
Essentials
Quest System
Set your colonists work and pay them for it: quest givers hand out jobs in-world, every step is counted as they do it, and you write the whole thing from the website.
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Watch it work
The product tutorial, start to finish.
Read it written up on the forum — the same walkthrough, with the numbers, and somewhere to ask.
Four objects come in the box: a quest HUD for your players, a quest giver they walk up to, a custom quest item, and a quest server. Only the first two are compulsory.
The giver goes in any object you like. Take the scripts out of the box and drop them into a villager, a statue, a noticeboard — whatever suits your build. Set how close a player has to stand, then tick whether it hands jobs out, takes them back, or both, so a job can be accepted at the gate and turned in at the storehouse.
Quests are written on the website. Who may take one — by profession, by level in that profession, by stat, or by having finished an earlier quest first. What they must already be carrying. What they are handed on the way in. Then the objectives: pick an action the game already does — cooking, gathering, milling, ploughing, planting, ageing and the rest — name an item or leave it open, and set a count.
The rewards are worked out for you. CXP and coins are calculated from the quest's own complexity rather than typed in, so a small errand pays like a small errand and a week's work pays like a week's work. Anything you want to add on top comes out of the quest server.
The server is optional and it is what makes rewards yours. Park Second Life objects in it and a quest can hand them over; park coins or materials in it and it does the same, counting them down as they go. It is also where turn-ins land — or point them at a community storage instead, and everything your colony's quests bring in pools where the colony can use it.
Custom quest items cover what the game does not do. Drop the scripts into any object, give it a name and an action, and now a quest can ask somebody to read a tome or pet a cat. It refuses to shadow a built-in action, so nobody can quietly redefine what gathering means.
Three tutorial videos come with it: the player's side, an owner's overview of the box, and a long one that builds a quest end to end.
