Description:
I think it's time we had a bigger better questing mod to play with. For a long time now I've wanted to see mod packs do more with the tasks players would undertake on their journey's but as it is, there is only so much you can do with the existing questing mods out there. I took it upon myself to spend the last few months working on a replacement that was completely modular so that any mod developer could create expansions and themes that builds upon the existing mod allowing for pack developers to have limitless choice in what they can do with their stories and adventures.
Notes:
- This is the base mod and contains only the base functionality for expansion packs to build upon.
Please go download the Standard Expansion to get you started.
- BQ1 (1.x.x), BQ2 (2.x.x) and BQ3 (3.x.x) expansions are NOT cross compatible! Always check your versions before updating
- Optifine may break GUI rendering on some hardware, scrolling regions in particular. If you encounter such issues, try disabling "Fast Render" or other related options to see if that may fix it.
Features:
- Lots of in game editors for customising all aspects of your quests
- Automatic quest tree generation
- Party management
- Hardcore lives
- Allows pack developers to fully localise their quests with resource packs
- Customisable themes to better suit your pack (Requires expansions)
- Expandable set of task and rewards types (Requires expansions)
- Importers for other mods (Requires expansions)
- Skyrim-like notifications when quests are complete
- Full screen GUIs for less cramped editors
- All quest data is saved in JSON for external editors to manipulate
- MODULAR AND EXPANDABLE!
Want more?
If you or someone you know is a mod developer then feel free to download the developer version of the mod and create your own expansion packs. Want a quest task where the player has to do something specific with magic? Go for it! The possibilities are endless.
Pictures:
Permission:
Of course you can use it in your mod packs! (as long as you're abiding by Minecraft's EULA)
Discord:
Any idea what the permission node to allow editing would be on, for instance, my SpongeForge server? I want to allow my best friend to edit the quests but don't know how to do so through my permissions plugin (in my case, LuckPerms). /Op
does nothing(<--edit2-->) isn't supposed to do anything on sponge servers, at least when they have a permission plugin...edit: upon further inspection, it doesn't seem like there is any permission node that gets checked by your commands. Would you please consider adding compatibility for Sponge? I'm not sure what precisely it would entail, but so far as I'm aware, it's fairly simple.
edit2: it looks like you actually do have code that is (at least according to someone on sponge's discord) supposed to implement a permission node, but for some reason it's not being checked when I run the command on my server... I have no idea why and don't know enough about plugin development to figure it out.
Great Work, we love your mod.
We use it in all our modpacks. Will you be porting over to 1.14.4 soon?
We'd love to start testing it as we are now moving to port our mod to 1.14.4 as well.
Thanks.
In reply to Wissin8r:
As you should be aware, Forge just released their first 1.14 build less than two months before you post that. Give other modders time to develop and adjust. Many can't work full-time on their mods because they have work, college, etc., so just be patient
In reply to twisted_code:
WOW.. really replying generic useless info to gain a post.
As you should know (which apparently don't research and just post for the heck of it) Forge has a recommended stable working version for almost 3 weeks and there are over 51 pages of mods already ported over (which is over 1K mods working with 1.14.4).
Making a 1 time polite question of how their developing process is coming along, due to no info posted regarding this, is not badgering a developer.
You need to research who you badger just to gain a post, our developing team has a life as well, we are more than aware of this aspect.
Your post is not useful in any way to this mod or the modding community.
FYI - The Developer has kindly answered this question 22 days ago (very promptly and politely as well) in the actual Github issue tracker here.
Funwayguy commented 22 days ago
Sorry but that is still a very long way away. There's still plenty of work left to do on the 1.12.2 version and even if I had a 1.14 version, it wouldn't be cross compatible thanks to the huge internal changes. I haven't even familiarised myself with the new rewritten Forge system yet
.
In reply to Wissin8r:
See my comment: https://www.curseforge.com/minecraft/mc-mods/better-questing?comment=507
In reply to Wissin8r:
Calling a genuinely well-intentioned post "generic useless info" and assuming it was meant to "gain a post" suggests I must've struck a nerve without even trying; then again, I'd probably feel the same way in your position. Contrary to what you might think, I was not trying to gain a post (who even cares about that sort of thing? I don't need a number to tell me my self-worth) or in any way offend you. I know you weren't trying to badger the developer; you probably get enough of that on your own projects, and I almost opted not to reply at all (and I'm now thinking I might've made the wrong judgment call). I was just pointing out that it's still kind of early in the development cycle, and I already had something written with which I replied to the guy above you (I assume that's why you thought I was going for post count?). Sorry for any misunderstanding.
