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    posted a message on Hardcore Questing Mode - Party Hard (3.2.0)
    Quote from TheGreatSynan

    Are there commands or something similar to determine if a player has completed a quest? I'm writing a ComputerCraft program that can make a database of everyone's completed quests, and manage things based on that for an adventure map server. I know there's the Quest Tracker System, but I was after something that could look at all the specific players and get their data. Otherwise, is there an API? Maybe the ability to wrap the QTS as a peripheral to do these functions (I'm looking at you, OpenPeripheral).

    No there is no API, and I don't think there ever will be one.
    Quote from Armigus
    I want a task to make project red/biomes o' plenty gem tools but don't want to lock the player to a specific gem type. The tools have separate ID's. Is there an "any/or" crafting group so I don't require superfluous crafting?

    No, there is no such thing.
    Posted in: Minecraft Mods
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    posted a message on Hardcore Questing Mode - Party Hard (3.2.0)
    Quote from MonthOLDpickle
    I am deleting this mod cause even as OP I can't disable the mod ingame and nor the configs can let me disable it, a player got banned. It was enabled and put in a modpack for unknown reasons. I have asked everywhere how I can just disable the life thing but nothing.


    There is no way to turn it off once its on. It's like vanilla, you can't turn hardcore off..

    Quote from HBoss52
    I have a group of friends and I having the same problem, same mod pack. I've found about 3 other cases that have no solution yet and I can't get the issue tracker to load either. If I find a way to get it to work I'll be sure to post. EDIT: One exception is that we did nothing with tinker up to this point, brand new world and really liked the quest book.


    It's the modpack's fault, it is going to be fixed in the next version.

    I've had a good time making a map with this mod(http://www.minecraft...l-questing-map/ for those interested in a magic themed survival island), and I'm happy to hear that repeatable quests are coming soon. If I may ask a few questions and suggestions though...
    1. Well I be able to set a repeatable quest to change a value with every turn in(You need one dirt the first time, and get one basic bag, five dirt the second, and earn two basic bags. Twenty five the third for three bags...)?
    2. Well I be able to set a limit on how many times you can complete a repeatable quest?
    3. Can we get a sort of "Check inventory" quest type, that acts as a mixture of crafting and consuming. You hit a submission button, and it checks to see if you have a matching item. This would fix the annoying work around I currently need to do(Make a consume quest, and then give copies of the items back, taking up reward slots) for items made outside of vanilla crafting tables.
    4. "Pick this many rewards from the list" for quests, so I could say have three items and they need to pick two.
    5. A "Hidden" option for rewards from quests. Less random then normal reward bags(I pick what's hidden), while still having the thrill of the unknown for the player.
    6. A message in chat when your inventory is too full for you to claim a reward from a quest.
    7. The power for me to run console commands when quests are complete(/tp @p to X Y Z, /kill, /give heart @p, /gamemode...). This would give me a lot more power in adventure style maps.
    I apologies of you've heard any of these before, but these are things I wished I had while making my map. I look forward to the next update, and am already planning a few quests for it...


    1. No
    2. Either once or infinite.
    3. Is going be in version 4.0
    4. Not on the feature list, maybe.
    5. No
    6. It won't let you claim the reward, I think that's warning enough.
    7. In v4.0 you can do something like that with the QTS and command block.

    Quote from ErnstLustig
    I'm wondering the same thing. I can't open the book if I change the settings to Edit Mode in SMP. Feedback is appreciated.


    Edit mode is SSP only.

    Quote from Lesnoy
    Hello, I didn't find this question in topic, isit possible to create quests outside of minecraft (inside file or by special program) and is it possible for me to find a pack of pre-made quests?


    Nope, currently only inside minecraft.

    Quote from BCWARRIOR69
    Sorry if I've missed it in the comments above but I was wondering if there was a place that map makers could publish their maps to. I don't know if it's just me but when I make my own quests it just doesn't seem right. It's like the role-playing aspect is completely gone. I don't know if it's possible to create a site that would link to this mod page. If so I'd gladly publish my own there and definitely download others.


    https://docs.google....FAMAxw/viewform
    Posted in: Minecraft Mods
  • 1

    posted a message on Hardcore Questing Mode - Party Hard (3.2.0)
    Quote from Tharky0

    I have few questions if you don't mind answering.
    1) Are you planning on making a repeatable quest option? (Forgive me if you already do)
    2) Is there a way to complete a quest by walking on some coords? Or maybe adding a block that completes a quest when walked on which is also camouflage-able?
    3) Any plans for consuming an item trigger? Not crafting or submitting it, eating it would complete the quest. Is that possible? Or maybe a specific potion effect that the consumable gives triggers the quest.
    4) I'm asking these to both give you some ideas and at the same time asking if these are possible. I would love to use it on a map I'd do in the future. It's such an amazing mod and thanks for making it.

    1. yes coming in the next major version ( 4.0 )
    2. See answer 1.
    3. Its currently not on our to-do list.
    4. thanks.

