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[Suggestion] track advancements and have complete quest fire only after collecting reward #60

@2Sloppy4slime

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@2Sloppy4slime

Track advancements

as a trigger and an objective, it would be nice to check if a player has gotten an advancement, this could cover stuff that questlog can't track (like other mods' events) for the time being and in general could be pretty useful.

(example : the hexcasting mod has a moment where your player becomes "enlightened" and gets access to new spells, I would like to make a quest about this to teach people but I can't since I can't track anything that relates to becoming enlightened)

have complete_quest happen only after collecting reward

or alternatively make a new trigger that checks when you collect the rewards. This is useful for optional quest lines to avoid cluttering the already small GUI (on gui size 2 which I use it get hard reading stuff sometimes, it would be nice to have it slightly bigger too), this could also be useful for no objective quests

(example : let's say I want quests of a certain mod to be an optional questline that you can follow but also simply ignore, to do that, my first quest is simply text for the player that explains the mod in general, the trigger for now is crafting an item from this mod but I would like to simply have a button to complete the quest in the gui and not have it either autocomplete or require a precise craft. It also would be nice to be able to disable other quests that aren't in the line but still require techniques from that mod. but I can't since you can finish the quest by "accidentally" crafting the required items for it to finish))

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enhancementNew feature or requestworkaroundableIssue can be circumvented through other means

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