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[Feature Request]: Numerous suggestions and improvements for FTB Quests. #81
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Here, I have some more.
I'd like to have "rewards" that will not be automatically claimed if someone clicks on the silly "claim all rewards button". Because I have some quests which act as toggles. For example, turning off announcing of achievements which can be enabled at the start of a set up game to have it so that people's actions are stealthed from being on display to literally everyone and taken advantage of. But unfortunately, as my friends found out, they've been clicking that collect all rewards button and that's gone and picked up the command which they don't actually want to enable and turning off our advancement displays while we're just casually playing and expecting each other to react to them. There could also be stuff like, rewards that reset stats and stuff incase bugs happen for other modpacks or my own which aren't necessary to always collect in those situations also. Lucky 7, a big one. Basically for like, time refreshed bounties and stuff to have a constant trickle of rewards for turning in certain goods. Weeklies, dailies. Even... Taxes/constant upkeep tasks? using some of my above ideas you could have: Quest that needs to be done before X time. X time being the ticking of another quest that counts time from it's availability as long as the quest is enabled. If quest is not done before X time, penalty counter quest resets from the start. player is penalized somehow with an automatically picked up reward from it and it restarts. Keep going. If main quest is done. penalty quest becomes unpowered and the main quest that locks, resets and stops it from progressing is now on cooldown for a time to give respite, then turns back on again later cause of whatever reason. Savvy? |
8?! As an example: |
edited in extra portion to number 3: copy paste suggestion for copy pasting rewards or tasks separately or as a whole. |
So I noticed the "Min opened quest quest window width" option. so I guess that fixes 1 with a bit of effort. But an ability to set a default for that is still welcome. I do have a suggestion 9 however: Something like shift right-click to select, then click on the next quest to make the selected quest it's dependency. if it's a task you want to make the dependency the same would happen. Shift+rightclick to select the task and it would go back to the quest selection screen. Click on the quest you want it to be a dependency for to set it. |
I'm just gonna keep throwing more on... Suggestion 10: Fairly sure you've got the ability to mark quests to require quest objectives have been completed aswell as full completion of a quest. Although you can kinda make it happen with the NOT requirement suggestion and just two quests that are mutually exclusive, this would make sure that none of the other side's quests are marked as complete so you can't sneakily do a portion before the other side gets locked out by the NOT requirement. Suggestion 11: Suggestion 12: Cause enjoy having to clear a command or reward from like 30 different collect them all quests one after another. it's time consuming. Wouldn't recommend. :V |
Spare suggestions: Potion based quest. Have a potion effect, trigger the task. For selecting it makes a scroll menu and you pick the effect from it. The task defaults to displaying the potion effect's icon. Curio mod Based Quest. Detects items actually equipped in any slot or a specific type of slot. Not just in your inventory. |
There are some great ideas in here (and the associated PR) and we haven't completely forgotten about them. However given the amount of time passed, it's likely they will be incorporated into 1.18.2 and onwards at this stage. @MasterOfBob777 if you're happy with that, I will cherry-pick your changes in FTBTeam/FTB-Quests#637 into 1.18.2, probably not merging the PR directly. But you (and @Darkmega18) will be credited in the changelog when a release is made. |
Sorry, even though you haven't forgotten about this pr I had 😅. I'm completely fine with merging my changes as you wish! Thanks! |
well. atleast it's been acknowledged and was being worked on. Although rip 1.16.5 due to time issues. But atleast if i work on anything in the new versions some of this stuff'll be there hopefully. |
It's possible these fixes will be back ported as long as it's not too complicated, it won't be a high priority, unfortunately. |
Thanks @MasterOfBob777 and @Darkmega18 FTBTeam/FTB-Mods-Issues#81
Thanks @MasterOfBob777 and @Darkmega18 FTBTeam/FTB-Mods-Issues#81
Im trying to use FTBQuests for quests and a gui shop and i noticed that you can get money rewards but cant use it to claim items/buy items |
Make a new issue please, rather than adding to this one
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Im trying to use FTBQuests for quests and a gui shop and i noticed that
you can get money rewards but cant use it to claim items/buy items
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one item of this HUGE list of suggestions was implemented in #973 the global quest would be very interesting to have in a server with options for reducing the punishing aspect |
Mod
FTB Quests
Description
Here are a number of things I wish I could have or do with FTB quests currently.
1. Expand the screen area which a quest takes up so that text is less squished and more can fit on the page.
Better yet, make it configurable in the overall settings menu. But atleast have it take up 3 quarters of the space. If the concern is not having space to click out, let the escape menu go back a page rather than all the way out. Or maybe even backspace?
2. Global quests which will only be collected once, which can be used as world player progress checks or to trigger special events or set up other things on a one time basis. If a player gets to a global quest they can see it's already been completed.
Global quests could also be set to be automatically unlocked for everyone if they've been completed saving other people the bother or in the use case where all players are meant to be working together, not necessarily just team by team.
Alternatively you can also make a type of reward "First come first served Global". In this case these are quests that everyone has but the rewards can only be collected by one person, EVER. If the quest is completed by someone for everyone else the quest is marked as "reward already claimed by X" so once the next person unlocks and views it the reward is already taken.
As a use case you could also mix and match these. For example the first person to complete a certain milestone in a pack could cash in a particular "Reward" from the first come global reward. But other people getting to and completing it at a later date can still claim other things, like perhaps a random loot box or some XP which isn't marked as such.
3. Copy and paste quests to location keybind. Potentially middle click then when clicking to a location to move it, you ctrl and the location will glow with a green plus, then "Ctrl+V"ing will reproduce the quest, word for word and settings intact but with a different ID or whatever else that needs to go on under the hood.
For the case where you just one a large splattering of quests which all follow a similar deal this can save a handful of clicks having to rightclick a location, having to set up the icon, set it to use forge dictionary, having to produce a reward for it, having to rename it, having to subtitle it, change the icon size and type etc.
Edit: Copy pasting rewards or tasks rather than whole quests could work too. "Copy" button takes a task/reward. then when making new rewards or tasks, instead of selecting from the list of types, hit a "paste" button, which puts a copy of the last copied task or reward in it's place.
This should be doable on a piece by piece basis, or a full task/reward compliment basis, so that you can have a lot of quests of a similar type that have similar rewards.
4. Quests that only become visible when inadvertently completed. With or without rewards.
This ones interesting because I'd like to have small bits of narration or interaction with the quests that occur whenever you find or do certain things, like achievements, biomes, kill certain enemies, which can then lead into other chains.
You know... like ACTUAL questing in games. You just kinda, trip over quests in locations or after doing certain things occasionally. Better questing had this kind of thing actually.
5. Quests objectives that reset themselves if they're no longer completed or are only possible when certain conditions are completed, or get locked out when other conditions are met.
So basically like a NOT condition/requirement. Link it to an invisible quest or some kind of checker and it can be used to prevent the doing of quests.
Or like a faction thing. You do a quest that starts you off down a certain pathway, you can never start the quests which go the other direction for the other people.
Or you can only progress in a certain quest when the player has a certain item in their hand, but progress stops or is locked out when that item is lost. For example after a death.
That sorta "actually questy" sorta thing.
Describe the solution you'd like
Well, I suggest these things because I'd like to potentially utilize them. The original page was removed though as far as my notifications tell me, so I'm reposting them plus more, and I just gotta hope yous like these ideas and they can be created.
Describe alternatives you've considered
Not really considered, but better questing did have some of these options. But that's only 1.12.2, so I'm learning FTB quests now...
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