- tools/quests.py writes pack/config/ftbquests/quests/ in FTB Quests 2101's format (data.snbt, chapters/*.snbt, texts in lang/en_us.snbt) with ids derived from the YAML names, so progress survives regeneration. Flexible progression, no lock icons, no rewards (Adrian, 2026-11-03). tools/build.py runs it. - docs/quests.yaml: 18 chapters, 74 quests. Getting Started; one chapter per zone and the End from a zone template (reach it, catch three of its Pokemon, mine its ores, beat its guardian) plus chapter extras (Mire Waders, Eyes of Ender, Eternatus); Pokemon Machines; Base and Jobs. - Node positions: --pull reads them from an FTB Quests folder into the layout block (only moved nodes); tools/prism_instance.py pulls from the instance before each sync and rebuilds if something moved. - The pack's own events as hidden advancements (cobblesurvival:events/...), granted by QuestEvents: zone reached, guardian beaten, machine filled, End boss beaten. - Self-tests quest_book_loads and quest_events_mark_zones; the guardian and furnace tests check their events. Self-tests and island check pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2.3 KiB
Phase 8 – checks for Adrian
Decided
2026-11-03: Cobblemon tasks come from Cobblemon Quests Reloaded; JEI gets the Cobblemon Info for REI / JEI / EMI add-on (its spawn info checked against the pack) plus our own pages for the pack's sources; quests give no rewards; quests are generated from docs/quests.yaml, and node positions you move in game are read back into it. Earlier (2026-11-02): every item that can drop gets a JEI page naming its sources. Details: docs/design.md → "Phase 8".
Built so far
- Add-ons in the pack: Cobblemon Quests Reloaded 2.0.2 (Cobblemon task type for FTB Quests) and Cobblemon Info for REI / JEI / EMI 2.32.14. Automated:
quests_have_cobblemon_tasks,jei_addon_shows_island_spawns. - Spawn info in JEI: right for the pack (species, levels, rarity come from the zone pools), but it shows biomes, not zones; our own pages will add the zone.
- Quest book: 18 chapters, 74 quests, generated from
docs/quests.yaml: Getting Started, one chapter per zone and the End, Pokémon Machines, Base and Jobs. No rewards, nothing locked. Zone chapters: reach the zone, catch three of its Pokémon, mine its ores, beat its guardian. Automated:quest_book_loads,quest_events_mark_zones(and the guardian and furnace tests check their quest events).
In game (Prism instance)
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Open JEI, look up a Pokémon (e.g. Pikachu) in Cobblemon Info's pages: the spawn levels match its zone (
docs/zone-species.md), and its drops are listed. -
Open the quest book (FTB Quests' book item, or its key): every chapter shows, nodes are joined by lines, none shows a lock.
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Getting Started: tick "Welcome to the Island"; catch a Pokémon: "A Partner" completes.
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Soft-lock check: get 16 Poké Balls before ticking "Welcome to the Island", then tick it: "Poké Balls" completes too (if it stays stuck, tell me: there's a known flexible-mode bug in older FTB Quests).
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Walk into Southwold: "Southwold" in its chapter and "Beyond Button Isle" complete.
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Move a few nodes in the editor (
/ftbquests editing_mode), close the game, runtools/prism_instance.py: your positions stay, anddocs/quests.yamlhas them in itslayoutblock.
Ask Adrian
- (after the first chapters) Does the layout read well? Move nodes freely in the editor; the next generation keeps your positions.