In reply to Wissin8r:
They make their mod in their own time. Stop being a pretentious dick expecting something from someone.
In reply to KrispyChickenThe1st:
I don't think that's what's really going on here; they seem to understand that much just fine. I think they just misinterpreted my intentions so badly that they decided to act like a d*** in return.
I'm making up my own personal modpack to play and i wanted to use BQ....but when i go in game and open the quest book none of the quests load up. I get a blank screen. The party and theme pages are fine. Any ideas?
In reply to MaterMotely:
Same problem here. In Creative, I can see all the quests, and I can do them when edit mode is turned off.
When I start a game in Survival mode, I have a blank Quest Book.
Edit: wait, that's not quite right. When I start a new world, even in creative mode, I still have a blank Quest book. The only world that has my quests is the world I was in when the quests were created. How do I get them to appear in other worlds? I'm probably being dumb....
Edit #2: well, manually copying the Quest Database to the new save works for the moment. Still need a long-term solution though.
**** EDIT #3 Oh my god.... Okay, I predicted it above -- I'm just dumb.
/bq_admin default save
Luckily I only wasted a couple of ummm.... hours... on this.
In reply to MaterMotely:
Unless you are playing someone else's modpack, you have to make the quests yourself. This is a mod for pack makers to make their OWN quests; no quests included.
Assuming you knew that already, please disregard. I was just trying to be informative in case you misunderstood the purpose of the mod
I don't know if this is the right place for a feature request, but could you take a look at the following:
Having to model each and every structure and coding a custom entity is a lot of work. So I was wondering if you could add a quest requirement that shows a structure preview(maybe use the data structure blocks make or something).
Hope I'm not bothering you and if you're adding a feature like this then I'll respect your decision.
BTW, what do you think of this i.m.o. pretty unique way of using the quest book?
In reply to eman_not_ava:
That is so cool!
In reply to eman_not_ava:
Nice work on that! And I agree this would be a good feature. Just needs to render block models, right? That shouldn't be too hard, although the question would be how to tell the quest what the structure should look like... maybe build it in world and then select its coordinates somehow? Once it's saved, you can break the structure?
In reply to twisted_code:
I was thinking of referring to a .schematic file from mcedit,
or if you don't want to rely on third-party software you could use the file that structure blocks create(.nbt) when saving a structure(topography allows you to spawn buildings with information taken from those files)
In reply to eman_not_ava:
using a structure NBT would probably be best; support for MCE schematics would also be nice, but it would probably be a lot more work for funway.
Edit:2
The command to get to editing is
/bq_admin edit
From there, you can open the quest log and there will be a cogwheel you can click, you can edit/import quests from there.
--------------------------
Edit:
Second time reading through the mod page nd just saw that the expansion version has the ability to import, I will try and figure how to then.
--------------------------
I would like to merge the quests of two different modpacks, Life in the village and Roguelike adventure and dungeons. Is there an easy way to do this? I have both modpacks merged and the server runs.
Right now I have to choose one or the other, however, both offer something to the player in terms of how to play the modpack... It would be nice if I could name the other one Defaultquests2.json or something along those lines, unless there's something like this already?
Thank you,
Oron
Crash on launch with latest version, v291 works fine for me, but 299 and later don't, haven't tried intermediary versions:
// Don't do that.
Time: 7/28/19 1:59 AM
Description: Initializing game
java.lang.NoClassDefFoundError: betterquesting/api/misc/IFactory
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at net.minecraftforge.fml.common.ProxyInjector.inject(ProxyInjector.java:85)
at net.minecraftforge.fml.common.FMLModContainer.constructMod(FMLModContainer.java:611)
at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136)
at net.minecraftforge.fml.common.Loader.loadMods(Loader.java:593)
at net.minecraftforge.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:232)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:467)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:378)
at net.minecraft.client.main.Main.main(SourceFile:123)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:196)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:231)
at org.multimc.EntryPoint.listen(EntryPoint.java:143)
at org.multimc.EntryPoint.main(EntryPoint.java:34)
Caused by: java.lang.ClassNotFoundException: betterquesting.api.misc.IFactory
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:191)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 47 more
Caused by: java.lang.NullPointerException
In reply to Lordepos:
You likely have expansions for the wrong version of the base mod. The betas current beta builds are also not built to run with any other expansion besides the SE beta builds.
PS: Please report your issue to the proper tracker next time.
In reply to Funwayguy:
Yep, that fixed it. Thanks, I'm a dumbheck.
Is there a way to have the questbook state the name of the player reading it?