinery |
| Core mods | Create: Cotton |
| Adjacent | Agriculture (fiber crops), Aeronautics (fabric/control surfaces — if used), Civil Works (decor) |
Suggested quest beats
Pitch: Hand cranks and waterwheels work. Specialists design fuel plants and electrical grids.
| Baseline | Create waterwheels, windmills, hand crank, early steam |
| Specialized | Create: Diesel Generators (fuel economy), Create: Power Grid (electrical distribution), Create: Power Chip (compact logic/power) |
| Core mods | Create: Diesel Generators, Create: Power Grid, Create: Power Chip |
| Adjacent | Metalworking (machines), Kinetics consumers in every industrial SIG, Rockets (energy-hungry) |
Suggested quest beats
Pitch: Walking works. Specialists move tonnage by wagon, horse, and rail network.
| Baseline | Walking, boats, minecarts |
| Specialized | Trotting Wagons; Doped Horses; Create train networks with Tracks, Signalworks, Train Physics Reloaded (Threaded Trains = performance support) |
| Core mods | Create: Tracks, Create: Signalworks, Create Train Physics Reloaded, Create: Threaded Trains, Trotting Wagons, Doped Horses |
| Adjacent | Logistics & Freight, Commerce (station markets), Metalworking (rails), Animal Husbandry (draft animals via Weights) |
Suggested quest beats
Pitch: The sky is open to anyone who builds a contraption. Specialists engineer stable airframes, cargo holds, and flight systems.
| Baseline | Simple Create Aeronautics / Sable craft that flies |
| Specialized | Gyro stabilizers, Aeroworks expansion, hose connectors, camera sync, radar-assisted flight, cargo logistics add-ons |
| Core mods | Create Aeronautics, Sable, Create: Aeroworks, Gyro Stabilizers, Throwable Rope Connector, VS/Sable Hose Connectors, Aeronautics Camera Sync, Create Aeronautics: Compatibility |
| Supporting | Create Aero Radars, Create: Radars |
| Military branch | Create: Warnautics (treat as advanced / combat aviation chapter, not a separate SIG unless the modteam wants Ordnance split) |
| Adjacent | Logistics & Freight (Delivery Required), Naval (seaplanes / coastal), Power, Metalworking |
Suggested quest beats
Exclude: Pure camera/QoL as the career goal; radars alone are tools, not the whole SIG.
Pitch: Rafts and boats exist. Specialists build Create-driven ships for coastal and blue-water work.
| Baseline | Vanilla boats |
| Specialized | Create: Better High Seas shipbuilding and naval movement |
| Core mods | Create: Better High Seas |
| Supporting | Sable (Create ships are Sable physics objects) |
| Adjacent | Logistics (sea freight), Aeronautics (coastal hubs), Commerce (ports), Ocean fauna as hazard (not SIG) |
Suggested quest beats
Pitch: Anyone can carry a backpack. Specialists move other people’s cargo through factories, air, and contracts.
| Baseline | Player inventory, chests, simple hoppers |
| Specialized | Factory Logistics networks; Aeronautics Automated Logistics; Delivery Required contracts; industrial storage |
| Core mods | Create Factory Logistics, Create Aeronautics: Automated Logistics, Create Aeronautics: Delivery Required, Create: Storage |
| Economy hooks | Numismatics payouts on delivery; Marketplace / Stock Market as directory only (travel still required) |
| Adjacent | Aeronautics, Rail, Naval, Commerce, Agriculture (perishables + spoilage) |
Suggested quest beats
Design rule: Quests must not reward remote item teleportation. Bank cards OK; fulfillment must travel.
Pitch: Barter works. Specialists operate stalls, banks, directories, and price-aware trade — still in person.
| Baseline | Direct player trades; emerald villager trades (converted to coins) |
| Specialized | Numismatics vendors & bank terminals; Tradeworks stalls; Marketplace listings; Stock Market terminals; Bountiful + Numismatic Bounties as starter income |
| Core mods | Create: Numismatics, Villager Currency, Tradeworks, Marketplace, Stock Market, Bountiful, Create: Numismatic Bounties, Create: Villager Commerce |
| QoL (not chapters) | Numismatics Utils, Numismatics Calculator |
| Adjacent | Logistics (stock the shelves), Settlement (MCA villagers), Agriculture / Metalworking (goods) |
Suggested quest beats
Hard exclusions for quests: CoinCraft / player minting; auction mailbox delivery; remote checkout.
Pitch: Fists and bows exist. Specialists manufacture powder, guns, and artillery with real ballistics.
| Baseline | Vanilla combat, TNT |
| Specialized | Create: Gunpowder production; Create: Gunsmithing; Create Big Cannons + Going Ballistic + Terminal Ballistics; Warnautics for aerial gunnery |
| Core mods | Create: Gunpowder [aspctt], Create: Gunsmithing (CGS), Create Big Cannons, Going Ballistic, CBC Terminal Ballistics |
| Supporting | Explosion Overhaul (world-block blasts), NTGL (gun lib), Warnautics |
| Adjacent | Metalworking (barrels, shells), Power (loaders), Aeronautics (air artillery) |
Suggested quest beats
Not this SIG: Better Combat (feel), Illager Invasion / raids (threat content).
