Started playing with this today and I keep crashing whenever I try to edit a quest. It'll work the first time I log into the world but it crashes if I try to edit it a second time.
Looks like it's related to something Camera Studio is doing with Entity rendering and misinterpreting the ones contained within Better Questing's UIs. If the crash persists after removing Camera Studio, post the crash and I'll see what I can do otherwise you'll likely need to report this to the Camera Studio developer (Sushen)
hate to bother you again but iv just tried to add a standard retrieval quest for coco beans but the quest will accept any dye and NBT doesn't fix it because i believe its a meta data or ore dict issue any advice would be greatly appreciated
hate to bother you again but iv just tried to add a standard retrieval quest for coco beans but the quest will accept any dye and NBT doesn't fix it because i believe its a meta data or ore dict issue any advice would be greatly appreciated
Open the item submission task configuration and remove the ore dictionary line from the item's NBT tags.
thanks is that part of the ingame editor that i cant find or do you plan on adding that option later, and one last thing whats the partialMatch option used for
thanks is that part of the ingame editor that i cant find or do you plan on adding that option later, and one last thing whats the partialMatch option used for
Yes it is in the in game editor. Click the 3 dots next to the item button and select 'Raw NBT'. In that list you'll find the OreDict tag. Set it to blank to disable it.
Partial match is if you'd like to check for one specific NBT tag instead of the exact amount and values. This is useful if you want players to only kill a mob with a specific name or holding a specific item but are not concerned about any other aspect of them. When setting up a task for partial match you should delete all NBT tags from the item/entity you don't want to look for.
I can't seem to figure out how to use the OR function.
For example, "Build a door" quest.
I selected OR in the quest options. Then under tasks added a crafting task. In that task I added two items a reg vanilla door with NBTdisabled, and added a mod added door (carpenters doors). But it lists both as being needed to craft to complete.
I also tried adding two separate crafting tasks inside the same quest, with OR selected, and that didn't work either. It simply put the tasks on separate pages, but still required them both to be completed.
I realized now that the AND Or Function is for setting up quests that require other quests to be completed first, and not for multiple possible items inside one quest... Is there a way to do that??? I hope so...
And now some suggestions/questions.
*Any way to increase the size of the Description input line???
*Any way to rename the item required field? If I put Oak Wood Log in with a NBT ignore, I want it to say "Any Wood Log" instead, but there is no way to do that as I can see.
*When selecting an item from the right side of the "choose Item" screen (where it says search and lists all available items). You can only ever have x1 on the item count, unless you set up a stack beforehand in your inventory outside of the quest editor. A way to increase this stack size from within this screen would be lovely. I noticed you can go into RAWNBT after and change the amount there... but having to do that just adds a step.
*Having newly added quests auto place an x,y near the last quest you made instead of right on top of a quest and being completely hidden would be great. Took me 10 min to realize that my quests were all stacking up on the quest grid screen and I was at a loss as to why they weren't showing up until I hit GRAB and dragged one.
*A way to duplicate a quest in the editor, so you can have a template of sorts when making a "new quest" that is much like previous ones.
*Was I missing something, or were quests supposed to announce to the player somehow when they were completed with silent:off. I never saw any messages or anything when I completed quests? I didn't even hear completion sounds of any kind.
*Is the Global Quest and Global Share settings for all players on the server, or for teams? What is the difference between them exactly?
*A repeat reward option, so completing a quest the first time can give a different reward than repeating it does, would be neat.
*Is there a way to do reset_all for a specific player, a specific team, and not always have to do it to everyone?
*How about a way to reset just a single quest for all players, by using its quest ID?
*A server option to only "autoclaim" if inventory has space, otherwise require manual claiming? Dropping it on the floor could be dangerous, especially if the player doesn't notice it happened.
*How about a server option to auto-set the first player to join the server to a team based on their name (like "Blue001's Team"), and then having all other players who join also force set to that team?
*Have the game save your quest layout separate from the AUTO one... so if you hit AUTO accidentally, you can easily undo it...
*Instead of having "Main" as an option, why not reword it to "Shape" and have it have the following options... Burst(the current main one), Star, Circle, Square, Triangle, etc etc. This way you can group quests into more different types if you want.
*A "hidden" quest option, so the quest won't appear on the grid until you complete it's pre-req's. Also a way to hide or lock the Main Quest-line buttons on the left, so you can show/unlock them when one section or specific quest is complete.
