- 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>
26 lines
2.3 KiB
Markdown
26 lines
2.3 KiB
Markdown
# 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)
|
||
|
||
- [ ] 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.
|
||
- [ ] Getting Started: tick "Welcome to the Island"; catch a Pokémon: "A Partner" completes.
|
||
- [ ] 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).
|
||
- [ ] Walk into Southwold: "Southwold" in its chapter and "Beyond Button Isle" complete.
|
||
- [ ] Move a few nodes in the editor (`/ftbquests editing_mode`), close the game, run `tools/prism_instance.py`: your positions stay, and `docs/quests.yaml` has them in its `layout` block.
|
||
|
||
## Ask Adrian
|
||
|
||
- (after the first chapters) Does the layout read well? Move nodes freely in the editor; the next generation keeps your positions.
|