Peg & Hole
The new
Peg and
Hole parts have arrived!
The peg is
pushable and you can put
objects on top of it.
While on top, the carried object cannot be interacted with.
However, if you
push the peg into a hole, it
fills the
hole and acts as a
bridge.

Whatever was placed on top of the peg is now intractable!
Renames
To go along with the new
Peg and
Hole parts, the previous "Hole" tile has been renamed to "Pit" and the "Diggable Hole" is now known as "Soil".
Purple Note
A fifth note style variant has been added, purple!
Underwater Audio Distortion Effect
A new audio effect has been implemented which
slightly distorts the audio while you are
diving underwater and makes it sound like you actually are diving!
Of course, you can
disable it in the
settings if you don't like it.
Minecarts Press Floor & Note Switches
Minecarts now press
floor &
note switches!
New Signs
Three new signs have been added! A
question mark sign, an
upward arrow sign and a
downward arrow sign!
Invert Conveyor Belt
You can now
invert the state of the
conveyor belt in the context menu.
Minecart Shape/Fragment
You can now add a
shape/fragment to
minecarts! It will activate while the minecart is driving.
Floor Spike Speed
You can now give
floor spikes the
speed property to have them retract and extend at set intervals automatically instead of having to use shapes/fragments.
Block Carryable
Just like pegs,
blocks can
carry objects too now.
Carryable Tag
A new tooltip tag has been added for
carryable objects.
Sword Coin Recolor
The sword coin has been
recolored from purple to
gold to be easier to differentiate from the shield coin for color blind people.
JSON Schema
I've started implementing a JSON schema generator which allows modders to have
auto-complete in their text editor when modding Quest Master.

The file is called
schema.json and it's included in the Mods folder that ships with the game.
Setting up the schema is very straightforward in most text editors, like VS Code or JetBrains Rider.
Coin Modding
Both
sword and
shield coins are now
moddable. You can customize their value to have them be
worth more than just one coin.
For reference, check out the Quest Master base mod.
Enemy Modding
The first moddable enemy is implemented, which is the
Skeleton type enemy. If you set its jump strength to 0, it does not jump at all for example.
For reference, check out the Quest Master base mod.
[ 2025-04-19 00:30:25 CET ] [ Original post ]