Version 1.2 experimental
Experimental means even more on own risk. I cant say currently if its compatible downwards or upwards.
I hope it is but i need some long term tests. Finaly it is a release candiate that has passed all short term tests
Known issues
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* Kill x Zombies quests doesnt count some rarer zombietypes (no other effects or consequences)
https://drive.google.com/open?id=1pEw2If7UfKet4hYax45Nc653NkOLowBa
Different to the stable release i offer no switchable files as options.
(Its not optimal for the idea behind modlets.But-)
The quest modlet contains stuff for different modlets, ingame these things will not show up without the additional modlets activating them.
This moment its all in the "startclasses all" modlet.
Startclass, long term quest (which include player own Vending machine) start all by finishing the vanilla quest to find the trader
Instead of changes here the complete list of features
For small server admins
For nomads
For Builders
Less painfull Startgame
Long term gaming
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* Respawning Boulders
* Respawning Cars (Adapted mat1k Modlet)
* Respawning (over cross) Trashbags, Bird nests, Gore piles
* Broader Gameoptions (Adapted Red Eagles Modlets)
* Trader advertisements (Red Eagles Modlet)
* Undestroyable Blocks + Hoovering Plates + Tool (cm menue only)
* Bigger Backpack (Adapted Stedmans Modlet)
* Bigger storeroom for Vehicle (Adapted Stedmans Modlet)
* Expensive Ability Progression
* 0XP Bandana
* Additional Cloth recipes
* Easyer Survival/Stamina perks
* Golden Coin
* Gravel 5 Glue
* Sand 5 Glue
* More Coffee in Vending machines
* Trader reset all 2 Days
* Stacksize of Buff Notes = 20
* Selfupgrading Steelframes and wet Rconcrete blocks (Stacksizes 20 000)
* Boxes that give Skillpoints(cm menue only and in Starterclasses) (In Quest Modlet)
* Boxes that give XP(cm menue only) (In Quest Modlet)
* Optional Startclasses/Equipments (In Quest Modlet + enabled by swapable modlet)
* Questline that reduces RNG luck influence by offering Beaker,ToolnDie Set, Magnum, Ak, Chainsaw , Auger and vehicles during longer gameplay (In Quest Modlet + enabled by swapable modlet)
* Vending machine that sells you additional Ammo and some other stuff (Questreward) (In Quest Modlet + enabled by swapable modlet)
* Mine layer Block, a Block that spawns Plate mines above
Changes that 1.21 will have
* Added a 5 Skillpoint Box to the bedrol quest. (so that with the normal 6 Startclasses the player has again 10 Extra Skillpoints) (Didnt liked the starts with only 5 Skillpoints that came with the startclass Box)
* Reduced the proportion of gore piles in the stuff respawner a bit (i guess 10% of the goreblocks V1.2 Spawned are now trashbags and birdnests. Testplay will show it, want a bit less goreblocks as respawn)
* Add this moment a adapted version of "Quasi's Quicker Scrapping". Want it possible to scrap the items from cars during you are on a wrench tour, sorry 6 minutes for a stack of 5 Car coolers is not really fun