Pitch: Food and rest heal. Specialists diagnose disease and treat with medicine under survival pressure.
| Baseline | Vanilla healing, golden apples, potions |
| Specialized | More Diseases & Treatments care loops |
| Core mods | More Diseases & Treatments |
| Adjacent | Agriculture (nutrition, spoilage), Settlement (community health), Exploration (expedition risk) |
Suggested quest beats
Pitch: Solo survival works. Specialists build towns, families, and civic quest boards.
| Baseline | Solo base, ignoring villagers |
| Specialized | MCA Reborn relationships & village life; Bountiful boards as civic jobs; living near CTOV / Towns structures |
| Core mods | MCA Reborn (+ Villager API) |
| Supporting | Bountiful (civic quest faucet), Villager Currency (coin economy in town) |
| World stage (not SIG) | CTOV, Towns and Towers, Illager content as threats |
Suggested quest beats
Pitch: Enchanting tables work. Specialists industrialize enchantment production.
| Baseline | Vanilla enchanting table / anvil |
| Specialized | Create: Enchantment Industry automation |
| Core mods | Create: Enchantment Industry |
| Note | Vanilla magic exists; this SIG is industrial process, not a new magic system. Skip or soft-gate if the modteam wants zero enchant focus. |
| Adjacent | Metalworking (gear), Ordnance (weapon quality) |
Suggested quest beats
Pitch: The world is enough. Specialists leave the atmosphere.
| Baseline | Stay planetary |
| Specialized | Creating Space rocketry and space logistics |
| Core mods | Creating Space |
| Adjacent | Power, Metalworking, Aeronautics (as precursor) |
Suggested quest beats
Tone check: Keep quests engineering-heavy; avoid fantasy “space magic.”
Pitch: Dirt huts work. Specialists build durable, modular infrastructure.
| Baseline | Vanilla building |
| Specialized | Strut Your Stuff structural members; Supplementaries functional builds; Copycats+ detailing (aesthetic, optional) |
| Core mods | Strut Your Stuff, Supplementaries |
| Optional | Create: Copycats+ |
| Adjacent | All industrial SIGs (sites & factories), Settlement |
Suggested quest beats
Treat as supporting unless you want a full architect questline.
Copy this into FTB Quests chapter notes:
## SIG: <Name>
### Fantasy
One sentence: who you become.
### Baseline unlock
Quest ID: …
Requirement: …
Reward: acknowledgement only (or tiny starter kit)
### Specialization gate
Quest ID: …
Requirement: place/craft the signature machine or site
Reward: recipe unlock / title / site marker
### Efficiency proof
Quest ID: …
Requirement: produce N items comparing baseline vs specialized method
Reward: …
### Service to the world
Quest ID: …
Requirement: supply another SIG or complete a logistics/commerce contract
Reward: …
### Capstone
Quest ID: …
Requirement: sustained operation (e.g. X deliveries, Y foundry batches, Z market sales)
Reward: cosmetic title / monument block
Reward philosophy
Power & Fuel
│
┌────────────────┼────────────────┐
│ │ │
Metalworking ──── Logistics ◄──── Aeronautics
│ │ │
│ Land Transport Naval
│ │ │
└──────── Commerce / Markets ─────┘
│
Agriculture ─┴─ Settlement ─ Medicine
│
Textiles Ordnance
│
Astronautics (late)
High-value cross quests
| From → To | Idea |
|---|---|
| Metalworking → Rail / Cannons | Supply specialty metal |
| Agriculture → Commerce | Stock a food stall with non-spoiled goods |
| Aeronautics → Logistics | First Delivery Required payout |
| Commerce → Logistics | Buy demand intel (Stock Market), then haul |
| Settlement → Commerce | Town vendor + villager coin trades |
| Ordnance → Aeronautics | Arm a Warnautics craft |
| Power → any factory SIG | Keep specialized line running |
Keep one questbook or split Industry / Society / Transport volumes — but keep SIG IDs stable so rewards can cross-reference.
| Mod | SIG / layer |
|---|---|
| Create: Metallurgy | Metalworking |
| Farmer’s Delight, Brewin’ And Chewin’, Burnt Basic, Realistic Farmland, Food Spoilage, Ratatouille, Animal Weights | Agriculture & Husbandry |
| Create: Cotton | Textiles |
| Diesel Generators, Power Grid, Power Chip | Power & Fuel |
| Tracks, Signalworks, Train Physics, Threaded Trains, Trotting Wagons, Doped Horses | Land Transport & Rail |
| Aeronautics stack, Aeroworks, Gyro, Hose Connectors, Camera Sync, Aero Radars, Radars, Warnautics | Aeronautics |
| Better High Seas | Naval |
| Factory Logistics, Automated Logistics, Delivery Required, Create Storage | Logistics & Freight |
| Numismatics (+ bridges), Tradeworks, Marketplace, Stock Market, Bountiful | Commerce |
| Gunpowder, Gunsmithing, Big Cannons (+ expansions) | Ordnance |
| More Diseases & Treatments | Medicine |
| MCA Reborn | Settlement |
| Enchantment Industry | Industrial Enchanting (optional) |
| Creating Space | Astronautics (optional) |
| Struts, Supplementaries, Copycats+ | Civil Works (soft) |
| Big Globe, seasons, atmosphere, dimensions, structures | Non-SIG world |
| Re:Animal, Mowzie’s, Mutants, Hybrid Aquatic, Sea Myths, Aquamirae | Non-SIG fauna |
| Better Combat, Explosion Overhaul | Systems / supporting physics |
| QoL, performance, client, libraries | Non-SIG |
When adding a mod, ask:
See also: MODLIST.md, CHANGELOG.md, Notes.md.