Standard Expansion doesn't have NEI support for the tasks just yet but it does for the rewards. When looking up an item in NEI, it will tell you what quests have that item as a reward. The base mod however is not in charge of determining whether or not NEI works with the tasks/rewards or not, that is up to the expansion developers. I will however take a look at adding it for Standard Expansion tasks.
Out of order quest completion is intentionally not supported (an expansion could add this as an option) mostly due to some creators relying on questing order for things to work correctly, especially in a custom event system ticking in the background. It is also much more server efficient if it's not ticking every single quest for every single person 20 times a second. If you really wanted a quest that could be completed at any time, why give it prerequisites in the first place? Might as well style the quest line as a to-do list.
EDIT: I'm adding an option to enable locked progression on a per quest basis so as not to break event systems or order reliant quests. Pack developers will be the ones responsible for enabling this on quests of their choosing so they can still lock you out if they feel it necessary.
Good Day! Totally loving the new mod btw. I get a crash when crafting Autonomous Activator. Better Questing comparison issue. However when I try to just bypass the issue and do a bq_admin complete Autonomous_Activation TheBadman (am I entering the parameters correctly?), I don't get a command error just nothing happens.
Can you please help?
TheBadMan
PS I duplicated the issue countless times on different crafting tables, without Optifine, with, and unfortunately continue to receive same crash. I'm not sure how to send a crash report as I have never posted here before. Thanks.
Good Day! Totally loving the new mod btw. I get a crash when crafting Autonomous Activator. Better Questing comparison issue. However when I try to just bypass the issue and do a bq_admin complete Autonomous_Activation TheBadman (am I entering the parameters correctly?), I don't get a command error just nothing happens.
Can you please help?
TheBadMan
PS I duplicated the issue countless times on different crafting tables, without Optifine, with, and unfortunately continue to receive same crash. I'm not sure how to send a crash report as I have never posted here before. Thanks.
If you still find it necessary to post your crash report please copy the the latest text document contained within crashlogs folder, post it to pastebin.com and then create an issue report here including the pastebin link: https://github.com/Funwayguy/BetterQuesting/issues
Any chance you will complete a 'Getting Started' page on the wiki? I can't seem to do much in this mod at all. Is there some sort of database config needed (one of the mod windows asks for a database)? Maybe some sort of 'demo' quest with stuff explained for us noobs would be great.
Any chance you will complete a 'Getting Started' page on the wiki? I can't seem to do much in this mod at all. Is there some sort of database config needed (one of the mod windows asks for a database)? Maybe some sort of 'demo' quest with stuff explained for us noobs would be great.
Thanks
Eventually I'll get that sorted. I'm just not sure where to start and where to end due to the massive amount of possible things you can do with this mod. Right now I'm still working on updates to fix some leftover bugs
Hello all, im going to use the mod in my upcoming modpack: Planet Earth just to let you know. I might make a getting startd guide after learning how to use it for all the others. Your mod seems great. One question can i edit the message people get on quest completion
Not at the moment no but I have had requests for similar popup messages that can be triggered via command rewards etc.
The Meaning of Life, the Universe, and Everything.
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Is there a wiki or further documentation about requirements/rewards? Also, if I have this on my server and players have it in their client, do I need to have the quests client-side, or can I just create them server side as long as the player has the mod?
Is there a wiki or further documentation about requirements/rewards? Also, if I have this on my server and players have it in their client, do I need to have the quests client-side, or can I just create them server side as long as the player has the mod?
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Maybe you can shed some light on this question? I am trying to adjust the "Title Card" to another image that I created. I have adjusted the config file to a variety of different paths to no avail. I have also placed the title card in the config/betterquesting/resources folder. I created a config/betterquesting/resources/testpack/textures/gui/logo.png and pointed the config to that to no avail.
Can you provide an example on how to edit that? I do use the "Resource Loader" mod also, not sure if maybe that causes conflict?