    Quote from joshie

    No dusk, people would need to know them, not you :P , You'd just need to have text input :P

    Hmmm, you have a point. ill shoot this at vswe.
    Posted in: Minecraft Mods
  • 0

    posted a message on Hardcore Questing Mode - Party Hard (3.2.0)
    Quote from xWizz
    Does someone know how I access the players.dat file located in the 'HardcoreQuesting' folder under 'world'? I have tried NBTExplorer but it doesn't seem to work.

    You cant access it, is only a bit file, which only the mod can read.

    Quote from Keybounce
    On the reward bags: 1. How do I look at or change the rewards for a given level of reward bag? 2. If a quest is returning a reward bag, there is no indication (if I have forgotten, or want to double check my work) which level of reward bag it is returning.

    1. In edit mode there is a tab for reward bags.
    2. That is the point of the random rewards.

    Quote from Keybounce
    Feature request: Matching tree, bee, butterfly, or mariculture fish species, without having to be an exact genetic match.

    NBT specific stuff is hard to support since there are so many different options in every single mod. We don't want to implement api's or specific mod support.
    Quote from joshie

    This would be better handled by them allowing you to specify certain NBT tags to Match, and only those ones matter. All other tags ignored. That also allows other options such as say requiring an item to have a certain name, making people need to rename them in the anvil. Or say requiring a specific enchantment be on something, doesn't matter what it is. Or perhaps a tinkers tool that has a specific kind of handle. Allows for many more options.


    But that means we would need to know every single NBT tag and support/implement that into our mod.
    Posted in: Minecraft Mods
  • 0

    posted a message on Hardcore Questing Mode - Party Hard (3.2.0)
    Disabeling Edit mode works.
    Posted in: Minecraft Mods
  • 6

    posted a message on Modpack Spotlight - Agrarian Skies
    I did something for that pack :D
    Posted in: Minecraft News
  • 0

    posted a message on Hardcore Questing Mode - Party Hard (3.2.0)
    Quote from Draxel34

    Are the quest completions tied to player achievements at all because mine keep resetting(the achievements and the quests). Is this a bug or am I doing something wrong?


    Quote from McRaventheMiner

    So I may be missing something obvious here, and if so I do apologize. Is there a way to reset a player's quest progression?

    I've been toying around with some friends in a multiplayer environment where everyone has their own (MCEdited) skyblocks. What I want to do is after a player has lost all their lives, I unban them and move them to a new island where they can start over. The issue I'm having now is that even with a brand new player .dat file for the individual I'm attempting to reset, their quest progression is saved and they cannot start over.

    Thanks for the assistance!


    The file associated with the quests is in the HardecoreQuesting folder in the world folder, this is for both SSP and SMP
    Posted in: Minecraft Mods
  • 0

    posted a message on Hardcore Questing Mode - Party Hard (3.2.0)
    Quote from Yusunoha

    I don't believe actual hardcore vanilla mode works with the quest mod... though I might be wrong


    We overwrite vanilla hardcore as soon as you enable our hardcore mode.
    Posted in: Minecraft Mods
  • 0

    posted a message on Hardcore Questing Mode - Party Hard (3.2.0)
    Quote from Yusunoha

    I'm really loving the mod. I've seen jaded toying around with it for her Agrarian Skies map/modpack and I'm playing with it through that, and it's really fun. though I do have some suggestions I'd like to make, but ignore them if you don't like them, as it's just a few tweaks I thought that would be nice to see...


    Thanks.

    Quote from Yusunoha

    one suggestion is to actually have page forward/backward buttons in the book. the most obvious place would be in the bottom left and right corner. you don't need to actually have an icon for it, because having those buttons is already good enough. I actually watched the video to figure out how to go back pages, which is by right clicking, but probably not everyone will know and will take the time to find out how to do it.


    I agree that this is currently a bit weird. I will add this to our internal tracker.

    Quote from Yusunoha

    another suggestion is to have tabs on the left or right side of the book to quickly scroll through the various categories. there are some mods who already do this, like Thaumcraft and Rotary, where there's a little menu on the left side of their books to quickly scroll through the various categories. this would be useful if someone made alot of quests and categories and quickly need to go from 1 category to the other.


    I think what we currently have a better way to keep tracks of things. Because every set now has a different description, and some statistics for the sets.

    Quote from Yusunoha

    with that it'd also be nice if there was some sort of central information page where you can find various information. the information could be things like how many quests you've completed, how many are pending and how many are left,


    This is already in the mod. Check every set. it gives very good statistics of how the set is currently doing.

    Quote from Yusunoha

    how many lives you've earned,


    Has been confirmed to come in a later version. For now use /hqm lives

    Quote from Yusunoha

    how many you've lost, how many you've left,


    Interesting, will look into it. Not promising anything,

    Quote from Yusunoha

    some basic minecraft information like a rotatable player skin showing health, armor, saturation, experience level and things like that. you could also have information telling you how long you've been playing on that world with the quest mod, how many dimensions you've went to... all kinds of information could be displayed.


