
[Suggestion]: Quests
JohanniklasLp opened this issue ยท 0 comments
General Info
- I would like to suggest a new mod
- I would like to suggest a new quests
- I would like to propose changes
- I would like to propose another thing
Suggestion Description
Version 4.0.2
To get the new quests out of the way:
- Twilight Forest: Time Powder, behind either the visit dimension or the naga quest (it would make more sense after the naga imo) and the Final Boss, after the lamp of cinders quest (see below for rant for the end of TF chain).
- Apotheosis: Artifact Shards, Core of the Family, and whatever the name of the ancient rarity material is (it's obfuscated), grouped with the other rarity materials, maybe a mention that equipment with these rarities can only be found or dropped, not forged; the 4 runes in the bookshelf section; the flawless gems quest should mention that some gems go up to cosmic (and a note that galactic cores are not obtainable, unless you want to make esoteric gear obtainable instead, in that case galactic cores could also get a quest with the other rarity materials)
There are, in a few places, weird quest chains that should absolutely not be chains or at the very least not in that order. Basically most of this is a very long rant and ramble that boils down to "I would like the quest layout/gating to be different". Also, this is only what I have found so far during my playthrough, there is most likely more.
Example for "not in that order": The end of Twilight Forest
There is a quest to kill a questing ram, and then later a quest to obtain a crumble horn, which requires an alive questing ram.
There is a quest to obtain a lamp of cinders long before a quest to kill a giant miner. The intended progression is Magic Beans -> Giant Miner -> Lamp of Cinders.
That chain also includes a bunch of random items that you can obtain earlier, including both of the questing ram quests. The trophy pedestal only requires the lich to be defeated, everything other than the lamp of cinders, the magic beans, and the two kill giant quests can be done before defeating any boss. These quests should not be in a chain at all, other than requiring entering the Twilight Forest, and the chain should show the intended progression.
When taking a look at Twilight Forest in general, there are more issues:
There is no reason to make the Knightmetal weapons and armor chains, nor a reason to make the yeti and arctic set chains. Those could be either connected to the material, similar to fiery armor, or just put into a single quests with potentially more rewards.
The scepters shouldn't be in a chain, nor should the minotaur axes require the mazebreaker (the golden axe and the mazebreaker can be obtained without defeating the minoshroom).
The fiery equipment can be gotten with Fiery Tears too, not just fiery blood.
The Dark Tower Quests are very weird too, the vanishing blocks require carminite, fiery tears are a boss drop while everything else can be obtained without defeating the boss (including experiment 115), and the tower keys are even required to reach the boss.
The three biomes (minoshroom + hydra, knight phantom + ur-ghast, alpha yeti + snow queen) can be done in any order while the quests chain them one after the other, which should also get changed.
In "Let's begin the adventure", there are a few chains that don't make sense.
The smoker and blast furnace both only require the furnace.
There is no reason to chain the smithing table, the anvil, and the grindstone
There is no reason to chain the on a stick items
The potion injector at least makes sense thematically, could maybe be moved to after the brewing stand, but having the brewing stand after the enchanting table does not make sense.
Having the bed types chained instead of just grouped together also doesn't make any sense.
In "Tools instruction", gating the hoe after the shovel, after the axe, after the pickaxe, and gating everything after the toolbelt, does not make sense. Gating diamond after iron does make sense logically, however it's very easy to just skip iron entirely thanks to questrewards and loot chests.
That same issue could make Flux Networks annoying. The diamond pickaxe is fine here because of obsidian, just the gating of the diamond pick quest, mostly the toolbelt, is not.
Gating Mystical agriculture behind the entirety of the basic agriculture chamber is just useless tedium, especially since there is nothing in the pack itself that justifies that, so it just incentivises skipping the quests and just doing it anyway. One possibility here is gating it behind the runic altar and the elite table instead, since that is what the infusion altar requires, however even then the middle part with the essences still doesn't require any of that, only the seeds do.
