Closed chochem closed 4 months ago
On the Space Race page the Rp-1 Rocket Fuel quest is a retrieval task for 27 cells of Rp-1 (I don't know how to see the quest number, it's in the top left corner)
The quest before & a lot of the quests after are checkbox tick quests, I think this should also be a checkbox quest.
There the option to use cetane boosted diesel for rockets t1 & t2, so I didn't make any Rp-1 & because of that the quest never completed & didn't open the line for the t3 rocket fuel.
no, rp1 should not be a checkbox.
However, you can already bypass it if you make cbd. Are you sure you are up-to-date?
I don't think I can be up to date, because the quest I see isn't the same as your screen shot.
I started on 2.3 or maybe 2.4 but the server is on 2.5.1 currently & I thought the questbook was automatically updated now.
[ ] quest "Smaller Fusion Is Bigger" in "Powerful Nuclear Physics" should mention that compacts follow different overclocking rules, needing double the startup power and double the voltage instead of just the voltage.
[x] also it still says that compacts max out at 256 parallels with t4, should be 320 with t5.
The mortar lets you make flint much, much more efficiently - you only need one gravel instead of three. Many tools and stations you'll make in the future will also open up better crafting recipes for things you can already make as well. If you need something but are hard up on resources, use NEI to check the recipes for that item - you may have options you didn't before.
This informs new players of an important efficiency upgrade and also introduces the concept that older recipes may be obsoleted by newer ones.
Busy Bees Buzzing Boldly
, describe of the water in the Hygroregulator
, that 010% should be -10%The quest
Busy Bees Buzzing Boldly
, describe of the water in theHygroregulator
, that 010% should be -10%
already fixed
Hello, friend, and welcome to GTNH! Don't get used to things being nice and comfy, because in about ten minutes the sun will set, and unlike vanilla Minecraft, there's no light whatsoever at night save for the Infernal mobs coming to get you. You'd be wise to get yourself a place to spend the night before then. You don't need to keep the book. Even if you don't have the item, you can press Tilde (~) to view it at any time...unless you decide to change it in the settings, of course. Stuck or confused? Try looking for related quests, or you can click these links for help:
- Check the wiki for detailed descriptions of game mechanics, or technical information about the modpack itself.
- Check the spreadsheet if you want to see lots of data, like where ores appear, in one place.
- Talk with the community at the Discord.
Warning: CurseForge-based launchers may have trouble with GTNH's custom mods. If you run into issues on one, try switching launchers. If you run into issues on a different launcher, you can get advice on the Discord at #help.
the diamond spike needs a lathe
- [ ] Quest "Division Sigil" in "Novice Thaumaturgy" requires a sigil with the full 256 uses to complete. If a player obtained and activated the sigil, and used it to craft unstable ingots, before unlocking this quest, a partially used sigil does not fulfill the requirement. I suggest making the detection NBT-independent, so that a partially used sigil can be used to complete it.
ignore NBT makes unactivated sigil trigger the retrieve task for the activated one, not doable afaik
- [ ] quest "Smaller Fusion Is Bigger" in "Powerful Nuclear Physics" should mention that compacts follow different overclocking rules, needing double the startup power and double the voltage instead of just the voltage.
- [x] also it still says that compacts max out at 256 parallels with t4, should be 320 with t5.
bigger startup power is obvious because the machine does parallel, so the power used is Recipe*Parallel, this note is unnecessary imo
- [ ] quest "Smaller Fusion Is Bigger" in "Powerful Nuclear Physics" should mention that compacts follow different overclocking rules, needing double the startup power and double the voltage instead of just the voltage.
- [x] also it still says that compacts max out at 256 parallels with t4, should be 320 with t5.
bigger startup power is obvious because the machine does parallel, so the power used is Recipe*Parallel, this note is unnecessary imo
I think I can see what you mean but
also iirc the earlier fusion quests describe the startup power as a "fee to get the reaction going" which atleast to me means it only needs to be "paid" once for the entire reactor
- [ ] quest "Smaller Fusion Is Bigger" in "Powerful Nuclear Physics" should mention that compacts follow different overclocking rules, needing double the startup power and double the voltage instead of just the voltage.
- [x] also it still says that compacts max out at 256 parallels with t4, should be 320 with t5.
bigger startup power is obvious because the machine does parallel, so the power used is Recipe*Parallel, this note is unnecessary imo
I think I can see what you mean but
- i dont think thats obvious at all
- from my limited testing power wouldnt follow Recipeparallel it would follow recipe(parallel/64)
- the normal fusions dont work this way when overclocking and compacts dont need more startup when not overclocking
also iirc the earlier fusion quests describe the startup power as a "fee to get the reaction going" which atleast to me means it only needs to be "paid" once for the entire reactor
From the code it looks like the compact fusion reactor takes as much power as normal fusion reactor on startup, onlyt eu/t is affected by parallel
Quest "Tools of the Trade" (get Network tool and Network visualisation tool) depends on quest "Need More Information?" (get Advanced network tool). That's incorrect.
