Advancements

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This feature is exclusive to Java Edition.
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The system as a whole is called "advancements", which is aimed at guiding & tracking player's progress through the game (in vanilla survival and any custom additions by mapmakers or mods). Most advancements are literally just that - an advancement through the game.

Dinnerbone on the advancements system[1]
The popup that appears when an advancement is completed.
The popup that appears when a goal advancement is completed.
The popup that appears when special challenge advancements are completed.

Advancements are a way to gradually guide new players into Minecraft and give them challenges to complete, similar to the more simple system of achievements in the Legacy Console Edition, Bedrock editions, and New Nintendo 3DS Edition.

Obtaining[edit]

Advancements can be completed in any game mode, and are obtained and saved per world. Advancements can also be granted (and revoked) using the /advancement command.

Although advancements guide players logically through the game, they are independent of each other; an advancement can be completed without having completed the advancements "before" it.

When an advancement is obtained, a sliding toast notification displays in the top right corner and a message will be displayed in chat. The color of the header text in the notification depends on the advancement; normal and goal advancements have yellow header text, while challenge advancements have pink header text. Completing a normal advancement will make the header text display "Advancement Made!", completing a goal advancement will result in a "Goal Reached!" header and a challenge advancement will give "Challenge Complete!".

Interface[edit]

The advancements interface. One advancement ("Isn't It Iron Pick") is selected.

The button to access the Advancements screen is found on the pause menu screen. You can also open this screen by pressing L (this can be changed in the in-game options menu).

The advancement system involves several trees composed of advancements, each tree beginning with a root advancement and ending with goal or challenge advancements. By clicking and dragging, you can view different branches of an advancement tree. Each tree is categorized into different tabs (which are, themselves, advancements). There are currently five tabs in vanilla Minecraft (although more may be added[2][3]):

Each tab has a different background with a repeating texture.

Advancement icons display a header name and description when hovered over. The advancement descriptions are a separate color than the icons themselves, with normal and goal advancements having green descriptions and challenge advancements having purple ones. They only appear in a tree when the advancement before it is completed, although, as stated before, advancements can be completed in any order. Up to 2 advancements are displayed ahead of a completed one.

If the player has not completed any advancements, the interface will show a black background with white text reading "There doesn't seem to be anything here... :(".

The icon frames of advancements can vary in appearance based on difficulty, and whether or not it was completed. A legend is provided below:

Icon Frame Description
Regular Completed
Advancement-plain-raw.png Advancement-plain-worn.png Normal advancement.
Advancement-oval-raw.png Advancement-oval-worn.png Goal advancement.
Advancement-fancy-raw.png Advancement-fancy-worn.png Challenge advancement.

Extra advancements and tabs can be added and customized with the use of JSON files, as detailed below.

List of advancements[edit]

Minecraft[edit]

Advancement tree in the "Minecraft" tab
Grid Grass Block.png Minecraft
Icon Advancement In-game description Parent Actual requirements (if different) Internal ID
Advancement-plain-raw.png MinecraftThe heart and story of the gameHave a crafting table in your inventory.minecraft:story/root
Advancement-plain-raw.png Stone AgeMine stone with your new pickaxeMinecraftHave cobblestone in your inventory.minecraft:story/mine_stone
Advancement-plain-raw.png Getting an UpgradeConstruct a better pickaxeStone AgeHave a stone pickaxe in your inventory.minecraft:story/upgrade_tools
Advancement-plain-raw.png Acquire HardwareSmelt an iron ingotGetting an UpgradeHave an iron ingot in your inventory.minecraft:story/smelt_iron
Advancement-plain-raw.png Suit UpProtect yourself with a piece of iron armorAcquire HardwareHave any type of iron armor in your inventory.minecraft:story/obtain_armor
Advancement-plain-raw.png Hot StuffFill a bucket with lavaAcquire HardwareHave a lava bucket in your inventory.minecraft:story/lava_bucket
Advancement-plain-raw.png Isn't It Iron PickUpgrade your pickaxeAcquire HardwareHave an iron pickaxe in your inventory.minecraft:story/iron_tools
Advancement-plain-raw.png Not Today, Thank YouDeflect an arrow with a shieldSuit UpDeflect any projectile with a shield.minecraft:story/deflect_arrow
Advancement-plain-raw.png Ice Bucket ChallengeForm and mine a block of ObsidianHot StuffHave a block of obsidian in your inventory.minecraft:story/form_obsidian
Advancement-plain-raw.png Diamonds!Acquire diamondsIsn't It Iron PickHave a diamond in your inventory.minecraft:story/mine_diamond
Advancement-plain-raw.png We Need to Go DeeperBuild, light and enter a Nether PortalIce Bucket ChallengeEnter the Nether dimension.minecraft:story/enter_the_nether
Advancement-plain-raw.png Cover Me With DiamondsDiamond armor saves livesDiamonds!Have any type of diamond armor in your inventory.minecraft:story/shiny_gear
Advancement-plain-raw.png EnchanterEnchant an item at an Enchanting TableDiamonds!minecraft:story/enchant_item
Advancement-oval-raw.png Zombie DoctorWeaken and then cure a Zombie VillagerWe Need to Go DeeperThrow a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand), then wait for the villager to be cured.minecraft:story/cure_zombie_villager
Advancement-plain-raw.png Eye SpyFollow an Eye of EnderWe Need to Go DeeperEnter a stronghold.minecraft:story/follow_ender_eye
Advancement-plain-raw.png The End?Enter the End PortalEye SpyEnter the End dimension.minecraft:story/enter_the_end