Actually the first one would have worked fine too if you used the path "testpack:textures/gui/logo.png"
The way resource packs work in Minecraft makes the root folder the 'domain' for the pack (This defaults to "minecraft" if not specified). If you were to place your textures under a folder named 'minecraft' you could replace vanilla resource that way. Resource Loader and Better Questing should have no problem working together although having both is a bit redundant.
PS: It seems a formatting error in the wiki page skipped out a portion of information that would have likely clarified this but I'll fix it up now for future reference.
EDIT: Wiki page updated with a better explanation of how to format things
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Loving the system. And really finding it nice to utilize once you get used to it. I have one issue it seems. In the book it indicates that /bq reset command should be utilized to erase question completion data before publishing packs which is a rather smart thing to do lol. I myself am testing all my quests first before I release to make sure they work. I have come to a point where I tried to use this command and it doesnt seem to be registered.
As a matter of fact if i type /bq and press tab to cycle through it only reports
/bq_admin
/bqs_loot
/bq_user
Now I these seem to work however the /bq reset seems to be non-existent.
PS - as an aside, how do the quests organize themselves. No matter what I seem to do it seems their movement is linked to each other somehow. In other words I move one quest over to the far left of the page and it auto-moves itself back near the center somewhere and moves any other quests on the same GUI with it even if they are not attached and if the Snap is set to 1.
PPS - with the latest version it seems like every one of the Craft Quests that I create are marked as complete for me. I don't quite understand why? Is this because I am still in Admin mode and haven't exited it yet?
EDIT: it is /bq_admin reset all NAME - I figured it out. However the above points are still valid.
Seems I forgot to update that portion of the wiki/guide when I updated the commands but I'll get that sorted next update. Not sure about the crafting quests though. Which version are you using and what settings are you using for that task?
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Okay so I'm trying to make it to where a player has to meet a specific villager I gave a custom name to (If there is a custom NPC plugin for this please let me know otherwise) and I'm setting up to where you have to meet this specific villager. Problem is the only thing I can set up is meeting any villager. Which will not work as I have multiple villagers set up around the map and I need it to be a specific one.
Rollback Post to RevisionRollBack
Someday I'll return to the Blueheart Glacier and sleep for a thousand years.
Seems I forgot to update that portion of the wiki/guide when I updated the commands but I'll get that sorted next update. Not sure about the crafting quests though. Which version are you using and what settings are you using for that task?
I m using the latest version as per time of this post (according to curse) for Minecraft 1.8.9. Version number is 1.1.80. Let me better explain the issue since I have done some deeper testing.
It appears that whatever flags/checks are set for crafting tasks are perhaps inverted. What I mean by this is the following. If I set up a task to craft 1 <INSERT ITEM HERE> or 12 <INSERT ITEM HERE> the quest on the main GUI is marked as complete and shows 0/1 TASK COMPLETE. However, once you go into the quest itself, it is still marked in the green as complete but shows 0/12 or 0/1 etc. Whereas with the retrieval tasks it properly shows 0/12 INCOMPLETE. With respect to the settings here is an example json output. (BTW very clever using json, props to you for that one)
As you can see from above it is marking my UUID as completing the quest when I haven't even completed it. Now I don't know why it is doing this but my only guess is that it is happening somewhere when I create the task. I have even tried to reset all my questing data and then turn off edit mode and resync and it still has me marked as completing the task. This makes me think something is getting set somewhere after I have completed the creation of that task, as this does not happen when I create a Retrieval Task.
One oddity that I have noticed, and I am not sure if this has anything to do with it or not. Is that the Crafting tasks do not "stick" when you first create them. As a matter of fact you have to create the crafting task, click Done and then once you work your way back to the quest everything appears properly (description, type of task, etc.) except the crafting task doesnt display the item you have to craft, you then have to go back and "re-add" the item to the crafting task. Click Done and Done again and then it sticks. But it is marked as complete for me now that it appears.
hopefully that makes sense.
