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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-beta.3 (NeoForge 26.2)

File nameembersquesting-neoforge-26.2-1.0.0-beta.3.jar
Uploaded
Oct 24, 2026
Downloads
10
Size
11.0 MB
Mod Loaders
NeoForge
File ID
9310741
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:embers-questing-1752806:9310741"

Learn more about Curse Maven

What's new

Changelog

v1.0.0-beta.3

Third beta of 1.0. Adds quest screens and ports, a world editor, Markdown in descriptions, new task and reward types, daily and weekly resets and GUI shaders with a Shader Lab. The editor and the FTB Quests importer can no longer raise command permission above the editor's own level.

Quests

  • Quest visibility always_hidden, chapter visibility always_hidden and a hidden flag on chapter groups keep content away from players for good, even once it is done. Tasks and rewards still run, so they can drive stages and commands behind the scenes. The validator warns when such a quest has a reward without auto
  • New quest fields invisible_until_deps_visible (also a chapter and book default) and invisible_until_quests. The first keeps a quest off the map while its dependencies are hidden, like FTB Quests' Hide Quest Until Dependencies Visible. The second waits until every listed quest is done. Both are in the quest editor, and the validator flags unknown or self ids in the list
  • /eq import ftbquests maps hide_until_deps_visible, hide and chapter hide_quest_until_deps_visible to invisible_until_deps_visible instead of hidden, so those quests appear when FTB Quests shows them rather than once they unlock. Quests hidden only because their dependencies are hidden get the same field. Chapter always_invisible becomes an always_hidden chapter whose rewards claim themselves
  • New task types craft and use_item count items crafted (crafting tables, furnaces, stonecutters, smithing) or used (eating, drinking, throwing, placing) after the quest unlocks. They take the same item, tag and filter fields as an item task
  • New task type criterion listens to any advancement trigger, vanilla or modded, with the trigger's own conditions. It covers breeding, taming, trading, enchanting, brewing, fishing and more
  • stat tasks take since_start to count only what the player gains after the quest unlocks
  • New task type build: the player builds a structure, given as scene layers and key or a structure file from the config pack. It counts in any of the four directions, when the player places the last block or looks at the finished build. The task row has a Preview button that projects the build into the world as a ghost to build from
  • New reward types recipe (unlocks recipes) and advancement (grants an advancement)
  • Dependencies take chapter:<id> to wait for a whole chapter. The details and the locked tooltip say Complete chapter X
  • Repeatable quests can reset on a clock. Set reset to daily or weekly in repeat, with day, time (HH:MM, 24 hour, 00:00 when empty) and zone (such as America/New_York, UTC when empty). The quest comes back at the first reset after it was completed and never before its cooldown ends. The quest panel shows when it resets, such as Resets daily at 00:00, and the quest editor has Reset, Reset day, Reset time and Time zone fields
  • Finishing a chapter sets off fireworks over the player, and players nearby see them too. celebration in book.json or chapter.json sets count, colors, shape, trail, twinkle and sound. false turns it off, and a chapter value wins over the book. The Chapter fireworks setting turns them off for one player
  • KubeJS scripts can cancel the chapter fireworks with EmbersQuestingEvents.chapterCompleted, and EmbersQuesting.celebrate(player) plays the default burst or EmbersQuesting.celebrate(player, chapter) that chapter's. This needs a loader with KubeJS support, which NeoForge 26.2 is not
  • A team reward is given once when a player leaves the team after the quest is done. The party keeps it when another member can still claim it, otherwise the leaver gets it. /eq reload keeps who already claimed a team reward

