HQM in 1st Party Modpacks

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Cptqrk

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Aug 24, 2013
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I think the issue here is that midi_sec is thinking that the HQM in the 1st party packs will be like the ones in the jampack stuff. As far as I can tell, the HQM in the 1st party packs will be for those who wish to use them, and not force you to use/play with any of the mods you don't wish to use/play/learn.

Think of the books as something to display in a bookshelf. Pull one down once you are fully set up in a way you like, then play around with mods you haven't tried yet with a nice, in game walk through that will get you to make the items you need.

Once 1.7 packs get a LOT more stable, I look forward to messing around with the HQM books in the packs! I might actually try witchery for once.....
 

midi_sec

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Jul 29, 2019
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I think the issue here is that midi_sec is thinking that the HQM in the 1st party packs will be like the ones in the jampack stuff. As far as I can tell, the HQM in the 1st party packs will be for those who wish to use them, and not force you to use/play with any of the mods you don't wish to use/play/learn.

Think of the books as something to display in a bookshelf. Pull one down once you are fully set up in a way you like, then play around with mods you haven't tried yet with a nice, in game walk through that will get you to make the items you need.

Once 1.7 packs get a LOT more stable, I look forward to messing around with the HQM books in the packs! I might actually try witchery for once.....
I'm not really worried about it though. All I said is that I won't play a pack that forces it down my throat. I understand that current packs are a take it or leave it approach to HQM, but the moment somebody creates a pack that I am locked out from progressing in a mod unless I partake in a cheesy quest, that pack is getting uninstalled asap.
 

Cptqrk

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Aug 24, 2013
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I'm not really worried about it though. All I said is that I won't play a pack that forces it down my throat. I understand that current packs are a take it or leave it approach to HQM, but the moment somebody creates a pack that I am locked out from progressing in a mod unless I partake in a cheesy quest, that pack is getting uninstalled asap.

I can totally appreciate that viewpoint. With the packs designed around the use of HQM, I can understand the "need" for them, but in a general pack? Yeah, no...
 

Queue

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Jul 29, 2019
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I will not say HQM does not fit with survival packs, but I am yet to see HQM integrated into a survival pack in a way that is fun, effective, and useful. I imagine the perfect integration making a psudo-mod that's usefulness is achieved via HQM. Like a magic mod using Dmiller's items mod and Tabula Rossa to add items and the spells are done in HQM. (@Queue we need to take not of this)

Of course what I said isn't the only way to integrate HQM into a survival pack. If it was obvious someone would have do it by now.

(By survival I do not mean packs like AgSkies and Running Red or tutorial packs)

Note taken. Sorry I couldn't work on it today cause HISTORY NOTES
 
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buggirlexpres

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Nov 24, 2012
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As for using HQM in a unique way - you could take a look at Running Red 2. I tried to use it differently in that pack, with not only quests, but other interactions with HQM in the world.

We seem to be forgetting in this thread that HQM adds things beyond Quests. It adds reputations, rewards, and lives, which could be useful in all sorts of packs, not just quest packs. You could even use it to track things in the background, and trigger reactions in the world with the QTS and QGS. It goes far beyond just quests.
 
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