More Quest Types
Modby KevzCz
An FTBQuests Addon that adds 14~ new tasks and 11~ new rewards!
Type
Mod
CurseForge Downloads
171,098
CurseForge ID
1361832
Modrinth Downloads
7,767
Modrinth ID
jE4d4DOP
Last Updated
Jul 26, 2026
Description
Adds new tasks and rewards which are mostly for my own use but maybe you'll find your own use!
## ✨ New Tasks & Rewards
This addon introduces **14~ tasks** and **11~ rewards** including compats. **Requires FTB Quests**
New commands:
* `/morequesttypes change_progress complete/reset ` Just like ftbquests's original change\_progress but supports multiple quest with tags
* `/morequesttypes refresh_chapter ` Manulally refresh the chapter
* `/morequesttypes link_quest ` Link a quest to an item, can open that quest with a keybind
* `/morequesttypes generate_chapter ` Generate chapters from a specific mod with a specific task type
* `/morequesttypes reset_repeat_counter ` Reset the repeat counter on a quest
New quest properties:
* Adds 3 new optional field: Structure, Biome, Dimension inside Mob related Tasks (New tasks/rewards only)
* Added Max Repeats, Always Invisible, Linked Item inside all quests
New Task / Reward properties only for More Quest Types tasks and rewards
* Power level of mob check - Requires Dungeon Difficulty

* Level check & Mob Summon level - Requires Dynamic Difficulty

New tasks properties for all tasks:
* You can now check Origins
* Levels (LevelZ, Pufferfish's Skills, Reskillale)
Keybinds:
* Search / Open Quest for Item: `K` -> if there are two or more quests (linked to this item or has this item as a task), open a selection, else opens that quest directly.
* Inside quest menu, using Ctrl Shift R will reset the hovered quest (task if opened the quest panel and hovering over them)
Other or not mentioned tasks / rewards:
* Ctrl R - The original crosshair GUI FTBQuests made was changed to always show even if you're dragging the quest
* Easy NPC Compat (Task & Reward)
- Command Task: check for commands
- SGEconomy Compat (Neoforge)
### Timer: (Task)
A timer that auto completes itself when reaching 0
* Duration: a float value (seconds)
### Advanced Kill Entity: (Task)
Kill Entity but advanced!
* NBT Filter: checks for **nbts inside the entity**
* Scoreboard Tags: check tags from `/tag @e add (tag_name)`
* Minimum Required Tags: how many **tags inside scoreboard tags** must be needed
### Interact Entity: (Task)
Similar to Kill Entity but for right click interactions!
* Entity < Entity Type Tag: **entity required** for the right click interaction
* Hand: check for **which hand** is required for the empty hand / item
* Held item < Held item tag: **item required** for the right click interaction
* NBT Filter: checks for **nbts inside the entity**
* Scoreboard Tags: check tags from `/tag @e add (tag_name)`
* Minimum Required Tags: how many **tags inside scoreboard tags** must be needed
### Attribute: (Task and Reward)
Task: Check the attributes of the player(s) and record the highest
* Operator: >=, <=, =, >, < and ranges
* Attribute: attribute id
Reward: Adds a toggleable, permanent attribute
### Damage:
Records the total damage dealt to a mob or the highest damage
* Damage required: damage to reach
### Find Entity: (Task)
Find the nearest entity matching the conditions
* Complete when within radius (blocks): quest completes when you're within a certain distance
* Search radius: the radius to find the nearest entity to show distance to the entity

### Hold Item: (Task)
Hold a specific item for X seconds with conditions
* Duration: how long to hold item
* Hand: which hand that is valid for quest
### Quest: (Task and Reward)
Task: Check quest id / task id / tag if they are all completed, if yes then completes the quest (i.e 701BAA27C41FAE1A or #123)
* Amount Required: amount of completed quests to be valid (0 for all)
* Targets: list of quest/task ids or tags
Reward: Complete / Reset: quests / tasks / tagged quests as a reward (i.e 701BAA27C41FAE1A or #123)
* Targets: list of quests/task ids or tags to be completed as a reward
### NBT Path: (Reward)
Add / Set / Remove an entry / a list to a specific path
- NBT Path: example = spell_engine:spell_container.spell_ids
- NBT Entries: example = wizardz:fire_wall
- Check Path Exists: if exists, continue. If not, nothing happens.
### Potion Effect: (Task and Reward)
Task: Check player's status effect (amp)
* Amplifier: -1 = any, the amp of the status effect
* Effect: status effect you want to check
Reward: Gives player a status effect
* Amplfiier: amp of status effect
* Duration: how long the status effect lasts
* Effect: status effect you want to give
* Show particles: show particles or not
### Break Block: (Task)
Break a specific block for X amount of times
* Block item filter: the item to break
### Origin: (Task)
Check a specific origin
* Origin: origin id (available after choosing origin layer and reopening the edit screen)
* Origin Layer: the layer of the origin (must choose this then back out for the origin field to fill up with other options)
### Summon: (Reward)
Summon one or multiple entities with an optional icon above their head



### Play Sound: (Reward)
Play a specific sound
### Loot table: (Reward)
Give the player a loot table reward
### Spell: (Reward)
**Requires Spell Engine to be installed**
Adds a toggleable, permanent spell
### Level: (Task and Reward)
**Requires Pufferfish's Skills to be installed**
Task: Checks the total level or the category level of that player (or the highest for the team).
* Mode: **total\_level** -> sum of all categories level, **category** -> level of that category
* Category: the **id of the category** needed for category mode
Reward: Gives **experience** or **points** to a specific category.
* Kind: **Experience / Point**
* Category ID: the **category** that you will give experience / point
* Amount: an **amount of experience / point**
### LevelZ: (Task and Reward)
**Requires LevelZ to be installed**
Task: Checks the total level or the skill level of that player / player skill (or the highest for the team).
* Mode: **total\_level** -> sum of all skill level minus player level, **level** -> level of the player or that skill
* Skill: Player level or the specific skill
Reward: Gives **experience** or **points** or **level** to a specific category.
* Type: **Experience / Point / Level**
* Skill: Player level or the specific skill
* Amount: an **amount of experience / point / level**
### Reskillable: (Task and Reward)
**Requires Reskillable Reimagined to be installed**
Task: Checks the total level or the skill level of that skill (or the highest for the team).
* Mode: **total\_level** -> sum of all skill level, **skill\_level** -> level of that skill
* Skill: Player level or the specific skill
Reward: Gives level to a specific skill.
### Dialogue: (Task and Reward)
**Requires Blabber to be installed**
Task: checks for when a dialogue ends and where.
* Dialogue ID: the id of the dialogue to check
* End States: the dialogue branch you end on ( divided via , )
Reward: triggers a dialogue with an interlocutor
* Dialogue ID: the id of the dialogue to check
* Interlocutor: the **"entity you're talking to"**
* Sort: nearest/furthest/random
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