I m using the latest version as per time of this post (according to curse) for Minecraft 1.8.9. Version number is 1.1.80. Let me better explain the issue since I have done some deeper testing.
It appears that whatever flags/checks are set for crafting tasks are perhaps inverted. What I mean by this is the following. If I set up a task to craft 1 <INSERT ITEM HERE> or 12 <INSERT ITEM HERE> the quest on the main GUI is marked as complete and shows 0/1 TASK COMPLETE. However, once you go into the quest itself, it is still marked in the green as complete but shows 0/12 or 0/1 etc. Whereas with the retrieval tasks it properly shows 0/12 INCOMPLETE. With respect to the settings here is an example json output. (BTW very clever using json, props to you for that one)
As you can see from above it is marking my UUID as completing the quest when I haven't even completed it. Now I don't know why it is doing this but my only guess is that it is happening somewhere when I create the task. I have even tried to reset all my questing data and then turn off edit mode and resync and it still has me marked as completing the task. This makes me think something is getting set somewhere after I have completed the creation of that task, as this does not happen when I create a Retrieval Task.
One oddity that I have noticed, and I am not sure if this has anything to do with it or not. Is that the Crafting tasks do not "stick" when you first create them. As a matter of fact you have to create the crafting task, click Done and then once you work your way back to the quest everything appears properly (description, type of task, etc.) except the crafting task doesnt display the item you have to craft, you then have to go back and "re-add" the item to the crafting task. Click Done and Done again and then it sticks. But it is marked as complete for me now that it appears.
hopefully that makes sense.
The JSON looks fine so it looks like it is a bug on my end. I'm a bit busy IRL so I can't give an accurate estimate on when I'll get the fix out but it shouldn't be too long I hope.
The JSON looks fine so it looks like it is a bug on my end. I'm a bit busy IRL so I can't give an accurate estimate on when I'll get the fix out but it shouldn't be too long I hope.
Much appreciated, this mod is like the focal point of all my newer packs and will be for all my future packs lol. (and maybe my older packs) Hopefully my explanation and the video was sufficient to help pinpoint the error.
Much appreciated, this mod is like the focal point of all my newer packs and will be for all my future packs lol. (and maybe my older packs) Hopefully my explanation and the video was sufficient to help pinpoint the error.
I did a quick bit of testing and found it's not exactly a bug relating to the task's progression itself but a combination of two minor things. Here's what's happens:
- Crafting task is created
- Before editor is able to add items, task auto updates and is marked as complete (the bug here is that tasks shouldn't update in edit mode)
- Player specific reset doesn't clear task completion status (another small bug which doesn't occur on a server wide reset)
- Quest auto updates and is marked as complete again because task failed to reset properly
PS: I stumbled upon some other tasks missing the auto-update check so Crafting may not be the only affected type.
You'll need to go into advanced settings and enable partial NBT match then delete all tags except for CustomName which should be set to the name of the villager you are looking for.
I looked in the advanced settings for the meeting task and the only thing about NBT in there is "ignoreNBT" and "targetNBT"
I looked in the advanced settings for the meeting task and the only thing about NBT in there is "ignoreNBT" and "targetNBT"
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)
I did a quick bit of testing and found it's not exactly a bug relating to the task's progression itself but a combination of two minor things. Here's what's happens:
- Crafting task is created
- Before editor is able to add items, task auto updates and is marked as complete (the bug here is that tasks shouldn't update in edit mode)
- Player specific reset doesn't clear task completion status (another small bug which doesn't occur on a server wide reset)
- Quest auto updates and is marked as complete again because task failed to reset properly
PS: I stumbled upon some other tasks missing the auto-update check so Crafting may not be the only affected type.
Ahh alright, I see. That makes sense. Alrighty. Well at least you pinpointed it. Thanks for the reply and explanation. For now I will go in and manually delete each of the completedUsers entry until a fix is implemented if I find that it is manually marking them as complete.
Would you advise for servers to use the edit mode on the server to create new quests? (since it is for OPs anyway) Because as it stands now I created all my quests in singleplayer world and simply copy them over to the SMP world. I imagine once i launch the server that if I do that, completed data for players will be erased everytime I overwrite/update the Quest files, correct?
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)
When I click on targetNBT there is no CustomName tag. Should I just add the tag manually in the list?
EDIT:
Okay so I added the CustomName tag to the raw NBT and deleted every other tag except for CustomName and the quest still appears as complete whenever I come across any villager
Rollback Post to RevisionRollBack
Someday I'll return to the Blueheart Glacier and sleep for a thousand years.
When I click on targetNBT there is no CustomName tag. Should I just add the tag manually in the list?
EDIT:
Okay so I added the CustomName tag to the raw NBT and deleted every other tag except for CustomName and the quest still appears as complete whenever I come across any villager
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.