EDIT: Created this video to show exactly what happens:
Okay so I'm trying to make it to where a player has to meet a specific villager I gave a custom name to (If there is a custom NPC plugin for this please let me know otherwise) and I'm setting up to where you have to meet this specific villager. Problem is the only thing I can set up is meeting any villager. Which will not work as I have multiple villagers set up around the map and I need it to be a specific one.
You'll need to go into advanced settings and enable partial NBT match then delete all tags except for CustomName which should be set to the name of the villager you are looking for.
Standard Expansion doesn't have NEI support for the tasks just yet but it does for the rewards. When looking up an item in NEI, it will tell you what quests have that item as a reward. The base mod however is not in charge of determining whether or not NEI works with the tasks/rewards or not, that is up to the expansion developers. I will however take a look at adding it for Standard Expansion tasks.
Out of order quest completion is intentionally not supported (an expansion could add this as an option) mostly due to some creators relying on questing order for things to work correctly, especially in a custom event system ticking in the background. It is also much more server efficient if it's not ticking every single quest for every single person 20 times a second. If you really wanted a quest that could be completed at any time, why give it prerequisites in the first place? Might as well style the quest line as a to-do list.
EDIT: I'm adding an option to enable locked progression on a per quest basis so as not to break event systems or order reliant quests. Pack developers will be the ones responsible for enabling this on quests of their choosing so they can still lock you out if they feel it necessary.
Sounds good.
Good Day! Totally loving the new mod btw. I get a crash when crafting Autonomous Activator. Better Questing comparison issue. However when I try to just bypass the issue and do a bq_admin complete Autonomous_Activation TheBadman (am I entering the parameters correctly?), I don't get a command error just nothing happens.
Can you please help?
TheBadMan
PS I duplicated the issue countless times on different crafting tables, without Optifine, with, and unfortunately continue to receive same crash. I'm not sure how to send a crash report as I have never posted here before. Thanks.
The crash is likely caused by a Forge version change. It also sounds very similar to this crash:
https://github.com/Funwayguy/BetterQuesting/issues/20
If you still find it necessary to post your crash report please copy the the latest text document contained within crashlogs folder, post it to pastebin.com and then create an issue report here including the pastebin link:
https://github.com/Funwayguy/BetterQuesting/issues
Any chance you will complete a 'Getting Started' page on the wiki? I can't seem to do much in this mod at all. Is there some sort of database config needed (one of the mod windows asks for a database)? Maybe some sort of 'demo' quest with stuff explained for us noobs would be great.
Thanks
Eventually I'll get that sorted. I'm just not sure where to start and where to end due to the massive amount of possible things you can do with this mod. Right now I'm still working on updates to fix some leftover bugs
Not at the moment no but I have had requests for similar popup messages that can be triggered via command rewards etc.
This is the best idea ever. Thank you for this mod.
MINECRAFT needs World-edit like tools in the creative mode.
Is there a wiki or further documentation about requirements/rewards? Also, if I have this on my server and players have it in their client, do I need to have the quests client-side, or can I just create them server side as long as the player has the mod?
There is a work in progress wiki here: https://github.com/Funwayguy/BetterQuesting/wiki
If the client has the mod installed they will not need the quest database, that will be automatically synchronised for every one.
Maybe you can shed some light on this question? I am trying to adjust the "Title Card" to another image that I created. I have adjusted the config file to a variety of different paths to no avail. I have also placed the title card in the config/betterquesting/resources folder. I created a config/betterquesting/resources/testpack/textures/gui/logo.png and pointed the config to that to no avail.
Can you provide an example on how to edit that? I do use the "Resource Loader" mod also, not sure if maybe that causes conflict?
I have read the documentation here as well: https://github.com/Funwayguy/BetterQuesting/wiki/Resources
EDIT: I fixed it. I didn't know I had to do config/betterquesting/resources/betterquesting/textures/gui/default_title and put betterquesting in twice.
Actually the first one would have worked fine too if you used the path "testpack:textures/gui/logo.png"
The way resource packs work in Minecraft makes the root folder the 'domain' for the pack (This defaults to "minecraft" if not specified). If you were to place your textures under a folder named 'minecraft' you could replace vanilla resource that way. Resource Loader and Better Questing should have no problem working together although having both is a bit redundant.
