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Compatibility

With other mods

  • IDs from any mod. Objectives accept mobs, blocks and items from any installed mod. The editor lists them (the picker's All tab) and warns in chat if the target doesn't exist on the server.
  • Tags. A tag like #forge:ores counts whatever any mod puts in it, with no setup.
  • Mobs and models from other mods on NPCs. The NPC is drawn with the mob's real renderer, so mods with their own models (for example GeckoLib) work too. If it fails, that client sees the default skin.
  • Items with 3D models. With CustomModelData and a resource pack.

What counts and what doesn't

Type Counts Doesn't count
kill Kills with weapons and projectiles/arrows fired by the player Killing players. What a FakePlayer does (turrets, deployers)
break Breaking blocks as a player What machines from other mods break; breaking blocks a protection mod prevents
eat Food and also drinks (potions, milk, mod drinks) What another creature consumes
craft Crafting at a table or crafting menus Machines that don't use normal crafting
smelt Taking the result out of a furnace What hoppers or other automation move
deliver Delivering with the panel button Dropping items on the ground

Actions by fake players (FakePlayer: deployers, turrets, quarries) don't add progress. Kill and break events are counted with low priority: if a protection (claims) mod cancels the action, it doesn't count.

Client and server

The mod must be on both sides with the same version. Mods for the mobs, blocks or items you use in a quest must also be on both sides (otherwise the server or client won't recognize the ID).

Existing worlds

When updating, earlier quests and progress are migrated automatically. Old quests keep NPC only access, and existing NPCs keep offering all quests.