BraveNewGlobe

Brave New Globe — Spectrum of Special Interest Groups

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.


How to use this document

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:

  1. Pick a SIG below.
  2. Open with the baseline (anyone can do this).
  3. Gate later chapters behind specialized infrastructure (foundries, farms, hangars, mint-free commerce, etc.).
  4. Reward capability and efficiency, not exclusive access to the activity.
  5. Prefer physical logistics over remote / magic shortcuts (see Economy notes).

What is a SIG?

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.

Include as a SIG when…

Exclude from SIGs when…

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.

Overlapping mods — split carefully

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

Non-SIG layers (do not make these career chapters)

Use these as prologue / world lore / side notes in questbooks, not as SIG roots.

World & climate

Fauna, bosses & threats

Shared industrial substrate

Economy plumbing (used by Commerce & Logistics SIGs)

Currency is earned (villagers, bounties, deliveries, player trade) — not player-minted. Do not quest “craft coins from ore.”

QoL / performance / client

Libraries

All Shared Libraries & APIs in MODLIST.md — never SIG content.


SIG catalog

Each SIG below is written for FTB Quests authors: pitch, baseline → specialized, mods, quest beats, exclusions.


1. Metalworking & Metallurgy

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

  1. Smelt your first iron the old-fashioned way.
  2. Automate ore washing / crushing.
  3. Build a Metallurgy foundry / casting line.
  4. Compare furnace vs foundry yield on the same ore.
  5. Produce an alloy or specialty metal product for another SIG (rails, cannons, airframe fittings).

Exclude from this SIG: Create: Dragons Plus; raw world ores as “content.”


2. Agriculture & Animal Husbandry

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

  1. Harvest and cook a meal with vanilla tools.
  2. Prepare farmland under Realistic Farmland rules.
  3. Plant for the current season; survive a spoilage event.
  4. Build a Farmer’s Delight / Ratatouille processing line.
  5. Raise livestock with Animal Weights in mind (transport & yield).
  6. Supply a contract or market stall with preserved / processed food.

Explicitly not this SIG: Re:Animal (world animals), Hybrid Aquatic / Sea Myths (ocean fauna). Doped Horses → prefer Land Transport.


3. Textiles & Fiber

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

  1. Gather baseline cloth materials.
  2. Grow / process cotton.
  3. Automate a textile line.
  4. Supply fabric to another SIG (banners, seats, airship materials if applicable).

4. Power & Fuel Engineering

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

  1. Power a small Create line from renewable kinetics.
  2. Introduce a diesel / fuel generator and measure uptime.
  3. Build a Power Grid segment feeding multiple machines.
  4. Use Power Chips for compact control.
  5. Keep a multi-SIG factory online through fuel logistics (delivery of fuel counts).

5. Land Transport & Rail

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

  1. Haul a load on foot / by simple cart.
  2. Outfit a wagon or trained mount.
  3. Lay a working rail segment with signals.
  4. Run a scheduled freight between two sites.
  5. Hand off cargo to air/sea logistics (cross-SIG).

6. Aeronautics & Aviation

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

  1. Build and fly a minimal airframe.
  2. Stabilize flight (gyro).
  3. Add cargo capacity and fluid/hose links.
  4. Navigate with radar / instruments.
  5. Complete a Delivery Required contract.
  6. Optional: Warnautics combat sortie.

Exclude: Pure camera/QoL as the career goal; radars alone are tools, not the whole SIG.


7. Naval Architecture & Seamanship

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

  1. Cross water by boat.
  2. Construct a Create ship.
  3. Run a coastal freight route.
  4. Dock into a market / delivery zone.

8. Logistics & Freight Operations

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

  1. Move a chest of goods between bases by hand.
  2. Automate an internal factory logistics loop.
  3. Load an aircraft / train / ship as a cargo vessel.
  4. Accept and complete a Delivery Required contract.
  5. Use Marketplace/Stock Market only to find demand, then fulfill physically.

Design rule: Quests must not reward remote item teleportation. Bank cards OK; fulfillment must travel.


9. Commerce & Markets

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

  1. Earn first coins via villager trade or bounty (no minting).
  2. Open a bank account / use a bank card at a physical terminal.
  3. Stock a Tradeworks or Numismatics vendor.
  4. Register on Marketplace; require a customer/player to travel to buy.
  5. Read Stock Market trends; adjust a physical shop.
  6. Fulfill a delivery-funded sale (cross Logistics).

Hard exclusions for quests: CoinCraft / player minting; auction mailbox delivery; remote checkout.


10. Ordnance & Explosives

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

  1. Craft baseline powder / win a fight with vanilla gear.
  2. Automate gunpowder production.
  3. Build and fire a Create Big Cannon.
  4. Study terminal ballistics / ranging.
  5. Optional: mount ordnance on a contraption or Warnautics craft.

Not this SIG: Better Combat (feel), Illager Invasion / raids (threat content).


11. Medicine & Public Health

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

  1. Survive a disease event.
  2. Gather / craft treatments.
  3. Stock a clinic chest for a settlement.
  4. Support an expedition SIG with medical kits.

12. Settlement & Civic Life

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

  1. Meet and befriend an MCA villager.
  2. Establish a home in / near a settlement.
  3. Complete civic bounties.
  4. Link town commerce to a physical market stall (Commerce SIG).

13. Industrial Enchanting (optional chapter)

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

  1. Enchant an item by hand.
  2. Build an Enchantment Industry line.
  3. Supply enchanted gear to another SIG.

14. Astronautics & Space Industry (late-game / optional)

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

  1. Reach high-altitude flight (Aeronautics).
  2. Build rocket infrastructure.
  3. Complete an orbital / space milestone.
  4. Import a space resource into a planetary industry.

Tone check: Keep quests engineering-heavy; avoid fantasy “space magic.”


15. Civil Works & Construction (soft SIG)

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

  1. Build a weatherproof workshop.
  2. Use struts / structural blocks for a large span.
  3. Outfit a public building (market, clinic, hangar).

Treat as supporting unless you want a full architect questline.


Quest writing template (per SIG)

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


Cross-SIG map

                 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

FTB Quests book structure (suggested)

  1. Prologue — The World (non-SIG): Big Globe survival, seasons, climate, first shelter
  2. Chapter per SIG (1–15 as needed; soft SIGs optional)
  3. Interlude — Contracts & Coins (Logistics + Commerce cross)
  4. Epilogue — Capstones (multi-SIG monuments)

Keep one questbook or split Industry / Society / Transport volumes — but keep SIG IDs stable so rewards can cross-reference.


Mod → SIG quick index

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

Maintenance

When adding a mod, ask:

  1. Does it create a baseline → specialized curve?
  2. Which existing SIG owns it?
  3. If none — is it world/fauna/QoL instead?
  4. Update this file and the questbook chapter list together.

See also: MODLIST.md, CHANGELOG.md, Notes.md.