    This is a quest mod, not a statistics mod...

    Quote from Yusunoha

    you could access this page through some sort of home button in the menutabs from the previous information. I think people would really like to know how many lives they have left, how many quests are complete and how many are left, and how long they've been on that world.


    Read statement above.

    Quote from Yusunoha

    I also have a suggestion for the quest rewards. it's awesome to see that bags were added for quest rewards, as those were something I wanted to suggest aswell. but there's another suggestion I'd like to make for them. now if you get a bag and right click it, it'll transfer the content into your inventory... would it be possible to make the request bag similar to how dartcraft spoil bags work? for example you get a reward bag, you can open it and it'll display it's inventory, and you can take items out of the bag, but can't put items back in. and when the bag is empty, it'll automatically get deleted from your inventory. I'd like to see this option because you could have quests that give you alot of items, which you may not need right now, but you may need them in the future. so you're forced to put them in chests till that time, thus quickly having to use up alot of storage to store it all. if you could keep those items in the bag till you actually need them, you can save up alot on inventory space. you could also perhaps have it so the reward bag will automatically get
    named to the quest where you've gotten it from, so you can easily keep multiple bags apart from eachother.


    I will look into this. Because I agree its currently a bit underwhelming. Also keep in mind the reward system was build within a day. So its still in a more beta'esk state than all the other parts of the mod.

    Quote from Yusunoha

    another suggestion for the bags is to be able to see in the quest reward pages which type of bag they are, as you currently cannot. it'd be nice if you know beforehand if a quest will give you a low tier bag, or a high tier bag.


    This totaly defeats the purpose of RANDOM rewards.

    Quote from Yusunoha

    and another suggestion for the bags... what do you think about giving a player a bag when they load up a world. like in the previous suggestion, the bag has an internal inventory where you can take items out, but not put them back in. when you start a world, you'll get that starter bag, which will contain the quest book, but it can also contain items that the map/modpack creator wants to give you aswell to help you along. for example on jaded's map, she now has a strongbox that contains the starting package to start the map with, but what if you were instead given that bag with all those items in there?


    Not feeling this.

    Quote from Yusunoha

    and lastly, because I'm quite indecisive, a random button that'll randomly pick the reward for you when you've a choice XD


    Again defeats the purpose of the random rewards system.

    Quote from Yusunoha

    again, I'd like to say if you do not like these suggestions, feel free to ignore them.
    I just thought of these things while playing with this mod, and I'm already loving it alot


    Read all my statements above here.
    Quote from Fixided

    Exactly! Statistics!
    Even though Minecraft has it's own statistics button.

    I'd like my quest book to show it.
    This would be perfect for my last suggestions.
    (Really rooting for Thaumcraft's thaumometer support!)

    +1


    Not going to happen. It's not in line with the mods vision. why would we add something like that? You can already do this in the thaumonomicon (hover over the aspect. you can see items there)
    Posted in: Minecraft Mods
  • 0

    posted a message on [Active][1.7.10][SSP/SMP][Forge]yogpstop's Mods (QuarryPlus,and more...)
    Quote from yogpstop

    I fix this problem in 1.5.0.2.
    Please try to use it!


    OK. I apply this changes to official release.


    I'm sorry but it is not working :




    Forge version : 7.8.1.738
    QP : 1.5.0.2
    BC : 3.7.1
    MCPC-Plus : 598 or latest 607
    Posted in: Minecraft Mods
  • 0

    posted a message on [Active][1.7.10][SSP/SMP][Forge]yogpstop's Mods (QuarryPlus,and more...)
    Quote from yogpstop

    Sorry, I don't support MCPC Plus so far.
    But if MCPC Plus support is in demand, I review to support MCPC Plus.
    I'll start vote.


    Ok, thanks!
    We would like to use it on our server :D
    If we can do anything let me know.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Active][1.7.10][SSP/SMP][Forge]yogpstop's Mods (QuarryPlus,and more...)
    Quote from yogpstop

    Do you use MCPC-Plus?
    Or your area's width is smaller than three blocks?
    Both answer is no, please take screen shot and show me.(When red square created. And QuarryPlus placed.)


    Yes we use MCPC Plus, and no its pretty big.
    Posted in: Minecraft Mods
  • 0

    posted a message on [Active][1.7.10][SSP/SMP][Forge]yogpstop's Mods (QuarryPlus,and more...)
    Quote from yogpstop

    Probably yes.


    Because when we place MarkerPlus in a good red square, it consumes the markers but it wont take the marked line as the quarring spot. it just places down the default sized one.

    Latest version of QP and BC 3.7.1
    Posted in: Minecraft Mods
  • 0

    posted a message on [Active][1.7.10][SSP/SMP][Forge]yogpstop's Mods (QuarryPlus,and more...)
    I have a question, does this mod run correctly on servers aswell?
    Posted in: Minecraft Mods
  • 0

    posted a message on Carpenter's Blocks
    Can I make the suggestion of doors?
    Posted in: Minecraft Mods
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