*This probably would go into another expansion, but a "Enter Biome" and "Enter Dimension" quest type. I see that you can do locations based on x,y,z and dimension, but you can't just do plain ol dimension by itself without an x,y,z... as far as I can tell. Nor can you have players seek out and explore each biome type on a random generated world.
*A way to send a message to players in the chat window on a quest being complete. So you can send custom congrats or hint messages for certain quests.
Lastly, Any chance you could add the welcome screen functionality from this " A Requested Mod " into your mod. I think it would fit well here inside this mod as letting players know how to access the quest screen and such would be great.
I can't seem to figure out how to use the OR function.
For example, "Build a door" quest.
I selected OR in the quest options. Then under tasks added a crafting task. In that task I added two items a reg vanilla door with NBTdisabled, and added a mod added door (carpenters doors). But it lists both as being needed to craft to complete.
I also tried adding two separate crafting tasks inside the same quest, with OR selected, and that didn't work either. It simply put the tasks on separate pages, but still required them both to be completed.
I realized now that the AND Or Function is for setting up quests that require other quests to be completed first, and not for multiple possible items inside one quest... Is there a way to do that??? I hope so...
And now some suggestions/questions.
-- STUFF --
* If you need to have optional 'tasks' you'll have to either have an expansion who's task type directly supports it or make multiple quest instances. I may add the logical operators on tasks at a later date.
* When editing the description of quests or quest lines there is usually a button to the side marked 'Aa'. Click that and you'll be taken to a large text editor with additional colour and formatting options.
* ignore NBT doesn't enable/disable ore dictionary (clear the oreDict line to do that). Currently no the text isn't editable but I will make that automatic.
* I'll add in a text box to the item selection screen sometime soon-ish
* This is a known problem but I haven't found an ideal solution to how to auto position the icons so they don't overlap
* I'm not 100% sure on the duplicate quest thing being worth having. How many people would actually need near identical quests?
* Yes the notifications are there but they are disabled in edit mode (trust me it gets annoying very quickly while creating quest lines)
* Global quests can only be completed by one person at a time. Global share determines whether everyone gets the reward or only the person who completed it. Useful for things like server wide races or community events.
* Maybe a repeatable quest with a mini loot chest could accomplish this.
* Not yet but I plan on adding that later, both reset player or quest ID.
* This is more up to the developer of quest whether the reward is safe to auto-claim or not.
* In what way would force setting everyone to a single team/party be practical? You might as well set every quest to be global
* 'main' is only meant for the 'main' quest line, not categorising them. Use different quest line tabs or item icons if you want to do that.
* Quest lines remain 'locked' if you haven't completed a prerequisite for at least one of it's contained quests. Prerequisite quests also don't have to be show in any quest line if you want it to be truly hidden/secret. (Note: while in edit mode you'll be able to see locked quests normal users can't)
* Get someone to make a 'Exploration Expansion' that supports biomes. I'm working on other things right now so I can't. Location tasks can be set to whole dimensions regardless of x,y,z, just set the range to -1.
* Notifications do this
* The new home screen sort of does this minus the text. You could always make a hidden quest with no tasks that auto claims the starter guide and/or your own written book. This way any new players joining the pack would automatically have an introduction to everything they need to know.
The new expansions look nice. I like having expansions the integrate with other mods. Do you already have plans for more expansions or are you gonna leave that up to other modders?
The new expansions look nice. I like having expansions the integrate with other mods. Do you already have plans for more expansions or are you gonna leave that up to other modders?
I won't be making any more major integration mods, I wouldn't be able to manage/update all of them all effectively. I made these ones to showcase the potential of Better Questing and what mod developers can do with it. They are also the ones people are most likely to use (or required for importing HQM quests) so I wanted to make sure they worked right.
Will you continue 1.7.10?Most Modpacks are still 1.7.10 so...
Of course, both versions will not only be equally supported but the quest database files should be cross compatible too! The notification system should also be able to distinguish between updates for each version so 1.7.10 won't be bugged with 1.8.9 updates and vice-versa.
