I also figured out a name for the modpack: "Another Day, Another Dollar"YAY! I cannot wait to check it out!
I also figured out a name for the modpack: "Another Day, Another Dollar"YAY! I cannot wait to check it out!
That is a very good name. Much better than some that I have seen recently.I also figured out a name for the modpack: "Another Day, Another Dollar"
Rust Coin: 1 Crud
Lead Coin: 0.001 Credits
Zinc Coin: 0.01 Credits
Aluminum Coin: 0.1 Credits
Copper Coin: 1 Credit
Nickel Coin: 10 Credits
Tin Coin: 100 Credits
Iron Coin: 1,000 Credits
Silver Coin: 1 Jewls
Gold Coin: 10 Jewls
Emerald Coin: 100 Jewl
Diamond Coin: 1,000 Jewls
How is it useless? I thought the whole premise of the modpack was using an in-game currency to buy perks and such.Just spent 30 minutes researching the value of metals for a useless coin system YAY!
Obvious joke should have been obviousHow is it useless? I thought the whole premise of the modpack was using an in-game currency to buy perks and such.
It's the internet. Nothing is implied. That's what we have emoticons for.Obvious joke should have been obvious
Thanks. To be honest I never even knew HQM had anything like that. Would've helped if they didn't have so similar of textures...HQM has the quest gate system blocks which disappear when you complete a quest, I'd guess you can also set them to react to alignment and if not just have a quest which opens them up which is alignment restricted.
I think there are ways to make a quest so you can claim the reward multiple times, does that help?Anyone have any idea if it's possible to have a quest that can be manually set to uncompleted by the player after it's completion? I ask as I find this would be useful for selecting jobs.
Well, my idea is that you can only choose 1 Primary Path at a time, and you may only gain buffs/access areas that are given to those Paths.I think there are ways to make a quest so you can claim the reward multiple times, does that help?
I had an idea for a HQM add-on, and that sounds like something that would work well with it.Well, my idea is that you can only choose 1 Primary Path at a time, and you may only gain buffs/access areas that are given to those Paths.
Maybe have an option for either if it's not too much work.I got the mod somewhat working. There are a few problems though:
The player has to be in survival mode. It won't work correctly in adventure mode.
The player is unable to break blocks, but it's behaving differently from adventure mode: it's like the player was hitting bedrock.
Other than that, the CanBreak part is working perfectly.
I'm having a bit trouble with the CanPlaceOn part. It's working but if you have an item with CanPlaceOn in your hand and right-click on, let's say, a button, it won't work. You have to have an empty hand or an item without CanPlaceOn to be able to click the button.
I could remove that restriction, but then if you try to place a block it would place it client-side for a split second and play the sound, rather than doing nothing.
Not sure which of those two behaviors I should choose at the end. Both are kinda annoying.
Make hands act as a block?Maybe you could even work that as a feature and make hands act as a block in themselves, having their own distinct sets of canPlaceOn and canBreak
Basically allow you to have specific blocks they can break/interact with using the previous things. So hands can press wooden buttons but you need a key for stone buttons. Just gives more mapmaking optionsMake hands act as a block?