Nether[edit]

Advancement tree in the "Nether" tab
Red Nether Bricks.png Nether
Icon Advancement In-game description Parent Actual requirements (if different) Internal ID Rewards
Advancement-plain-raw.png NetherBring summer clothesEnter the Nether dimension.minecraft:nether/root
Advancement-fancy-raw.png Return to SenderDestroy a Ghast with a fireballNetherKill a ghast using a ghast fireball.minecraft:nether/return_to_sender50 experience
Advancement-fancy-raw.png Subspace BubbleUse the Nether to travel 7 km in the OverworldNetherUse the Nether to travel between 2 points in the Overworld with a minimum horizontal distance of 7000 blocks between each other, about 875 blocks in the Nether.minecraft:nether/fast_travel100 experience
Advancement-plain-raw.png A Terrible FortressBreak your way into a Nether FortressNetherEnter a Nether fortress.minecraft:nether/find_fortress
Advancement-fancy-raw.png Uneasy AllianceRescue a Ghast from the Nether, bring it safely home to the Overworld... and then kill itReturn to SenderKill a Ghast in the Overworld.minecraft:nether/uneasy_alliance100 experience
Advancement-plain-raw.png Spooky Scary SkeletonObtain a Wither Skeleton's skullA Terrible FortressHave a wither skeleton skull in your inventory.minecraft:nether/get_wither_skull
Advancement-plain-raw.png Into FireRelieve a Blaze of its rodA Terrible FortressHave a blaze rod in your inventory.minecraft:nether/obtain_blaze_rod
Advancement-plain-raw.png Withering HeightsSummon the WitherSpooky Scary SkeletonBe within a 100.9×100.9×103.5 cuboid centered on the Wither when it is spawned.minecraft:nether/summon_wither
Advancement-plain-raw.png Local BreweryBrew a potionInto FirePick up an item from a brewing stand potion slot.minecraft:nether/brew_potion
Advancement-plain-raw.png Bring Home the BeaconConstruct and place a BeaconWithering HeightsBe within a 20×20×14 cuboid centered on a beacon block when it realizes it has become powered.minecraft:nether/create_beacon
Advancement-fancy-raw.png A Furious CocktailHave every potion effect applied at the same timeLocal BreweryHave all of these 13 potion effects applied to the player at the same time.minecraft:nether/all_potions100 experience
Advancement-oval-raw.png BeaconatorBring a beacon to full powerBring Home the BeaconBe within a 20×20×14 cuboid centered on a beacon block when it realizes it is being powered by a size 4 pyramid.minecraft:nether/create_full_beacon
Advancement-fancy-raw.png How Did We Get Here?Have every effect applied at the same timeA Furious CocktailHave all of these 27 effects applied to the player at the same time.minecraft:nether/all_effects1,000 experience

The End[edit]