This looks absolutely fantastic, I have a request to make though! I'm working on the Minecraft Worlds mod (MCW) which replaces the world generator and (among tons of other world customisation options) lets users add user-made structures to the world generator that are randomly spawned during world generation. The mod has advanced features that make structures automatically blend in with any terrain they're spawned in (see the MCW thread for screenshots) so structures can be re-used in any biome and in any world. Using the accompanying 3rd party GUI app, MCW world designers can drag and drop structure files onto a biome to add those structures to the biome. The data for the structures, their blocks and NBT data is saved in seperate files and can be edited by the way.
Continued...
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.
Ahh alright, I see. That makes sense. Alrighty. Well at least you pinpointed it. Thanks for the reply and explanation. For now I will go in and manually delete each of the completedUsers entry until a fix is implemented if I find that it is manually marking them as complete.
Would you advise for servers to use the edit mode on the server to create new quests? (since it is for OPs anyway) Because as it stands now I created all my quests in singleplayer world and simply copy them over to the SMP world. I imagine once i launch the server that if I do that, completed data for players will be erased everytime I overwrite/update the Quest files, correct?
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.
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.
Gotcha. Well that's fine. As an idea for you, perhaps a command that adds to the config option the UUID of the player and then when checking to see if the Edit GUI is "enabled" it will check against that config file and only apply it to the person whose UUID is in the config file?
As another aside with the overwriting of quest data. The only issue I may foresee as a modpack creator is if I update the quests for the modpack itself. Say in order to keep the pack fresh, or I added a new mod and now want the player to experience it. Then a new version of the modpack which has new quests would wipe out all progress of players who play it on Single Player. Granted they can use the commands to re-complete the quest but that also means double rewards. This is just speculation as I know you are busy but you think it might be possible to store the completed data in a separate file that is linked to the ID number of the quest? And the main piece of the code checks that file to mark if a quest of said ID is complete or not for that player? Just as it does now, except instead of the completeID being store in the actual quest file, it will check this other file and then carry out with the operation if it finds the ID in that other file. This way modpack creators who update quests do not overwrite the "CompleteQuests.json" (as an example) so that all completed data is still preserved.
1. Is is possible to get the Questbook for Better Questing at the Start. I want player have it when start a new game and not need to craft it.
2. What mean the option Mainquest and Globaquest?
3. What mean the option Simultaneous Task?
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.
Gotcha. Well that's fine. As an idea for you, perhaps a command that adds to the config option the UUID of the player and then when checking to see if the Edit GUI is "enabled" it will check against that config file and only apply it to the person whose UUID is in the config file?
As another aside with the overwriting of quest data. The only issue I may foresee as a modpack creator is if I update the quests for the modpack itself. Say in order to keep the pack fresh, or I added a new mod and now want the player to experience it. Then a new version of the modpack which has new quests would wipe out all progress of players who play it on Single Player. Granted they can use the commands to re-complete the quest but that also means double rewards. This is just speculation as I know you are busy but you think it might be possible to store the completed data in a separate file that is linked to the ID number of the quest? And the main piece of the code checks that file to mark if a quest of said ID is complete or not for that player? Just as it does now, except instead of the completeID being store in the actual quest file, it will check this other file and then carry out with the operation if it finds the ID in that other file. This way modpack creators who update quests do not overwrite the "CompleteQuests.json" (as an example) so that all completed data is still preserved.
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.
Sure, I totally understand. MCW actually can do most of the work of keeping track of quests and which belongs to each dungeon/structure, tracking quest progress after quests have been created and updating quests when new structures/objectives spawn may require a bit of work though. However if BQ is modular as I've read and if BQ can generate quests on the fly then it may be possible to make a seperate module for BQ that adds MCW integration. Once I have MCW for MC 1.8.9 running and stable I'll take a closer look at BQ and see how much work this would really be. When that time comes would it be possible for me to get a look at some source code or implementation examples?
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.
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.
Thanks for info.
Rollback Post to RevisionRollBack
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
[00:24:20 ERROR]: FMLIndexedMessageCodec exception caught
io.netty.handler.codec.DecoderException: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:99) ~[MessageToMessageDecoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.channelRead(MessageToMessageCodec.java:111) ~[MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:337) [DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:323) [DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:785) [DefaultChannelPipeline.class:?]
at io.netty.channel.embedded.EmbeddedChannel.writeInbound(EmbeddedChannel.java:169) [EmbeddedChannel.class:?]
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:77) [FMLProxyPacket.class:1.7.10-1614.56]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:245) [ej.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:173) [nc.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:1023) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:432) [lt.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:841) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:693) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_73]
Caused by: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:73) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:17) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at io.netty.handler.codec.MessageToMessageCodec$2.decode(MessageToMessageCodec.java:81) ~[MessageToMessageCodec$2.class:?]