I've updated the main page to include both version downloads now however Standard Expansion is still in the process of being updated to 1.8.9
EDIT: Theoretically it should even be possible to import 1.7.10 HQM packs into 1.8.9 Better Questing just fine
Perhaps I over looked it in my scan through, but is there a chance that this questing pack could spawn and detect "NPCs" made from the new armor stands? I have seen some really cool things done with the armor stands, and it would be really cool if we could use them to make NPCs that can assign quest that only spawn in say a Desert Temple. This would give it a huge edge over HQM in my eyes. Either way, eager to see what some clever mod pack designers will be doing with this!
Perhaps I over looked it in my scan through, but is there a chance that this questing pack could spawn and detect "NPCs" made from the new armor stands? I have seen some really cool things done with the armor stands, and it would be really cool if we could use them to make NPCs that can assign quest that only spawn in say a Desert Temple. This would give it a huge edge over HQM in my eyes. Either way, eager to see what some clever mod pack designers will be doing with this!
Theoretically yes this is possible. There's nothing stopping you using the entity ID of an armor stand instead of a mob when making tasks. Also means you could query the NBT data on the stands so you could, for example, make a set of statues in a custom map act as a sort of puzzle where the player has to figure out the correct arrangement of bows/sword/shields to give them.
There are a LOT of things you can do with Better Questing especially when you get into advanced NBT detection tasks and custom expansion mods. The expansion packs I've already made are a good example of what you can do with it just to start. My main plan for the mod was always to make it completely modular and expandable so that if someone had an amazing idea for questing tasks/rewards they could just plug it into the side and run it with everything else. Pack developers can even swap out the themes to better suit the story they want to write as well as create localizations so they are no longer limited to players of one language.
Hey, Just noticed a bug with 1.7.10 version - I chose the task to gather 32 copper and when looking at the quest it cycles through the different images of what is accepted. One of the textures is crashing MC. Not sure if it is a BQ problem or the other mods problem. I would suggest making it non-ore dictonary as default and allowing people to choose if they want ore-dictionary choices. So as to avoid these crashes in case it is a texture/item problem and not a BQ problem. Also a guide on how to use it would be welcomed as some things seem very confusing for people who are not tec savvy - like the and/or/nor etc function
Hey, Just noticed a bug with 1.7.10 version - I chose the task to gather 32 copper and when looking at the quest it cycles through the different images of what is accepted. One of the textures is crashing MC. Not sure if it is a BQ problem or the other mods problem. I would suggest making it non-ore dictonary as default and allowing people to choose if they want ore-dictionary choices. So as to avoid these crashes in case it is a texture/item problem and not a BQ problem. Also a guide on how to use it would be welcomed as some things seem very confusing for people who are not tec savvy - like the and/or/nor etc function
Care to share the crash long on the issue tracker? Not really anything I can do without it. I am actually making it easier to toggle the oreDictionary function for items but for now you'll have to edit NBT
Looks like it's related to something Camera Studio is doing with Entity rendering and misinterpreting the ones contained within Better Questing's UIs. If the crash persists after removing Camera Studio, post the crash and I'll see what I can do otherwise you'll likely need to report this to the Camera Studio developer (Sushen)
hate to bother you again but iv just tried to add a standard retrieval quest for coco beans but the quest will accept any dye and NBT doesn't fix it because i believe its a meta data or ore dict issue any advice would be greatly appreciated
Open the item submission task configuration and remove the ore dictionary line from the item's NBT tags.
thanks is that part of the ingame editor that i cant find or do you plan on adding that option later, and one last thing whats the partialMatch option used for
Yes it is in the in game editor. Click the 3 dots next to the item button and select 'Raw NBT'. In that list you'll find the OreDict tag. Set it to blank to disable it.
Partial match is if you'd like to check for one specific NBT tag instead of the exact amount and values. This is useful if you want players to only kill a mob with a specific name or holding a specific item but are not concerned about any other aspect of them. When setting up a task for partial match you should delete all NBT tags from the item/entity you don't want to look for.
I can't seem to figure out how to use the OR function.For example, "Build a door" quest.I selected OR in the quest options. Then under tasks added a crafting task. In that task I added two items a reg vanilla door with NBTdisabled, and added a mod added door (carpenters doors). But it lists both as being needed to craft to complete.I also tried adding two separate crafting tasks inside the same quest, with OR selected, and that didn't work either. It simply put the tasks on separate pages, but still required them both to be completed.I realized now that the AND Or Function is for setting up quests that require other quests to be completed first, and not for multiple possible items inside one quest... Is there a way to do that??? I hope so...
