Also I downloaded the JSON file I want to import but I cant seem to find a way to import it in game, what am I doing wrong?
This file is a Quest file already. You not need to import anything. Put the file in your Folder config/betterquesting and hit /bq_admin default reload to enable the file. But iam not sure if this are Vanilla Quests or which mod is neede for this Quests.
Rollback Post to RevisionRollBack
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
Could you tell me what advantages your mod have over HQM?
- Easy for developers to integrate with their mods so that they can provide custom tasks/rewards/themes (magic rituals, RF power, etc)
- Full theme system to reskin or rearrange the UIs to better suit your mod packs or play style (also supports themes via resource packs)
- Built in resource loader for custom textures, sounds and translations
- Full localisation support so that mod packs can be translated for players of all languages making for a wider audience
- Unlimited space to design quest lines with built-in zoom functionality
- Automatic UI scaling to make the most of screen space normally wasted
- Extensive amount of in game editors to customise tasks down to individual NBT tags of items and entities
- All quest/progress data is stored in human readable JSON so that it may be edited outside the game using common programs
- Triple version support across 1.7.10, 1.8.9 and 1.9.4 with cross compatible JSON formatting for easy updating
- Missing an item or fluid from your quests? BetterQuesting will add placeholders and retain the data for you automatically until the item/fluid is restored or replaced
- Import quests from external sources or from other mods
- Developers are welcome to create expansions to add more features and functionality
- Frequent updates to fix bugs and add more functionality
I'm currently working on a new UI toolbox editor so that developers don't have to go through nearly as many menus to create/edit quests. I'm open to more feature requests however I already have a bunch of expansion/integration mod requests on backlog thanks to some pack developers wanting to do some pretty amazing things with it.
Could you please add a config option to disable the "Research: X%" line for everything excluding whitelist/blacklist OR publicate the source code? I also have the crash trying to load the game with your mod: http://pastebin.com/KWcX4pyd
I am using Better Questing - NPC Integration, but when I create a task to complete an npc quest, it does not link to it by the ID number and remains a ? Custom NPC dialogues and factions work properly using the ID #s but not quests. This issue has been reported on github as well.
I cannot believe that I just now found out about this, after giving up on HQM because it was too hard, inflexible, and editing/updating was a pain ...
Am I reading correctly that all of your data is stored in editable JSON, so that I don't actually NEED to use a gui to update things (I could use a text editor and global search/replace if I'm careful?)
EDIT: Oh yes, this is nice. In that "vanilla quests", as an example, the first quest is "punch wood". And it has this:
What would I change to say "Either minecraft:log or minecraft:log2"?
What would I change to say "Anything of oredict wood"? (Would that just be removing the ID line, and putting "wood" in the oredict line? Too easy?)
EDIT 2: Seriously, a vanilla quest line, and this:
"name": "Wood Farm",
"description": "You should get a automated tree farm for this quest",
Automated tree farms in vanilla, as far as I know, require a trapped wither ...
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I cannot believe that I just now found out about this, after giving up on HQM because it was too hard, inflexible, and editing/updating was a pain ...
Am I reading correctly that all of your data is stored in editable JSON, so that I don't actually NEED to use a gui to update things (I could use a text editor and global search/replace if I'm careful?)
Yes, progress is also separated into its own JSON file too. Even if you do make a mistake in the JSON format outside the GUIs, the mod will put the malformed file aside for you.
Just happened to me, when I was messing with thaumcraft quests. Very useful feature!
Btw. creating tc (research) quests with the ingame editor is not possible within a reasonable timeframe - where can I find some documentation on the json format? Some kind of schema would be very handy to have.
Even with the toolbox in the designer screen? I will eventually document the JSON format though some tasks/rewards are expansion specific.
Also I downloaded the JSON file I want to import but I cant seem to find a way to import it in game, what am I doing wrong?
This file is a Quest file already. You not need to import anything. Put the file in your Folder config/betterquesting and hit /bq_admin default reload to enable the file. But iam not sure if this are Vanilla Quests or which mod is neede for this Quests.
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:
Thank you!
Not that I know of. If you do make a one feel free to post them. Standard Expansion has a URL importer that can download them all.
