Although I have merged my accounts to keep creative control over my mod threads, I am by no means a fan of this decision. If this is anything like the Curse App, I give this place a few months left to live before the mass exodus of users and rebranding destroys everything of value this place once had. It's been a great number of years growing with the MC community and it's sad that this is how it ends. Minecraft deserved better... the forums deserved better... rest in peace.
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That's unusual. What mods do you have installed that could be potentially changing how the inventory works?
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Possibly, I've seen other weird issues with the overworld multipliers being applied regardless of settings but I've been yet to figure out why. All dimensions multipliers are applied the same way so it has confused me greatly since discovering it.
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When I have some free time off Uni I'll try and update this to 1.9 however it's likely going to be quite the challenge to get the off-hand slot working with the scrolling inventory.
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In the advanced properties of a quest there is a variable called "repeatTime" which can be used to set the interval between when the player can attempt it again. This time is in ticks so 20 ticks would be one second, 1200 for one hour. Keep in mind that this time period only ticks down while the game is running.
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Seems to be an incompatibility with how sponge hooks into command events.
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Unfortunately I accidentally deleted it and I can't remember half the things in it.
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Seems I made a minor error in the packet handling. I should be able to post a quick fix for that soon
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Better Questing and all the expansions I have personally developed have de-obfuscated jars available for download via Curse Forge and sources are available on Github. There are numerous registry classes and places to hook into quests however I plan on doing some internal changes to task progress data in the next few updates.
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I'll try and move the progression data to a separate file for updating purposes however there will need to be a lot of internal work in order to keep backwards compatibility and prevent task data mismatching if something changes.
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1. The quest book expansion is not developed by me but you can simply use a hidden auto-claim quest to give players starting items.
2. Main quest is just a visual change to help players know which quests are important to the main objective/story where global quests makes it so that the task completion applies to all players instead on an individual or party basis.
3. Simultaneous tasks need to be completed at the same time for example if you had a location task and an item detect task, the quest would only be completed if you had the item(s) on you at the given location rather than visiting the location and obtaining the items else where.
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It would be better to edit via server to preserve everyone's progress. Although OPs are the only ones that can confirm changes made to quests in edit mode, all players will still be able to see the editors and full quest lines. I'm still trying to think of a better way of doing this as the OP status is not known client side where the UI controls are.
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This would theoretically be possible but I'm am in fact pretty busy both IRL and with modding backlog sorry. Better Questing should be fully capable of dealing with generated quests on the fly and syncing them with all players however it will be up to the plug-in/expansion to keep track of them all and which belongs to each dungeon.
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If you set the value of CustomName right and it isn't ignoring NBT tags then it should work. I'll double check my side but I can assure you it worked fine last time I tried.
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Target NBT is contains a sub category of NBT tags relating to the target entity. You should find CustomName in there (also I forgot partial match is force enabled for entities due to technical reasons)
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Were you doing this in the global config or the world specific one and is the global config enabled?