And now some suggestions/questions.
*Any way to increase the size of the Description input line???
*Any way to rename the item required field? If I put Oak Wood Log in with a NBT ignore, I want it to say "Any Wood Log" instead, but there is no way to do that as I can see.
*When selecting an item from the right side of the "choose Item" screen (where it says search and lists all available items). You can only ever have x1 on the item count, unless you set up a stack beforehand in your inventory outside of the quest editor. A way to increase this stack size from within this screen would be lovely. I noticed you can go into RAWNBT after and change the amount there... but having to do that just adds a step.
*Having newly added quests auto place an x,y near the last quest you made instead of right on top of a quest and being completely hidden would be great. Took me 10 min to realize that my quests were all stacking up on the quest grid screen and I was at a loss as to why they weren't showing up until I hit GRAB and dragged one.
*A way to duplicate a quest in the editor, so you can have a template of sorts when making a "new quest" that is much like previous ones.
*Was I missing something, or were quests supposed to announce to the player somehow when they were completed with silent:off. I never saw any messages or anything when I completed quests? I didn't even hear completion sounds of any kind.
*Is the Global Quest and Global Share settings for all players on the server, or for teams? What is the difference between them exactly?
*A repeat reward option, so completing a quest the first time can give a different reward than repeating it does, would be neat.
*Is there a way to do reset_all for a specific player, a specific team, and not always have to do it to everyone?
*How about a way to reset just a single quest for all players, by using its quest ID?
*A server option to only "autoclaim" if inventory has space, otherwise require manual claiming? Dropping it on the floor could be dangerous, especially if the player doesn't notice it happened.
*How about a server option to auto-set the first player to join the server to a team based on their name (like "Blue001's Team"), and then having all other players who join also force set to that team?
*Have the game save your quest layout separate from the AUTO one... so if you hit AUTO accidentally, you can easily undo it...
*Instead of having "Main" as an option, why not reword it to "Shape" and have it have the following options... Burst(the current main one), Star, Circle, Square, Triangle, etc etc. This way you can group quests into more different types if you want.
*A "hidden" quest option, so the quest won't appear on the grid until you complete it's pre-req's. Also a way to hide or lock the Main Quest-line buttons on the left, so you can show/unlock them when one section or specific quest is complete.
*This probably would go into another expansion, but a "Enter Biome" and "Enter Dimension" quest type. I see that you can do locations based on x,y,z and dimension, but you can't just do plain ol dimension by itself without an x,y,z... as far as I can tell. Nor can you have players seek out and explore each biome type on a random generated world.
*A way to send a message to players in the chat window on a quest being complete. So you can send custom congrats or hint messages for certain quests.
Lastly, Any chance you could add the welcome screen functionality from this " A Requested Mod " into your mod. I think it would fit well here inside this mod as letting players know how to access the quest screen and such would be great.
* If you need to have optional 'tasks' you'll have to either have an expansion who's task type directly supports it or make multiple quest instances. I may add the logical operators on tasks at a later date.
* When editing the description of quests or quest lines there is usually a button to the side marked 'Aa'. Click that and you'll be taken to a large text editor with additional colour and formatting options.
* ignore NBT doesn't enable/disable ore dictionary (clear the oreDict line to do that). Currently no the text isn't editable but I will make that automatic.
* I'll add in a text box to the item selection screen sometime soon-ish
* This is a known problem but I haven't found an ideal solution to how to auto position the icons so they don't overlap
* I'm not 100% sure on the duplicate quest thing being worth having. How many people would actually need near identical quests?
* Yes the notifications are there but they are disabled in edit mode (trust me it gets annoying very quickly while creating quest lines)
* Global quests can only be completed by one person at a time. Global share determines whether everyone gets the reward or only the person who completed it. Useful for things like server wide races or community events.
* Maybe a repeatable quest with a mini loot chest could accomplish this.
* Not yet but I plan on adding that later, both reset player or quest ID.
* This is more up to the developer of quest whether the reward is safe to auto-claim or not.
* In what way would force setting everyone to a single team/party be practical? You might as well set every quest to be global
* 'main' is only meant for the 'main' quest line, not categorising them. Use different quest line tabs or item icons if you want to do that.