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:89) ~[MessageToMessageDecoder.class:?]
... 13 more
[00:24:20 ERROR]: SimpleChannelHandlerWrapper exception
io.netty.handler.codec.DecoderException: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:99) ~[MessageToMessageDecoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.channelRead(MessageToMessageCodec.java:111) ~[MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:337) [DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:323) [DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:785) [DefaultChannelPipeline.class:?]
at io.netty.channel.embedded.EmbeddedChannel.writeInbound(EmbeddedChannel.java:169) [EmbeddedChannel.class:?]
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:77) [FMLProxyPacket.class:1.7.10-1614.56]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:245) [ej.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:173) [nc.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:1023) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:432) [lt.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:841) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:693) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_73]
Caused by: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:73) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:17) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at io.netty.handler.codec.MessageToMessageCodec$2.decode(MessageToMessageCodec.java:81) ~[MessageToMessageCodec$2.class:?]
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:89) ~[MessageToMessageDecoder.class:?]
... 13 more
[00:24:20 ERROR]: There was a critical exception handling a packet on channel BQ_RF
io.netty.handler.codec.DecoderException: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:99) ~[MessageToMessageDecoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.channelRead(MessageToMessageCodec.java:111) ~[MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:337) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:323) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:785) ~[DefaultChannelPipeline.class:?]
at io.netty.channel.embedded.EmbeddedChannel.writeInbound(EmbeddedChannel.java:169) ~[EmbeddedChannel.class:?]
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:77) [FMLProxyPacket.class:1.7.10-1614.56]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:245) [ej.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:173) [nc.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:1023) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:432) [lt.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:841) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:693) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_73]
Caused by: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:73) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:17) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at io.netty.handler.codec.MessageToMessageCodec$2.decode(MessageToMessageCodec.java:81) ~[MessageToMessageCodec$2.class:?]
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:89) ~[MessageToMessageDecoder.class:?]
... 13 more
[00:24:20 INFO]: Banda lost connection: A fatal error has occured, this connection is terminated
[00:24:20 INFO]: Banda left the game.
Caught an error, when accepting the rf charge quest. How to fix it?
The JSON looks fine so it looks like it is a bug on my end. I'm a bit busy IRL so I can't give an accurate estimate on when I'll get the fix out but it shouldn't be too long I hope.
Much appreciated, this mod is like the focal point of all my newer packs and will be for all my future packs lol. (and maybe my older packs) Hopefully my explanation and the video was sufficient to help pinpoint the error.
I did a quick bit of testing and found it's not exactly a bug relating to the task's progression itself but a combination of two minor things. Here's what's happens:
- Crafting task is created
- Before editor is able to add items, task auto updates and is marked as complete (the bug here is that tasks shouldn't update in edit mode)
- Player specific reset doesn't clear task completion status (another small bug which doesn't occur on a server wide reset)
- Quest auto updates and is marked as complete again because task failed to reset properly
PS: I stumbled upon some other tasks missing the auto-update check so Crafting may not be the only affected type.
I looked in the advanced settings for the meeting task and the only thing about NBT in there is "ignoreNBT" and "targetNBT"
Someday I'll return to the Blueheart Glacier and sleep for a thousand years.
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)
Ahh alright, I see. That makes sense. Alrighty. Well at least you pinpointed it. Thanks for the reply and explanation. For now I will go in and manually delete each of the completedUsers entry until a fix is implemented if I find that it is manually marking them as complete.
Would you advise for servers to use the edit mode on the server to create new quests? (since it is for OPs anyway) Because as it stands now I created all my quests in singleplayer world and simply copy them over to the SMP world. I imagine once i launch the server that if I do that, completed data for players will be erased everytime I overwrite/update the Quest files, correct?
When I click on targetNBT there is no CustomName tag. Should I just add the tag manually in the list?
EDIT:
Okay so I added the CustomName tag to the raw NBT and deleted every other tag except for CustomName and the quest still appears as complete whenever I come across any villager
Someday I'll return to the Blueheart Glacier and sleep for a thousand years.
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.
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.
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.
Gotcha. Well that's fine. As an idea for you, perhaps a command that adds to the config option the UUID of the player and then when checking to see if the Edit GUI is "enabled" it will check against that config file and only apply it to the person whose UUID is in the config file?
As another aside with the overwriting of quest data. The only issue I may foresee as a modpack creator is if I update the quests for the modpack itself. Say in order to keep the pack fresh, or I added a new mod and now want the player to experience it. Then a new version of the modpack which has new quests would wipe out all progress of players who play it on Single Player. Granted they can use the commands to re-complete the quest but that also means double rewards. This is just speculation as I know you are busy but you think it might be possible to store the completed data in a separate file that is linked to the ID number of the quest? And the main piece of the code checks that file to mark if a quest of said ID is complete or not for that player? Just as it does now, except instead of the completeID being store in the actual quest file, it will check this other file and then carry out with the operation if it finds the ID in that other file. This way modpack creators who update quests do not overwrite the "CompleteQuests.json" (as an example) so that all completed data is still preserved.