Book

  • To-do list: the To-do button or N lists quests ready to claim, in progress and available across every book. Click a row to jump to the quest
  • Auto pin can pin quests when they start or as soon as they unlock. A new Alerts setting turns off failed quest toasts
  • Search results name the book when the pack has more than one
  • New High Contrast theme with colorblind safe status colors
  • Descriptions take Markdown. # headings, - and 1. lists, > quotes, --- rules and fenced code blocks each get their own look in every theme. **bold**, *italic*, ~~strike~~, `code` and [text](quest_id) links also work in titles, labels and tooltips. A link to a URL opens it, and [text](open_chapter:mining) runs any click action. Tags and & codes still work alongside it
  • Ember's Text API effect tags work inside Markdown and in quest titles, and they animate in LDLib labels too. Code in backticks or a code block shows as written even with Ember's Text API installed. Fabric builds now list it as a suggested mod, and the description editor points packs to it
  • A divider with style reveal (Reveal on completion in the block palette) hides everything below it in the description until the quest is complete
  • Chapters take center_on, a quest id or an [x, y] point in quest coordinates. The map and the 3D world open centered there at 100% zoom or more instead of fitting the whole chapter. After the first visit the chapter reopens where the player left it. Chapter settings have a Center on row with a quest picker and an x y field
  • Paragraphs can be aligned with <center>, <right> and <left> tags. The description editor has an Align menu that wraps the paragraph under the cursor, and every toolbar button has a tooltip naming it and its Alt shortcut
  • \< writes a literal < in quest text, so it does not start a tag
  • The book item takes glint_color to tint its glint, which also turns the glint on. On 26.1 and 26.2 it only turns the glint on and the color stays the vanilla purple
  • The book item Emblem field opens an emblem picker with None, Shape, Item and Texture instead of the tag editor
  • Settings, Display has Inventory button (Book default or Hidden) and Inventory button position, which moves the inventory buttons to a corner of the screen. Book settings have an Inventory button section with Button (None, Icon, Tab or Ribbon), Anchor, Offset and Badge
  • Toasts draw over open screens, the quest book included, and hide with F1. A hidden quest that becomes visible shows an unlock toast, also when it is already in progress, but not while the editor is on or when the quest was only moved

Quest blocks

  • New Quest Screen block shows a quest on its face. Screens placed side by side merge into one display up to 7 by 7. Right click to link a quest or one of its tasks
  • Items, fluids and energy piped into a screen or a Quest Port count toward the linked task. New energy task type for this. Screens and ports credit the placer's current team, also while the placer is offline
  • New fluid and energy rewards go to a quest bank for the player or team. A Quest Port in Output mode lets pipes pull them out. /eq bank shows a bank
  • On Fabric, energy needs the Team Reborn Energy API, which most tech mods ship
  • Right click an Output port to pick what it gives: everything, one fluid, energy or one mod resource. Pipes then pull only that. The port's tooltip says sneak and right click switches Input and Output
  • New resource task and reward for other mods' resources: Ars Nouveau Source, Botania mana, Mekanism chemicals and Embers Rekindled Ember. Pipe them into a screen or Input port, and rewards go to the bank like fluids. Support depends on where each mod ships: Ars on NeoForge 1.21.1, Botania on 1.21.1 and 1.20.1, Mekanism on NeoForge 1.21.1 and Forge 1.20.1, Embers on Forge 1.20.1. None of these mods is required

World editor

  • New world editor with a form for every world field and a live preview. Open it from the pencil and + in the chapter editor World row, the Edit world button on a world chapter, or /eq world new <id> and /eq world edit <id>
  • Save stays off while the world has problems. A world that uses extends saves only what differs, and built-in worlds open as copies
  • /eq world list shows each world and its file, and hand edited world files now reload without F3+T
  • The preview's example chapter has Size and Shape selectors: 4 to 32 quests as a tree, line, ring or grid
  • Block picker can sort by color: type ~red or ~ff8800, or pick a color with the swatch next to the search box

World view

  • Mobs animated through GeckoLib and similar libraries keep moving while the quest screen pauses the game
  • A World or Map button in the header switches a world chapter to the regular quest map and back. It matches the Chapter worlds setting. Set world_toggle to false on a book or chapter to always show the world
  • New Chapter worlds setting on the Quest map settings page. Off shows world chapters with the book's style, or the plain map of the theme, for that player only
  • Worlds take a display object to turn off name plates, labels, tooltips, glow, rings, reward sparks, hover glow, icon motion, particles, block particles and the chapter complete burst. The world editor has a Display section for them
  • Pedestals take optional, accept and fail blocks for those kinds of quests. Left out, the pedestal looks as before
  • New world and Edit world under the chapter list only show in edit mode
  • A mob's variant takes that mob's own names: sheep colors, villager professions, cat, wolf and frog variants, rabbit, fox, horse and parrot types, and modded mobs with an enum variant. Unset or random picks one per spawn, and the editor's Variant dropdown lists the names for the chosen mob
  • World themes take a structure decoration that places a captured build, with id set to a structure file such as eqpack:structures/workshop.nbt from /eq scene capture or a structure block. Captured block entities keep their data, and machines from any mod keep animating in the world view. Worlds rebuild after a scene capture, so a new build shows without a reload
  • Create and AE2 machines come alive wherever their blocks appear in a world, so the world hooks field is gone and the validator now flags it as unknown. Remove it from your world files. A block type that fails to render or tick falls back to a plain block, and /eq world fallbacks lists those block types with the reason
  • With Entity Model Features installed, the world view player draws through the entity renderer, so EMF and Fresh Animations models, skin layers and walk animations show. It keeps animating while the quest screen pauses the game and never shows a name plate. Without EMF the player looks as before
  • Land rises for quests one step from being unlocked. In flexible progression chapters, locked quests that can already be started count as open, so their land, pedestals and paths show
  • The entry island of a world chapter gated by another chapter rises, instead of the chapter showing an empty sky
  • Pedestals, quest sites and labels over land that has not risen yet stay hidden until it does, and revealed land ends in a natural coast instead of a straight cut

Editor

  • Pickers for effects, attributes, statistics, sounds (with a Play button), particles, triggers, villager professions and mods replace plain text boxes. Locate fields switch between the structure, biome and entity pickers by kind
  • Book settings edit the Opened by rules and chapter settings edit clickable blocks and the marker's block, particle, color and progress. Click actions have a Once toggle
  • The quest Visibility menu has a divider between the four visibility modes and the extra options
  • Select several quests and right click for Edit N quests. One form sets options such as visibility, shape, size, progression and repeat on every selected quest. Fields that differ between the quests stay as they are unless you change them
  • Reward tables in the edit mode right click menus lists every reward table with how many quests use it, and creates, edits and deletes them. The Select reward table picker has an Edit button for the chosen table
  • When a reward fails to claim, the Action failed dialog has an Edit reward button that opens that reward in the editor
  • Filter groups have a Match selector that switches between All of, Any of and Only one of. An Any of group with a Not inside shows a warning, since it matches almost every item, and a filter with exceptions reads as X except Y
  • The sequential option reads Do tasks in order, and its tooltip says it works on any quest and keeps quests with fail conditions from skipping a step
  • Opening JEI, EMI or REI from an editor, such as by clicking an item in the recipe picker, and pressing Esc there returns to the same editors with unsaved edits intact
  • Inserting an item while the cursor is on an item block line adds it to that block instead of starting a new one
  • Deleting a quest or chapter removes it from other quests' requirements, so dependents unlock instead of staying locked, and Ctrl+Z brings both back. A requirement that would make a loop through all, any or min lists is refused with That quest already requires this one
  • The Requirements chapter menu no longer offers the quest's own chapter, except under exclusive. New quest ids skip aliases left by moved quests and the reserved chapter id, so a new Forge quest after a move gets forge_2

Shaders

These are on 1.20.1 and 1.21.1 only.

  • A GUI shader is one .fsh file. Uniforms take their default inline, such as uniform float U_Radius = 0.45, and no JSON program file is needed. LSS sets uniforms and defines in the call, such as shader(mypack:glow, U_Color=#FF8800, define=RING). #moj_import <embersquesting:eq_gui.glsl> adds helpers such as eqUv, eqSeconds, eqMouse, eqNoise and eqOut
  • A shader with mainImage and no main runs as Shadertoy code, with iTime, iResolution, iMouse and iFrame
  • /eq screen shader new <pack> <name> [preset] writes a shader into a folder resource pack from the glow, gradient, noise, scanlines or shadertoy preset and prints the LSS line to use it. /eq screen check reports unknown uniforms and bad shader arguments
  • Shader Lab, opened with /eq screen shaders [id] or the Shaders button, lists the shaders in your folder packs and previews one on a Dark, Light or Checker background. Uniforms and defines change live, it shows whether the shader compiles, and it has Copy LSS, Open file, Reload and a New shader form

