I am making quests for a modpack, and I've run into the following problems:
(1) After switching between minor pack versions, some fluids are sometimes not recognized any more by a quest where they appear as a quest objective, in spite of being in the pack, and I have to manually update all quests where these fluids appear. This does not happen with items, which always transfer correctly between pack versions. I'd like to know the cause and whether there is a way around that?
(2) When choosing blocks or items from Logistics Pipes as quest objectives or rewards - any items, not just pipes - they are invariably reset to bedrock blocks after I leave the game and restart. I can use them normally in the game, just not in the questbook. I would like to know why, and if there is a way to prevent that.
(3) I would like the player to make specific tree species from Extra Trees as a quest objective. However, I would like the trees to be variable in other traits. If I choose precise detection, all traits must match, which is too restrictive. However, if I choose any other detection method, saplings from any tree species from Extra Trees will count. I could use genetic samples instead, but the modpack has both Genetics and Gendustry and I do not want to prescribe the mod used to breed the tree species. Is there any way to make HQM distinguish between saplings or pollen of different Extra Trees tree species correctly?
I will be appreciative of any insight into these problems, even if you can provide no solution.
(1) After switching between minor pack versions, some fluids are sometimes not recognized any more by a quest where they appear as a quest objective, in spite of being in the pack, and I have to manually update all quests where these fluids appear. This does not happen with items, which always transfer correctly between pack versions. I'd like to know the cause and whether there is a way around that?
(2) When choosing blocks or items from Logistics Pipes as quest objectives or rewards - any items, not just pipes - they are invariably reset to bedrock blocks after I leave the game and restart. I can use them normally in the game, just not in the questbook. I would like to know why, and if there is a way to prevent that.
(3) I would like the player to make specific tree species from Extra Trees as a quest objective. However, I would like the trees to be variable in other traits. If I choose precise detection, all traits must match, which is too restrictive. However, if I choose any other detection method, saplings from any tree species from Extra Trees will count. I could use genetic samples instead, but the modpack has both Genetics and Gendustry and I do not want to prescribe the mod used to breed the tree species. Is there any way to make HQM distinguish between saplings or pollen of different Extra Trees tree species correctly?
I will be appreciative of any insight into these problems, even if you can provide no solution.