Maybe Tiers, not Tears?)
it's called a pun
- [ ] Quest "Tools of the Trade" (get Network tool and Network visualisation tool) depends on quest "Need More Information?" (get Advanced network tool). That's incorrect.
thats fixedindev. had two different prereq loops
Neither the "Safety First" quest or "Nobody Wants an Explosion..." quest mention that machines will catch on fire if any of the surrounding 4 blocks are exposed to rain. As far as I can tell, it isn't mentioned until the "Auto Mining" Quest in LV, and even then it's somewhat vague about it. Adding it to both of them would prevent a lot of confusion for new players unsure why their machine still blew up even though it was covered from rain
the tinkers time quest is a crafting task but it should be a retrieval because you can get the tables from a village tinkers hut and it is very annoying and inconvenient if you have to waste resources to make them again
crafting tasks in the early game are not going to change. dream has been very clear on that.
The Blood Magic Quest for the Weak activation Crystal should be expanded. To craft the activation crystal you need an unbound crystal. That crystal is made with a fully charged IC2 energy crystal. If you charge the energy crystal with a EV charger or charge pack the crystal will only get charged to 999/1 M EU, which makes it not valid for the recipe. The game has no clear feedback for the player as to why the craft is not starting. In order to help players the quest could mention to charge the energy crystal in a HV machine to get it to 1/1 M EU.
Another small gripe is with the crop manager. It doesn't have a dedicated quest to explain its mechanics like the crop harvester in fishing, farming, cooking. Also, at some point, it went from 2 blocks up/down to 1 block up/down, breaking some triple-layer farms.
I think here should be not advanced but basic stocking input bus, which is available at ev
was fixed three months ago https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/pull/15181
Some hive quests seem to have weird requirements. INfernal hive needs The End quest, while the deep hive needs the nether quest. Im not sure if this was intentional, just strikes me as weird.
There are two mutually-redundant quest lines for Project Red transport pipes. The quests I have crossed out in red are the ones I recommend removing. All of the information provided in those quests is also provided by the longer quest line (circled in green), and all of the tasks required by the short quest line are also required by the long quest line.
Additionally, the ultimate reward of each of these questlines (excluding some of the lower section of the longer quest line, which details more specific automation of oil) is a drawer controller. Either this reward should not be provided in duplicate for completing a set of identical tasks, or it would be better to edit the more useful questline so that it rewards two drawer controllers at once (if it is deemed preferable to reward both drawer controllers at all). The same argument can be easily applied to other rewards granted by both quest lines for performing identical tasks.
The reason I suggest removing the shorter quest line specifically is because it is less informative and overall less useful. The longer quest line explains the Project Red pipe system better. Players who complete the tasks offered by the longer and more useful quest line will also automatically satisfy every requirement of the shorter quest line, but the longer quest line offers additional depth and guidance. Therefore, the shorter quest line is obsolete. Either the shorter quest line should be removed outright with no consideration given to its quest rewards, or the shorter quest line should be removed and its most notable quest rewards (in particular, the drawer controller) be merged with those of the longer quest line. I favour the former approach, both for simplicity and because it seems very clear that only one of these quest lines was ever intended to be present in the modpack simultaneously, meaning that it is not intended for players to receive duplicate rewards for completing duplicate quest lines.
The value of 24 came from an older version where liquid creosote had a 75% fuel value penalty in a liquid-fueled firebox, and was still incorrect for that, because the correct number would be 25 (rounded up from 24.3).
This quest should be changed to recommend 19 coke ovens instead of 24, and to require 494 coke oven bricks instead of 624.
Looking at past PRs (https://github.com/GTNewHorizons/Applied-Energistics-2-Unofficial/pull/421), it seems like the AE2 Sticky Card was written specifically for GTNH. It would be nice if the AE2 questline brought up this card and described its purpose/functionality.
you might as well go for an LuV energy hatch, which will power a maxed one.
This is currently incorrect and judging by how even a Data Bank with only 4 master and 1 slave connectors and nothing else will powerfail off of that, was likely never true to begin with.
That sentence should either be deleted outright or someone should (preferably) run the calculations on what the actual upper-limit on DataBank power draw is and readjust the advice given.
that was written before they could chain, yes. Slaves are a lot more power hungry.
Outputs for nearly all electrolyzer outputs have been changed to either alumina or silicon dioxide.
The quest for making LV circuits from SoC's says it needs an IV circuit assembler, when it actually needs an EV one. The actual limiting factor for it being IV is naquadah wafers
Vis Bee quest needs Ethereal quest to be unlocked. Vis bee is not made out of Ethereal.
Edit: I'm sorry, ignore me, I'm fucking blind. Or illiterate. I thought it said eldritch for some reason.
Your GTNH Discord Username
chochem
Your Pack Version
2.5.1
Overview
Well, maybe it is the quarterly ticket for quest changes. A ticket for any large or small problems with any quests. Just post below. Of course, you can also make a dedicated ticket. In particular for more indepth suggestion or problems a dedicated one is better.
The most up-to-date quest files can always be found here: https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/tree/master/config/betterquesting/DefaultQuests Depending on your version, you might also need to update BQ to use them.
Below are the remaining things from the last ticket (https://github.com/GTNewHorizons/GT-New-Horizons-Modpack/issues/14789):
Quest Changes
Wishlist for New Quests
Add more quests to the new mobility tab:
Potential Overhauls/Ongoing Discussions