I have a few Questions.
1. Is is possible to get the Questbook for Better Questing at the Start. I want player have it when start a new game and not need to craft it.
2. What mean the option Mainquest and Globaquest?
3. What mean the option Simultaneous Task?
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:
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.
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.
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.
Thanks for info.
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:
Maybe this is a stupid Question but how the Quests are loaded when i start a fresh map on single player or on a server. I save the Quests as default.
The File named DefaultQuests.json and are in the better Questing Mod Folder.
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:
There is a command to make the quests a global template. Then just load them. I believe it is listed in the book in game.
[00:24:20 ERROR]: FMLIndexedMessageCodec exception caught
io.netty.handler.codec.DecoderException: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:99) ~[MessageToMessageDecoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.channelRead(MessageToMessageCodec.java:111) ~[MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:337) [DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:323) [DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:785) [DefaultChannelPipeline.class:?]
at io.netty.channel.embedded.EmbeddedChannel.writeInbound(EmbeddedChannel.java:169) [EmbeddedChannel.class:?]
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:77) [FMLProxyPacket.class:1.7.10-1614.56]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:245) [ej.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:173) [nc.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:1023) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:432) [lt.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:841) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:693) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_73]
Caused by: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:73) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:17) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at io.netty.handler.codec.MessageToMessageCodec$2.decode(MessageToMessageCodec.java:81) ~[MessageToMessageCodec$2.class:?]
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:89) ~[MessageToMessageDecoder.class:?]
... 13 more
[00:24:20 ERROR]: SimpleChannelHandlerWrapper exception
io.netty.handler.codec.DecoderException: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:99) ~[MessageToMessageDecoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.channelRead(MessageToMessageCodec.java:111) ~[MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:337) [DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:323) [DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:785) [DefaultChannelPipeline.class:?]
at io.netty.channel.embedded.EmbeddedChannel.writeInbound(EmbeddedChannel.java:169) [EmbeddedChannel.class:?]
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:77) [FMLProxyPacket.class:1.7.10-1614.56]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:245) [ej.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:173) [nc.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:1023) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:432) [lt.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:841) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:693) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_73]
Caused by: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:73) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:17) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at io.netty.handler.codec.MessageToMessageCodec$2.decode(MessageToMessageCodec.java:81) ~[MessageToMessageCodec$2.class:?]
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:89) ~[MessageToMessageDecoder.class:?]
... 13 more
[00:24:20 ERROR]: There was a critical exception handling a packet on channel BQ_RF
io.netty.handler.codec.DecoderException: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:99) ~[MessageToMessageDecoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.channelRead(MessageToMessageCodec.java:111) ~[MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeChannelRead(DefaultChannelHandlerContext.java:337) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.fireChannelRead(DefaultChannelHandlerContext.java:323) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.fireChannelRead(DefaultChannelPipeline.java:785) ~[DefaultChannelPipeline.class:?]
at io.netty.channel.embedded.EmbeddedChannel.writeInbound(EmbeddedChannel.java:169) ~[EmbeddedChannel.class:?]
at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:77) [FMLProxyPacket.class:1.7.10-1614.56]
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:245) [ej.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:173) [nc.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:1023) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:432) [lt.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:841) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:693) [MinecraftServer.class:?]
at java.lang.Thread.run(Unknown Source) [?:1.8.0_73]
Caused by: java.lang.NullPointerException: Undefined message for discriminator 0 in channel BQ_RF
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:73) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at cpw.mods.fml.common.network.FMLIndexedMessageToMessageCodec.decode(FMLIndexedMessageToMessageCodec.java:17) ~[FMLIndexedMessageToMessageCodec.class:1.7.10-1614.56]
at io.netty.handler.codec.MessageToMessageCodec$2.decode(MessageToMessageCodec.java:81) ~[MessageToMessageCodec$2.class:?]
at io.netty.handler.codec.MessageToMessageDecoder.channelRead(MessageToMessageDecoder.java:89) ~[MessageToMessageDecoder.class:?]
... 13 more
[00:24:20 INFO]: Banda lost connection: A fatal error has occured, this connection is terminated
[00:24:20 INFO]: Banda left the game.
Caught an error, when accepting the rf charge quest. How to fix it?
Is there any limitation of Quest I can add. After I have a filesize about 800 kb I can't add
New quests from HQM mod. The game close abd I be back at title screen. Error log I will post later.
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: