Serpens Posted March 31, 2017 Share Posted March 31, 2017 (edited) My QuestMod is ready for first BETA release! You can download them here:http://forums.kleientertainment.com/files/file/1702-dst-questsapi-beta/http://forums.kleientertainment.com/files/file/1703-dst-questsserp-beta/http://forums.kleientertainment.com/files/file/1704-dst-questshunt-beta/ (Better use GitHub to download, since it is latest version there) work in progress Github:https://github.com/Serpens66/QuestMod-Dont-Starve-Together For descriptions see download links or this spoiler: Spoiler How the mod works/what it does:The API Mod: Every QuestMod needs the API mod to work. I developed the API mod, to allow every modder to create custom quests/rewards/shopitems (so I don't have all the work creating quests :D). The best way to start if you want to create content, is to look at my questsmods and how I did it. There is also explanation in the modmains. Basic mechanics: Go near to the pigking and he will tell you what task he has for you. Go up and down to hear more about the quest. There are 5 difficulties (1 to 5, esay to hard). The text of diff 1 quest is dark green. 2 is green. 3 is organge. 4 is red and 5 is dark red. Do what the pigking wants and visit him again to get your reward. Skipping: If you don't want to do the quest or it is impossible, you can do the emotion "annoyed" three times near the pigking. This will skipp the quest. Next Quest (default 1 day): In modsettings you can choose, how much time should pass, before the pigking is offering you another quest after solving/skipping previous quest (half time when skipping quest). Loop Quests (default enabled): The questlist of pigking contains a finite number of quests. After every quest was active, the pigking will offer no more quests. But if you enabled the modsetting "LoopQuests", the questlist is again filled with all quests and you can do them again for reward. Number of Quests: For some quests, like "Emote" and "Hunt", you can choose in modsettings of questmod how often you want those quests be added to the questlist. All other quests are only added once. So choose the number of emote/hunt quests according to how often you want to get those quests relative to other specific quests. Shop Mode (default enabled): In the modsettings you can choose if you want to enable "Shopmode". If enabled, you will get coins as reward for doing quests. The shopkeeper always spawns near the portal and you can buy some basic items from him. In modsettings you can enable chance to find coins when looting something. If you disable Shopmode, you will get random items instead directly from the pigking as reward. Blueprint Mode (default disabled): You can enable it in modsettings. This is a mode where you can't build any researchlab. Instead you have to find blueprints to be able to craft stuff. You will get blueprints and few coins as quest reward, but can also enable in modsettings a chance to find blueprints when slowpicking/working. Every found blueprint is also added to the shopkeeper, so every player can buy any found blueprint for 1 coin at the shopkeeper. I think this mode as potential, but at the moment I don't think it will be very famous. Maybe you have ideas to improve this mode? Adding/Removing Quest/Questmods after game start: It is no problem to add/disable a questmod to an already running game. The questlist of the pigking is updated accordingly. Serps Quests Mod: This mod adds several quests I already developed.Hunt Quests Mod: This mod adds hunting quests for nearly every mob that exists on the surface. Eg. "Kill 5 hounds". The difficutly from those quests gets higher the longer the average player survived and the quests fit to currecnt season (eg. walrus only in winter). But now I need YOUR help:1) Test every setting and constellation to find bugs and report them with logfile.2) Let me know your ideas how to better balance task/reward. Maybe write a formula for reward. Quest difficutly ranges from 1 to 5 and the reward should be accordingly. Make it a small reward which can be multiplied by 1, 2 or 3 depending on modsetting "how high should be rewards?".3) Are the colours for talking okay and readable? dark green, green, orange, red, dark red.4) Take a look in mymodstrings.lua of the mods and think about better fitting sentences the pigking can say to describe the quest. All strings in sum must give enough information to the player to know exactly what to do.5) You can also create a file with your custom translation of those sentences (maybe wait until we have good sentences in english).6) If you are a modder and know a good way how to also add cave (forest-cave communication), you can help me make the mods also work in cave. (For now the mod is only active in surface, of course also if cave is enabled. But if you have "hunt spiders" quest, spiders killed in cave won't count).7) What other ideas of small quests do you have?8) If you want to add your custom quests or rewards or shopitems ask your questions about the API mod if something is unclear and report if you need sth or some help with. I'm not sure if adding mod items to the shop is already working. Could have problems with picture? Test it and report please.9) What other suggestions? If you are going to work on any of those points, better notify me in this thread first. That way me and other will know, that someone is already working on it and we won't get 10 reward formulas New quests that are already on my TODO: Spoiler - Bring me living moles/rabbits/birds/butterfly - build statue - protect specific pig for x days (with spawning enemies?) - find and destroy skeletons (spawning somewhere around, maybe guarded) - domesticate a beefalo x% - heal ill pig Edited June 19, 2017 by Serpens Link to comment Share on other sites More sharing options...
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