Performance

  • World chapters build their mesh on a worker thread and scan terrain for ambient mobs off the render thread. LDLib's per frame depth readback is skipped. Large worlds open faster and run at higher frame rates on every version
  • Freeze the world behind in Settings, Display (on by default) keeps the frame from when the quest book opened as its backdrop instead of drawing the world every frame. Turn it off to keep the world moving behind the book. GUI shaders keep animating over the frozen backdrop
  • Scenes whose blocks never move are drawn from a cached mesh. Such a scene restarts its loop at once instead of playing the end of loop drop
  • Locate requests during their cooldown and refused claims no longer rebuild the player's visible book on the server

Fixes

  • The editor refuses an edit that adds or raises a command permission above the editor's own op level, including commands inside a reward table the quest uses. The message is You can't set command permission above your own level. A lower level editor can still edit a quest that holds an admin's elevated command, but cannot delete, move or strip that command, and each object in an edit batch is checked on its own
  • /eq import ftbquests caps imported command rewards at the importer's own level and runs commands without elevate_perms at level 0. Description markup imports as plain text, and command links in descriptions run at level 0 and are listed in the import report. <click> takes permission, which can only lower the level. /eq purge, /eq import, /eq lang extract and /eq lang inline now need permission level 3
  • Without replace, imported reward tables and chapter groups whose ids are taken get a _2 suffix, also when the existing table file failed to load. The import skips chapter ids another book already uses, such as a datapack chapter
  • A chapter.json that cannot be read on /eq reload keeps the chapter as it was before and lists the problem. With no earlier copy its quests are skipped and their progress is kept. One unreadable folder no longer stops later chapters or books from loading, and very deeply nested SNBT skips that file instead of crashing
  • /eq purge keeps progress of quests whose file failed to load, and skips with a message when a quest folder could not be read
  • Edit batches that fail part way put back the files they already wrote. Deleting a chapter removes only its own files, saving a chapter template keeps the old one if the save fails, lang files are replaced whole, and undoing a quest move brings its progress back
  • Deleting a quest or chapter in the editor goes through when a datapack quest depends on it. The read-only datapack quest is left as is
  • config/embersquesting/books/main/book.json works when an older config/embersquesting/book.json exists, such as after an FTB Quests import. The two merge per key with books/main winning, and saving from the editor folds the old file into books/main
  • place_block tasks on Forge and NeoForge count only blocks placed from a matching block item, like Fabric. Stripping logs, tilling dirt and bone meal no longer count, and placements another mod cancels, such as in a protected FTB Chunks claim, are skipped
  • The recipe viewer key on a hovered item works with JEI and REI on NeoForge 26.1 and 26.2
  • The Select loot table picker lists loot tables instead of reward table ids. On a dedicated server it lists the loot tables quests already use, and typed ids still work
  • The theme editor no longer draws its title over the header on world chapters, and long color rows fit. In Inspect, Shift pins and unpins the box, then a click on a color edits it
  • Chapter folder icons in the sidebar stay square and keep their image's aspect ratio. Quest node icons snap to whole pixels, which removes a thin line beside them at some zoom levels and GUI scales. The empty Start only while row shows its text instead of a raw lang key
  • Animated image blocks play while the game is paused
  • Recipe previews no longer cut item shaped holes in dialogs drawn over them, on 1.20.1 and 1.21.1
  • The quest schema accepts recipe entries with a viewer category, which the recipe picker writes
  • The quest book no longer crashes on modded item models with quads that have no sprite, such as BuildCraft pipes, on 1.20.1 and 1.21.1. Modded blocks, entities and block entity data that fail to load or render are skipped in quest pages, scenes, icons and world view reveals, ghosts, clicks and pulses
  • Fabric builds refuse to load with FTB Teams or FTB Chunks older than they need: 2001.3.2 and 2001.3.8 on 1.20.1, 2101.1.11 and 2101.1.21 on 1.21.1, 26.1.2.4 and 26.1.2.8 on 26.1
  • On Fabric 1.21.1, a client that sends a malformed split packet is disconnected

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