I am the creator of the modpack Skyblock: One. In my next modpack update I wanted to add Reinforced Tubes, this would be so more items could be ran through a tube without it breaking. I wanted to ask if you could change it so that in your next update you could make it so the max_tube_limit variable wasn't static and was on a per tube basis so reinforced tubes could be a thing
also any chance you can make the warpshroom, pyrograss, and fiberweed families public as well as expose the quest api as i did in my modpack so that mods can create quests
hello @thematrix9675, frog here!
There is an api for quests
You have 3 options, all of them have their code in sbz_progression/quests.lua:
A) use the global quests table
Example:
quests[#quests+1] = quest_definition
B) you can use sbz_api.register_quest(quest_definition) which does the same thing
C)You can use sbz_api.quests_from_file(path) which will load quests from the file, example: see sbz_progression/quests/<any of those>
As for modifying pipeworks in that specific way:
sadly it would take a lot of work to make it possible
There is a reason why the limit is in place, if you have too many items, it encourages you to compact them using a storinator and a filter injector, because if you have too many items the game becomes laggy
I made instatubes specifically for this purpourse, you can have an insane amount of itemstacks going through them, and also same applies for filter injectors
If you really want reinforced tubes, i guess i could change pipeworks to allow you to do this, or you could submit a pull requesst
Also joke-ish side note: it would be funny if, once i get an account on tilde.team, maybe i could make like a forum for sbz and i would make that the main discussion place xD
Anyway, going foward, please use github to communicate, it is the place where you will be heard the most
also, @thematrix9675, i didn't see some of your messages, that was most likely a contentDB bug, it would be nice if you repeated those in a github issue
i had made a clone mod that allowed me to add quests to a specific quest line. also the item lists are hidden so i can add quests but not items to trigger them
I am the creator of the modpack Skyblock: One. In my next modpack update I wanted to add Reinforced Tubes, this would be so more items could be ran through a tube without it breaking. I wanted to ask if you could change it so that in your next update you could make it so the max_tube_limit variable wasn't static and was on a per tube basis so reinforced tubes could be a thing
also any chance you can make the warpshroom, pyrograss, and fiberweed families public as well as expose the quest api as i did in my modpack so that mods can create quests
I've forwarded this to the discord, sorry this response took this long, the discord is the main platform for discussion and way more active.
hello @thematrix9675, frog here! There is an api for quests
You have 3 options, all of them have their code in sbz_progression/quests.lua:
A) use the global
quests
table Example:B) you can use
sbz_api.register_quest(quest_definition)
which does the same thingC)You can use
sbz_api.quests_from_file(path)
which will load quests from the file, example: seesbz_progression/quests/<any of those>
As for modifying pipeworks in that specific way:
If you really want reinforced tubes, i guess i could change pipeworks to allow you to do this, or you could submit a pull requesst
Also joke-ish side note: it would be funny if, once i get an account on tilde.team, maybe i could make like a forum for sbz and i would make that the main discussion place xD
Anyway, going foward, please use github to communicate, it is the place where you will be heard the most
also, @thematrix9675, i didn't see some of your messages, that was most likely a contentDB bug, it would be nice if you repeated those in a github issue
i had made a clone mod that allowed me to add quests to a specific quest line. also the item lists are hidden so i can add quests but not items to trigger them
the achievement_table, achievement_in_inventory_table, and achievement_on_dig_table variables are local so mods can't add indexes to them