Just added 'BloodyQuests' to the list of 3rd party add-ons for 1.7.10. This provides integration between Blood Magic rituals and Better Questing.
Could you tell me what advantages your mod have over HQM?
- Easy for developers to integrate with their mods so that they can provide custom tasks/rewards/themes (magic rituals, RF power, etc)
- Full theme system to reskin or rearrange the UIs to better suit your mod packs or play style (also supports themes via resource packs)
- Built in resource loader for custom textures, sounds and translations
- Full localisation support so that mod packs can be translated for players of all languages making for a wider audience
- Unlimited space to design quest lines with built-in zoom functionality
- Automatic UI scaling to make the most of screen space normally wasted
- Extensive amount of in game editors to customise tasks down to individual NBT tags of items and entities
- All quest/progress data is stored in human readable JSON so that it may be edited outside the game using common programs
- Triple version support across 1.7.10, 1.8.9 and 1.9.4 with cross compatible JSON formatting for easy updating
- Missing an item or fluid from your quests? BetterQuesting will add placeholders and retain the data for you automatically until the item/fluid is restored or replaced
- Import quests from external sources or from other mods
- Developers are welcome to create expansions to add more features and functionality
- Frequent updates to fix bugs and add more functionality
I'm currently working on a new UI toolbox editor so that developers don't have to go through nearly as many menus to create/edit quests. I'm open to more feature requests however I already have a bunch of expansion/integration mod requests on backlog thanks to some pack developers wanting to do some pretty amazing things with it.
Thank you so much.
Also:
reload and it works.
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:
I have a question about Recipe Research!
Could you please add a config option to disable the "Research: X%" line for everything excluding whitelist/blacklist OR publicate the source code? I also have the crash trying to load the game with your mod: http://pastebin.com/KWcX4pyd
Nice mod!
- CR Builds - Better Banners - Better Alchemy - Pirate - Accessories -
"Where there is no vision, there is no hope."
I'm on Twitch! CYPHphilos (I build cool things, come check it out!.)
I am using Better Questing - NPC Integration, but when I create a task to complete an npc quest, it does not link to it by the ID number and remains a ? Custom NPC dialogues and factions work properly using the ID #s but not quests. This issue has been reported on github as well.
Wow i just found this mod dude, very impressive i will try it out later tonight!
Minecraft fanatic, xla mod finally up and running on Ranked Boost and Pokemon GO server.
Downloaded just the base mod and the Standard Expansion (both from Curse) to start to see if it had any conflicts with any of my other 137 mods.
The good news: it doesn't. XD
The bad news: it crashed my Minecraft anyway, due to a NoSuchMethodError with the ItemLootChest; specifically, the setMaxtackSize functionality.
The actual path of the error is:
I cannot believe that I just now found out about this, after giving up on HQM because it was too hard, inflexible, and editing/updating was a pain ...
Am I reading correctly that all of your data is stored in editable JSON, so that I don't actually NEED to use a gui to update things (I could use a text editor and global search/replace if I'm careful?)
EDIT: Oh yes, this is nice. In that "vanilla quests", as an example, the first quest is "punch wood". And it has this:
What would I change to say "Either minecraft:log or minecraft:log2"?
What would I change to say "Anything of oredict wood"? (Would that just be removing the ID line, and putting "wood" in the oredict line? Too easy?)
EDIT 2: Seriously, a vanilla quest line, and this:
Automated tree farms in vanilla, as far as I know, require a trapped wither ...
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Yes, progress is also separated into its own JSON file too. Even if you do make a mistake in the JSON format outside the GUIs, the mod will put the malformed file aside for you.
Hey, I'm curious if this works in a LAN game with the host editing quests on the fly for connected players?
Even with the toolbox in the designer screen? I will eventually document the JSON format though some tasks/rewards are expansion specific.
Should work just fine. If anything does break, send it to the issue tracker and I'll take a look.
Updated main page with all the new 1.10 version links. RF Expansion was also updated to support all 4 versions.
Can I select modded mobs to kill in a quest?
Could you please make a config feature to make the quest book are in the inventory of players after respawn?