There are more issues of that type: The tss crafting terminal is only required for the ae2 crafting terminal, no reason to gate the entire quest page behind that.
The Storage request table is only required for the RS crafting grid, nothing else.
The storage controller doesn't have any use, only the drawers are actually used by the storage inventory.
TSS does not use Iron Chests, there are other storage options like crates.
Starting Powah does not require iron tools, only stone tools or some luck with loot.
Extreme reactors is supposed to be gated behind the flux controller (it's not). The flux controller doesn't have any use, and no part of flux networks is required for extreme reactors. The same issue exists for RFTools. One possibility here is to actually make some part of flux required via recipe changes, and to gate it behind that then (probably flux dust or blocks). This is probably harder for RFTools since it splits into multiple directions, but there is the possibility to gate quests within a chapter instead of the whole chapter too.
Gating Thermal series behind the CPU Core does make sense in the sense that the machine frame needs it, but most of the other things do not. Maybe gate the machine frame quest behind the core instead of the full quest chapter.
The induction smelter is not required to start EnderIO. The primitive alloy smelter is very cheap and can be made without any prior tech. Since the quests require Thermal, RFTools, and Flux Network, this massively incentivises just skipping the quests. This could be fixed by changing the recipe of the primitive alloy smelter to use something that actually requires the induction smelter or even the induction smelter itself if you want to go more expert (the induction smelter is needed for the chassis so idk if that would be good), potentially just gating the smelter quest (or the chassis quest) instead of the chapter since grains of infinity are still free to obtain.
Mekanism is gated behind the end steel quest but the metallurgic infuser doesn't need it.
also, the metallurgic infuser is gated behind the heat generator, even though once you unlock the mekanism quests you have a bunch of other energy generation options. The infuser doesn't even need osmium.
My suggestion here is to use end steel instead of the obsidian ingot in the metallurgic infuser recipe. Or, even better, using the steel casing here already and swapping those two quests. Maybe even replace the redstone with flux, since that way you have a reason to actually do something with flux networks while at the same time being close to where you can automate it - with the metallurgic infuser, similar to the steel ingots which are made easier.
Copper casings are gated behind the mechanical press, despite not requiring any prior create progression.
Draconic Evolution being gated behind the energized smelter is fine (maybe gate the ingot instead), however the chaos guardian only needs access to the end and can very much be defeated without DE equipment, especially if you dove into other mods like cataclysm already.
Speaking of DE equipment: more nonsensical chains
Another thing I have already mentioned a bunch is gating of quests within a chapter by quests from another chapter. This could get applied to a bunch of other quest as well, for example the Storage Request table, which requires the mechanical crafter, while the quest does not require the mechanical crafter quest. Making the mechanical crafter quest a dependency would allow to quickly jump to that chapter, allowing you to take a peak at what you need to do to reach that point.
This could be VERY useful for the "The final quest" chapter, to see it all coming together, but also has the potential to multiply the issues I have complained about above. Also, essence of fate being buyable defeats the point of gating it behind all of the other items, no idea if an OR that shop quest is possible while keeping both the AND for the other items and the connections (maybe something like a quest that is hidden right below the essence of fate quest that ANDs all stones and has the connections, and that quest OR the shop quest unlock the essence of fate quest?). Also, this could get annoying due to quests currently taking quite long / a few inventory updates to recognize items in your inventory.
EDIT: If you want to make people aware that another mod is needed to progress further into that mod, then I would still mention that in the checkmark quest, just don't gate the checkmarkquest behind that already.
A bunch of quests just arbitrarily require some amount of an item, for example andesite alloy, which requires 32.
A different example would be some of the apotheosis shelf quests. You need 10 Seashelves and Hellshelves for the quests, but the quests after that even mention that you can do it with only 5.
It would make way more sense to make the quests just require one, unless there is an actual reason for more, like a multiblock (or 5 for the mentioned bookshelve quests would work too).
In the case of the andesite alloy, you can also make a quest that requires more andesite alloy that is gated behind the mechanical mixer, as sort of a "hey, it's cheaper now"