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Ember's Questing

Powerful data driven questing mod using LDLib2 for maximum customizability
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Ember's Questing 1.0.0-alpha.1 (NeoForge 26.1)

File nameembersquesting-neoforge-26.1-1.0.0-alpha.1.jar
Uploaded
Oct 18, 2026
Downloads
9
Size
9.4 MB
Mod Loaders
NeoForge
File ID
9245526
Type
R
Release
Supported game versions
  • 26.1.2
  • 26.1.1
  • 26.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:embers-questing-1752806:9245526"

Learn more about Curse Maven

What's new

Changelog

v1.0.0-alpha.1

First alpha of 1.0 for NeoForge 1.21.1, NeoForge 26.1 (Minecraft 26.1 to 26.1.2), NeoForge 26.2 and Forge 1.20.1. This covers everything since test release 0.2.1.

Breaking changes

  • The blueprint and journey themes and the blueprint quest style are gone. Players who picked one of those themes get Modern
  • Built-in themes are now JSON palettes on LSS templates. A pack's own .lss file at a theme's path still wins over the palette

Versions

  • NeoForge 26.1 and 26.2 have no Create, EMI or Iron's Spells integration. The create world falls back to workshop
  • NeoForge 26.2 has no KubeJS or FTB Teams / FTB Chunks integration. Team quests use the built-in solo and party provider. AE2 uses an alpha build
  • Screen shader() layers draw nothing on 26.1 and 26.2, and /eq screen check reports it
  • Text components inside components SNBT are plain NBT on 26.x: custom_name:'"X"' on 1.21.1 is custom_name:"X". Item, block and attribute ids follow the Minecraft version
  • Worlds upgraded from 1.21.1 to 26.x keep their quest progress. The old file is migrated on first load and kept as a backup
  • Forge 1.20.1 needs Kotlin for Forge 4.11 or newer. LDLib2 is bundled
  • Forge 1.20.1 has no data components, so components is the item's NBT tag. The quest book item stores its book in the book tag
  • Forge 1.20.1 has no horizontal scrolling in the pop-out quest window

World view

  • New world quest style layout. Each chapter shows as a 3D world with its quests placed in it, and your figure walks to the quest you pick
  • Chapters pick a world with world: floating islands (meadow, court, geode, nether, end, ocean, study, workshop, grid, stars), open land (plains, village, desert, snowy), caves (cave, lush_cave, deep_dark) or a nether fortress. A block id picks a matching world with that block as the ground. With no world the chapter icon picks one
  • create and ae2 worlds show working Create machines and contraptions or an AE2 base. Without those mods they fall back to the workshop and grid worlds
  • Worlds fade into fog, and land, caves and lava seas reach past the view
  • Animals and monsters roam the worlds. Click one to pat or hit it, and sculk sensors wake the warden
  • Doors, levers, buttons, bells and other vanilla blocks work when clicked. So do Create presses, mixers, millstones, burners, depots and fans
  • Chapters take blocks click rules that run a click action and show a tooltip when a matching block is clicked
  • Chapters take a marker for finished quests: banner, block, particles, beam, glow or none
  • Settings adds Ambient mobs, Mob clicks, Wait for figure, World sounds and Pause the game

Themes

  • A theme is a JSON palette of color tokens on a base theme. /eq theme new <id> makes a pack with a palette file and opens an in-game editor with a color picker for each token. /eq theme list and /eq theme edit work too
  • The minecraft themes have a vanilla container look, and the chapter sidebar has its own styles

Quests

  • 27 new while conditions for tasks, such as gamemode, weather, moon phase, area, structure, light, riding, health, score, nearby mobs and the block you stand on. not, any and all combine them
  • Rewards take auto: claim gives the reward the moment the quest completes, silent does the same without a toast or inbox line. claim_all: false keeps a reward out of Claim all
  • sequential: true makes tasks complete in order. Later tasks show dimmed with a lock until the one before them is done
  • Chapters and books take a defaults block for auto, sequential, visibility, hide_text_until_complete, invisible_until_tasks and hide_lock_icon. The quest wins, then the chapter, then the book
  • hide_text_until_complete, invisible_until_tasks and hide_lock_icon on quests
  • Item tasks and item rewards match and give data components. components takes SNBT, match_components picks fuzzy or strict, ignore_damage skips durability
  • New xp task with levels or points, in detect or consume mode
  • Command rewards take permission and silent, and fill in {p}, {team}, {x}, {y}, {z} and {quest}. run_command click actions use the same placeholders
  • Kill tasks filter by name and nbt, advancement tasks by criterion. Stage tasks and rewards take team, and a stage reward can remove
  • Quests take a shape: circle, diamond, hexagon, octagon, pentagon, square, rsquare, gear, heart, shield or star. Every theme draws them in its own colors
  • 174 white pixel icons ship under embersquesting:textures/gui/icons/. Use one as a quest icon or an image, and find them with the Icons button in the texture picker

Text and recipes

  • New recipe content block. It draws crafting, smelting, blasting, smoking, campfire, stonecutting and smithing recipes from their id. Other recipe types show their ingredients and result
  • Item blocks take tags like #minecraft:logs. Tag slots and recipe ingredients cycle through their items every second, all in step
  • Shift click an item in a description, item block or recipe to open the quest that uses it
  • Markup tags <key value=key.jump> for the player's key binding and <lang key=...> for translated text. Quest titles take markup too
  • Books take macros, plain text swaps done before markup is read. Macros from every book apply to the whole pack
  • Links to a missing quest, chapter or book show in red with a "Bad link" tooltip and do nothing
  • The quest item tooltip names the key that opens the quest