* Quest lines remain 'locked' if you haven't completed a prerequisite for at least one of it's contained quests. Prerequisite quests also don't have to be show in any quest line if you want it to be truly hidden/secret. (Note: while in edit mode you'll be able to see locked quests normal users can't)
* Get someone to make a 'Exploration Expansion' that supports biomes. I'm working on other things right now so I can't. Location tasks can be set to whole dimensions regardless of x,y,z, just set the range to -1.
* Notifications do this
* The new home screen sort of does this minus the text. You could always make a hidden quest with no tasks that auto claims the starter guide and/or your own written book. This way any new players joining the pack would automatically have an introduction to everything they need to know.
Thankyou kindly for answering all my questions! :-)
Keep up the great work!
Funwayguy ... you never cease to amaze me.
Until someone ports this legendary mod I am leaving the minecraft scene. http://www.cosc.canterbury.ac.nz/greg.ewing/minecraft/mods/ArchitectureCraft/#mozTocId598776 I have watched too many legendary mods die and carpenters blocks sudden fallout out of mainstream made me cry. I realize the source is messy but some of the best mods from 1.6.4 and 1.7.10 were.
The new expansions look nice. I like having expansions the integrate with other mods. Do you already have plans for more expansions or are you gonna leave that up to other modders?
I won't be making any more major integration mods, I wouldn't be able to manage/update all of them all effectively. I made these ones to showcase the potential of Better Questing and what mod developers can do with it. They are also the ones people are most likely to use (or required for importing HQM quests) so I wanted to make sure they worked right.
We're entering the realm of 1.8.9 people! The base mod has been updated and the other modules will be following soon. Standby for awesomeness!
Will you continue 1.7.10?Most Modpacks are still 1.7.10 so...
A overclocked ASUS G751JY... DOES STUFF
Specs:
i7 4710HQ
GTX 980M
24GB DDR3
256GB SSD
1TB HDD
Of course, both versions will not only be equally supported but the quest database files should be cross compatible too! The notification system should also be able to distinguish between updates for each version so 1.7.10 won't be bugged with 1.8.9 updates and vice-versa.
I've updated the main page to include both version downloads now however Standard Expansion is still in the process of being updated to 1.8.9
EDIT: Theoretically it should even be possible to import 1.7.10 HQM packs into 1.8.9 Better Questing just fine
In case anyone missed it, I've added 1.9 support. Everything should be cross-compatible like the 1.8.9 version
Perhaps I over looked it in my scan through, but is there a chance that this questing pack could spawn and detect "NPCs" made from the new armor stands? I have seen some really cool things done with the armor stands, and it would be really cool if we could use them to make NPCs that can assign quest that only spawn in say a Desert Temple. This would give it a huge edge over HQM in my eyes. Either way, eager to see what some clever mod pack designers will be doing with this!
Theoretically yes this is possible. There's nothing stopping you using the entity ID of an armor stand instead of a mob when making tasks. Also means you could query the NBT data on the stands so you could, for example, make a set of statues in a custom map act as a sort of puzzle where the player has to figure out the correct arrangement of bows/sword/shields to give them.
There are a LOT of things you can do with Better Questing especially when you get into advanced NBT detection tasks and custom expansion mods. The expansion packs I've already made are a good example of what you can do with it just to start. My main plan for the mod was always to make it completely modular and expandable so that if someone had an amazing idea for questing tasks/rewards they could just plug it into the side and run it with everything else. Pack developers can even swap out the themes to better suit the story they want to write as well as create localizations so they are no longer limited to players of one language.
Hey, Just noticed a bug with 1.7.10 version - I chose the task to gather 32 copper and when looking at the quest it cycles through the different images of what is accepted. One of the textures is crashing MC. Not sure if it is a BQ problem or the other mods problem. I would suggest making it non-ore dictonary as default and allowing people to choose if they want ore-dictionary choices. So as to avoid these crashes in case it is a texture/item problem and not a BQ problem. Also a guide on how to use it would be welcomed as some things seem very confusing for people who are not tec savvy - like the and/or/nor etc function
Care to share the crash long on the issue tracker? Not really anything I can do without it. I am actually making it easier to toggle the oreDictionary function for items but for now you'll have to edit NBT
I'm still working on the wiki but there are already a few pages there to get you started: https://github.com/Funwayguy/BetterQuesting/wiki
This Looks Like A Pretty Sweet RPG Quest Making Epic Mod! I'll Check It Out Later
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