Quests¶
Objectives¶
A quest has 1 to 6 objectives and is completed when all are met.
| Type | Met when the player... |
|---|---|
kill |
kills an entity |
break |
breaks a block |
eat |
eats or drinks an item (food, potions, milk, mod drinks) |
craft |
crafts an item |
smelt |
takes an item out of a furnace |
deliver |
hands items to the NPC or book with the Deliver button (they are removed from the inventory) |
IDs and tags¶
The target is an ID (minecraft:zombie, create:andesite_alloy) or a tag with # (#minecraft:logs, #forge:ores). With a tag, a "break 20 logs" quest counts the logs from any mod that puts them in that tag.
You don't have to type anything in the editor: the picker on the right has three tabs, Inventory (your items), All (the whole registry, searchable, mods included) and Tags.
Rewards¶
- Up to 6 reward items, each with its amount and NBT (enchantments, potions, mod data). If the amount exceeds a stack, it is split up; whatever doesn't fit in the inventory drops on the ground.
- Optional experience.
- You can hide the reward (the player sees
???until claiming).
Milestones (percentage rewards)¶
A quest can give intermediate rewards when it reaches certain percentages. The final reward is 100%.
- Up to 6 milestones, with a percentage from 1 to 99, and their own items and experience.
- The percentage is the average progress of each objective, so all of them weigh the same. In a community quest it uses the global progress.
- They are claimed with Claim milestone!, without waiting for the quest to be completed. Claiming the final reward also hands out any milestones left.
- In the editor: Rewards page, the top button switches between the final reward and each milestone (
+creates one,✕deletes it).
Requirements (chains)¶
A quest can require that others are claimed. Until then it shows as Locked and you can see what is missing. Cycles are not allowed.
Where it is offered from¶
Each quest chooses its access:
| Access | Meaning |
|---|---|
| NPC only | Accepted, delivered and claimed with an NPC that offers it |
| Book only | Only from the quest book (K key or item), no NPC |
| NPC and book | From either |
Automation¶
- Auto-accept: accepted as soon as it is unlocked, with no NPC or book. Great for tutorials or advancement-style progressions.
- Auto-claim: when completed, the rewards go straight to the inventory.
Sections¶
Sections group quests, for example one per mod. In the panel they appear as a strip of icons on the left, with a green dot if there are rewards to claim and a gold one if there are new quests.
- Create (admins): the + button of the strip. Right-click a section to edit or delete it (its quests are left without a section).
- Assign: in the quest editor, General page.
- NPC by section: in the NPC's Quests tab you can tick whole sections. That NPC offers all their quests, including ones you create later.
Community quests¶
A server-wide counter, and each player decides whether to take part.
- Joining: the quest appears in Available with the global progress and a Join button. Only what you do after joining counts. Whoever doesn't join neither contributes nor spends items on deliveries.
- Auto-join (optional): if you prefer an event where everyone is in by default, turn it on in the quest.
- Claiming: when completed, only those who joined are notified in chat, and those who contributed at least the quest's minimum contribution can claim. Whoever didn't join, or didn't reach the minimum, sees it as closed. Nobody can join after it is completed.
- Deliveries: delivery objectives work too: what each player hands in adds to the total and to their contribution.
- Limitations: no requirements and no auto-claim.
- Repeating an event:
/questmod community reset <quest>.
Performance
Community progress is sent to players in batches, at most once per second, so hundreds of kills don't flood the network.
Editing and deleting¶
Admins see Edit and Delete (with confirmation) in the panel. Quests that come from a datapack are read-only in game.