[Feature Request] Non Resource Consuming Blueprints
micmou opened this issue · 24 comments
So I am working on the Howiecraft Modpack with Howester84 and Cpt_Gloval and I was wondering if we could get a feature that would allow Blueprints to be given as a quest reward. As you know Howester84 and Cpt_Gloval are both exceptional builders and we were trying to come up with better rewards than just items or experience and some one posed the idea of rewarding a structure.
From what I understand it would not be hard to implement a check for a NBT Tag in the item much like how the mod checks for creative and to "Deplete" the tag after spawning said structure. It would also be a amazing tool for other pack devs to be able to reward a structure you could give away create machines, multi blocks, houses, or even statues/pixel art.
Let me know if this video gives you all what you were looking for :).
Thank you dire for adding this function to the mod. We really appreciate it.
How hard would this be to add to the 1.20.1 version of your mod?
Only the Howiecraft modpack has been designed in 1.20.1 and having the structures as quest rewards is going to be such a unique mechanic, which is exclusive to BG2 for us showcase.
Let me give it a go. Shouldn’t be too awful ;)
Thank you kindly. I'm super excited by this function. I've had the idea for gifting structures in my head for many years and now it's a reality. Not only can we give players prefabs for things like starter bases, we can also use this functionality to repair pre-designed run down villages/towns.
Quest example - Help the towns folk repair their powerstation? reward: some kind of reputation based reward or a small decoration style structure.
So the player would collect the materials to complete the missing sections of a rundown structure and apply it via the redprint.
As the primary person building HowieCraft modpack I appreciate it xD going help Howie(moomoo84) live his dreams .
I just uploaded v1.0.7 for Minecraft v1.20.1 to curseforge - its currently under review so should be available shortly :). If you get a chance to try it out, let me know how you like it and if you find any issues or stuff you need changed.
Sure thing, its still under review, so give it some time, make sure you get 1.0.7
Ok, Loaded the 1.0.7 version in 1.20.1. I am Able to preform a cut and save to a redprint but when I go into the Template Manager the render does not show. I am unable to load the redprint into a cut-paste tool in creative nor in survival. I can, in survival, cut and paste a build as expected. It appears the redprint is not taking/saving.
After multiple attempts we got it to work in world.
We then put the redprint into a quest in FTB Quest and we were able to "give" the redprint and use it.
We then deleted and created a new world with the same quest book and were able to successfully "give" the redprint but when we went to load it into the cut-paste gadget it does not. We get a sound like it is but the redprint does not delete nor does it apply to the gadget.
Where is the data for the print being stored? We see the redprint in the new world with the correct name and render but it appears to not actually contain the needed data/blocks to paste.
The data is saved in the world save data directory, in a file called buildinggadgets2.dat
Make sure you're giving players their redprints using the command, as shown in the video ;)
The data is saved in the world save data directory, in a file called buildinggadgets2.dat
Make sure you're giving players their redprints using the command, as shown in the video ;)
And how exactly are we supposed to ship said data in a modpack?
In the world created this worked. When we then created a new world the redprint showed in the quest book, gave from the quest completion, Rendered in the Template Manager but would not load to the cut-paste gadget. Being a new world the data was not in the buildinggadget2.dat file. There a portion of the data is being saved somewhere else or perhaps to the reprint item itself that is persistent from the "world save" created in to the new "world save" world.
Ah right, I thought there were mods that could drop some custom stuff into new worlds though, I thought thats how FTB does it, because thing bring a ton of stuff into their new worlds.
Ah right, I thought there were mods that could drop some custom stuff into new worlds though, I thought thats how FTB does it, because thing bring a ton of stuff into their new worlds.
Nope that is custom structure gen through data packs. Ideally it would be saved in the configs area as schematics or redprints
This would both solve our issue for a driven quest reward as well as make a way to make collection quests with a tangible output.
Hrm, this gives me an idea. Maybe a machine that can accept items (Via pipes, hoppers, etc) that can feed the necessary items into a blueprint, and then that blueprint can behave like you ask. So you can either get is 'creatively' or legit.