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waysouls's Issues

IE crusher does not double iron

I've tested it with fresh iron ore and iron ore from my chest and it doesn't double, it worked with copper no problem doubling it as its supposed to double all ore, so why not iron, tested with gold as well it doubles that so its just iron it wont double

Quest book not registering quests

I sometimes have a quest item in my inventory and the quest book doesn't register it even after spamming the register/hand in button. I think the reason for this is that the quest is checking if you crafted it. the problem with this is that you can find items in chests while exploring or crafting an item before the prerequisite quests are done.

[Suggestion] Open up mod quests earlier

I was playing through your pack and I couldn't figure out why I couldn't start any magic mod quests. In my experience, you need very little to start in Thaumcraft or Botania or any of the others. Turns out (after going into bq_admin edit mode just to be able to see this) you need a series of quests in the second category: a diamond pickaxe, obsidian, kill a blaze, kill an enderman.

First of all: don't hide those mainline quests that gate other quests, it makes it very hard to see which line to follow if you just want to get into a mod.

Second of all: Why? No really, why?! You can make a resonating wand with an ender pearl, which you can get from an enderman way before you even visit the Nether and have to traverse a hostile environment just to find a fortress and a blaze. Or, if you're lucky, it's simply in one of the Astral Sorcery chests at the natural generating altars. I had an ender pearl before I even saw an enderman. And gating ender pearls behind blaze rods is really counter intuitive.

For Thaumcraft, you need gold to make the Thaumometer, but that's it. You don't need a diamond pick for that. Or any of the other stuff! I would say: as soon as players made the book: open up the mod category. I was so disappointed when I successfully made the Thaumcraft book, and still couldn't do any Thaumcraft quests.

The other early game mods are in a similar or even worse boat, since they can be played with resources you can just find lying around. Not need to kill any blazes or enderman.

As a side note, the Better Questing Mob Hunt task is notorious for not working/not detecting correctly, I would suggest replace 'kill blaze' and 'kill enderman' with 'get blaze rod' and 'get ender pearl'.

Issue with Wildwood Quiver

I made the wildwood bow and wildwood quiver from roots. When I use them together, I get "Bewitchment has encountered an error" and an arrow is consumed, though no arrow is fired.
Upon testing, it seems to happen with whatever bow I use.
Below is the log generated by this message.
Bewitchment Issue Log.txt

The only exception was the Abyssalcraft bow. That one fired, but consumed the entire quiver and everything inside it instead of a single arrow, and generated the error with the below log.
Abyssalcraft Bow.txt

Quest completion bugs

So far both the 'The ultimate compass' and 'Let the ritual... begin' quests are not completing for me even though I have handcrafted the necessary items and spammed the complete button in the quest tracker. I even tried spawning in a copy of both items for good measure and this did not work either.

[Suggestion] Set quests to not consume needed materials

In the first few quests, 'consume item' is set to Yes, which makes you lose the item the subsequent quest asks for. It is rather illogical.

For example: for the 'make a furnace' quest, the quest text refers to 'The 8 cobblestone you just collected', but since you had to turn those 8 cobblestone in, you no longer have them. And have to get 8 more cobblestone. Same for similar quests like the get a coal, but then the quest consumes the coal, and then you have to make a torch with that coal. Those are not much of a problem, aside from the inconsistency in the text, but I'm not turning in my iron ore.

Just as an aside: loving the pack, keep polishing :)

Quest completion bugs V2 :D

The quest to craft parchment for Astral Sorcery doesn't detect completion. I'm no coder but as this is a crafting task and the way you craft with Astral Sorcery is not using a crafting table then that is probably why it won't complete? Guessing changing it to a submit quest will fix it like the other ones I reported.

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