PS: It seems a formatting error in the wiki page skipped out a portion of information that would have likely clarified this but I'll fix it up now for future reference.
EDIT: Wiki page updated with a better explanation of how to format things
Are there any interesting mod packs using this? Something in the small-ish range?
Most packs on curse using this can be found here: http://minecraft.curseforge.com/projects/better-questing/relations/dependents
How the reputation System from HQM can be imported into Better Questing Mod?. Means get Quests unlocked after a certain reputation point.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Loving the system. And really finding it nice to utilize once you get used to it. I have one issue it seems. In the book it indicates that /bq reset command should be utilized to erase question completion data before publishing packs which is a rather smart thing to do lol. I myself am testing all my quests first before I release to make sure they work. I have come to a point where I tried to use this command and it doesnt seem to be registered.
As a matter of fact if i type /bq and press tab to cycle through it only reports
/bq_admin
/bqs_loot
/bq_user
Now I these seem to work however the /bq reset seems to be non-existent.
PS - as an aside, how do the quests organize themselves. No matter what I seem to do it seems their movement is linked to each other somehow. In other words I move one quest over to the far left of the page and it auto-moves itself back near the center somewhere and moves any other quests on the same GUI with it even if they are not attached and if the Snap is set to 1.
PPS - with the latest version it seems like every one of the Craft Quests that I create are marked as complete for me. I don't quite understand why? Is this because I am still in Admin mode and haven't exited it yet?
EDIT: it is /bq_admin reset all NAME - I figured it out. However the above points are still valid.
Seems I forgot to update that portion of the wiki/guide when I updated the commands but I'll get that sorted next update. Not sure about the crafting quests though. Which version are you using and what settings are you using for that task?
Okay so I'm trying to make it to where a player has to meet a specific villager I gave a custom name to (If there is a custom NPC plugin for this please let me know otherwise) and I'm setting up to where you have to meet this specific villager. Problem is the only thing I can set up is meeting any villager. Which will not work as I have multiple villagers set up around the map and I need it to be a specific one.
Someday I'll return to the Blueheart Glacier and sleep for a thousand years.
I m using the latest version as per time of this post (according to curse) for Minecraft 1.8.9. Version number is 1.1.80. Let me better explain the issue since I have done some deeper testing.
It appears that whatever flags/checks are set for crafting tasks are perhaps inverted. What I mean by this is the following. If I set up a task to craft 1 <INSERT ITEM HERE> or 12 <INSERT ITEM HERE> the quest on the main GUI is marked as complete and shows 0/1 TASK COMPLETE. However, once you go into the quest itself, it is still marked in the green as complete but shows 0/12 or 0/1 etc. Whereas with the retrieval tasks it properly shows 0/12 INCOMPLETE. With respect to the settings here is an example json output. (BTW very clever using json, props to you for that one)
JSON: http://pastebin.com/kC4QvnqE
As you can see from above it is marking my UUID as completing the quest when I haven't even completed it. Now I don't know why it is doing this but my only guess is that it is happening somewhere when I create the task. I have even tried to reset all my questing data and then turn off edit mode and resync and it still has me marked as completing the task. This makes me think something is getting set somewhere after I have completed the creation of that task, as this does not happen when I create a Retrieval Task.
One oddity that I have noticed, and I am not sure if this has anything to do with it or not. Is that the Crafting tasks do not "stick" when you first create them. As a matter of fact you have to create the crafting task, click Done and then once you work your way back to the quest everything appears properly (description, type of task, etc.) except the crafting task doesnt display the item you have to craft, you then have to go back and "re-add" the item to the crafting task. Click Done and Done again and then it sticks. But it is marked as complete for me now that it appears.
hopefully that makes sense.
EDIT: Created this video to show exactly what happens:
You'll need to go into advanced settings and enable partial NBT match then delete all tags except for CustomName which should be set to the name of the villager you are looking for.