Quest log

  • The quest book can open in its own window beside the game. Turn on Separate window in Settings
  • Books take emergency items. A stuck player can take them from the header button, then waits out the cooldown before taking them again. The FTB Quests importer brings these over
  • Quests take size and offset to scale and move the node, and icon_size and icon_offset for the icon inside the shape. Quest tooltips show more detail
  • A debug overlay for every quest screen, on a key or in Settings
  • Backspace or mouse button 4 goes back to the last chapter or quest. Shift and Backspace or mouse button 5 goes forward
  • Quests you have never opened get a pulsing dot on the map. Chapters and book tabs that hold one get a dot too. Shift click a chapter to mark it read
  • Switching chapters or books plays a page turn sound

Chapters and rewards

  • Chapters take a group. Grouped chapters sit under a collapsible header in the chapter list, with a title, icon and order from the book's groups map
  • Reward tables: one weighted list in config/embersquesting/reward_tables/<id>.json, used by any quest with a table reward in random, choice or all mode. The panel shows the table's title, icon and odds

Scenes

  • A scene takes a timeline: camera keyframes with easing and spline paths, layer and block reveal timing with a drop in, puppet pose keys and timed actions, and caption cues. Loop, play once or ping pong
  • Every animated scene, timeline or steps only, gets one control band: play, previous and next keyframe, a scrub bar with a tick per step and caption, the time, restart, preview and enlarge
  • Steps take t to start at a set tick. Without it a step starts when the one before it ends, after that step's ticks
  • Input prompts follow the scene clock. They show just before the click, light the button at the swing, hold still while paused and follow scrubbing
  • Scene keys take #tag and partial states like minecraft:oak_stairs[facing=north], where only the listed properties must match. A tag spot still shows its first block in the scene, but tooltips, the materials list and the build guide call it "Any Planks" and cycle its icon through the tag
  • Preview in world: a scene with "world_preview": true gets a toolbar button that projects the build as a ghost that follows your crosshair and turns with you. Right click pins it and Esc cancels. Wrong blocks get a red box, and a panel at the top shows progress and the next block you need
  • Two preview views. Layer view shows one layer at a time, starting at the bottom and moving up when you finish a layer. Whole view shows the full build with every layer but the one you are working on faded. Left and Right arrow switch views, Up and Down arrow pick a layer. /eq guide mode <layer|whole> and /eq guide layer <n|auto> do the same
  • Look at the spot you are about to fill and the block it needs shows next to your crosshair with its tooltip and block ID. The preview also checks the block in your hand: a green box means it is the right block, a red box means it is not, and the tooltip says the same
  • Press B to see where blocks are still missing. Every unfinished spot up to your current layer lights up through walls for a few seconds, and the action bar tells you how many there are
  • Sneak and press the arrow keys to move a pinned preview one block at a time instead of placing it again. Up moves it the way you face, or up and down when you look steeply
  • Pinned previews stay through dimension changes and restarts, so you can leave to gather materials. Pin as many as you like. With empty hands, sneak and use inside one to remove it, Shift click the scene's preview button to remove all of that scene's, or use /eq guide clear. /eq guide list lists them
  • Hovering a block in a scene shows its full item tooltip. Click selects it, double click opens its recipes (left) or uses (right) in JEI, EMI or REI
  • The scene editor gets a timeline dock: a track with keyframe diamonds you drag, a play head, play and pause, Record camera, an easing picker per key, and gizmos in the preview to move cameras, puppets, blocks and entities

Server and tools

  • Quest data mistakes are reported when the pack loads, and ops get told in game
  • /eq validate <filter> shows only the problems under a chapter or folder. /eq watch reloads quests when their files change. /eq match says which item tasks accept the item in your hand
  • Book settings and reward tables have their own editors. The quest editor has clearer errors, safer undo and new shortcuts
  • Refused quest actions now say why

Fixes

  • Repeatable team and server quests are shared fairly, and switching parties no longer hands out team rewards
  • Custom rewards that no script handles stay claimable
  • Quest screen text sits on the pixel grid, and titles and chapter names no longer clip
  • Entities and scene items draw with proper depth

Screens

  • After every reload the action bar says whether the open screen checks out, in green or red. /eq screen reload prints the same in chat
  • A screen, sheet or style that falls back to the default now says so in chat once
  • /eq screen edit, check and reload work without a style name and act on the open book. /eq screen new prints Edit, Check and Inspect buttons and turns watch on
  • /eq screen check finds unknown LSS properties with a suggestion, dead > selectors, typos in hook classes and style file problems
  • The visual editor lists part_* and template_* entries to copy from, and shows sample node, row and task copies in the preview
  • /eq screen parts [name] lists building block ids and tags. Watch survives restarts and also sees lang files and .mcmeta

Importer

  • FTB Quests titles that are only a {lang.key} become <lang key=lang.key>
  • FTB Quests location and stat tasks, xp tasks, reward tables, chapter groups, quest shapes, auto claim, sequential tasks, item components, kill names, advancement criteria and command settings all carry over instead of being dropped

This mod has no additional files