Advancement tree in the "The End" tab
Grid End Stone.png The End
Icon Advancement In-game description Parent Actual requirements (if different) Internal ID Rewards
Advancement-plain-raw.png The EndOr the beginning?Enter the End dimension.minecraft:end/root
Advancement-plain-raw.png Free the EndGood luckThe EndKill the ender dragon.minecraft:end/kill_dragon
Advancement-oval-raw.png The Next GenerationHold the Dragon EggFree the EndHave a dragon egg in your inventory.minecraft:end/dragon_egg
Advancement-plain-raw.png Remote GetawayEscape the islandFree the EndThrow an ender pearl through or walk into an End gateway.minecraft:end/enter_end_gateway
Advancement-oval-raw.png The End... Again...Respawn the Ender DragonFree the EndSummon an ender dragon using ender crystals.minecraft:end/respawn_dragon
Advancement-oval-raw.png You Need a MintCollect dragon's breath in a glass bottle.Free the EndHave a bottle of dragon's breath in your inventory.minecraft:end/dragon_breath
Advancement-plain-raw.png The City at the End of the GameGo on in, what could happen?Remote GetawayEnter an End city.minecraft:end/find_end_city
Advancement-oval-raw.png Sky's the LimitFind ElytraThe City at the End of the GameHave a pair of elytra in your inventory.minecraft:end/elytra
Advancement-fancy-raw.png Great View From Up HereLevitate up 50 blocks from the attacks of a ShulkerThe City at the End of the GameMove a vertical distance of 50 blocks with the levitation effect applied.minecraft:end/levitate50 experience

Adventure[edit]

Advancement tree in the "Adventure" tab
Grid Empty Map.png Adventure
Icon Advancement In-game description Parent Actual requirements (if different) Internal ID Rewards
Advancement-plain-raw.png AdventureAdventure, exploration, and combatKill any entity, or be killed by any entity.minecraft:adventure/root
Advancement-plain-raw.png Voluntary ExileKill a raid captain.
Maybe consider staying away from villages for the time being...
AdventureObtain an Ominous Banner, whether from a Pillager Outpost or from a Raid Captain.minecraft:adventure/voluntary_exile
Advancement-plain-raw.png Monster HunterKill any hostile monsterAdventureKill one of these 25 mobs. Other mobs are ignored for this advancement.minecraft:adventure/kill_a_mob
Advancement-plain-raw.png What a Deal!Successfully trade with a VillagerAdventureTake an item from a villager's trading output slot, and put it in your inventory.minecraft:adventure/trade
Advancement-plain-raw.png Ol' BetsyShoot a crossbowAdventureminecraft:adventure/ol_betsy
Advancement-plain-raw.png Sweet DreamsChange your respawn pointAdventureLie down in a bed. The advancement will be granted as soon as the player is in the bed, even if the player does not successfully sleep.minecraft:adventure/sleep_in_bed
Advancement-fancy-raw.png Hero of the VillageSuccessfully defend a village from a raidVoluntary Exileminecraft:adventure/hero_of_the_village100 experience
Advancement-plain-raw.png A Throwaway JokeThrow a trident at something.
Note: Throwing away your only weapon is not a good idea.
Monster Hunterminecraft:adventure/throw_trident
Advancement-plain-raw.png Take AimShoot something with a bow and arrowMonster Hunterminecraft:adventure/shoot_arrow
Advancement-fancy-raw.png Monsters HuntedKill one of every hostile monsterMonster HunterKill each of these 25 mobs. Other mobs may be killed, but are ignored for the advancement.minecraft:adventure/kill_all_mobs100 experience
Advancement-oval-raw.png PostmortalUse a Totem of Undying to cheat deathMonster Hunterminecraft:adventure/totem_of_undying
Advancement-oval-raw.png Hired HelpSummon an Iron Golem to help defend a villageWhat a Deal!Summon an iron golem.minecraft:adventure/summon_iron_golem
Advancement-fancy-raw.png Two Birds, One ArrowKill two Phantoms with a piercing arrowOl' Betsyminecraft:adventure/two_birds_one_arrow65 experience
Advancement-plain-raw.png Who's the Pillager Now?Give a Pillager a taste of their own medicineOl' BetsyKill a pillager with a crossbow.minecraft:adventure/whos_the_pillager_now
Advancement-fancy-raw.png ArbalisticKill five unique mobs with one crossbow shotOl' Betsyminecraft:adventure/arbalistic85 experience
Advancement-fancy-raw.png Adventuring TimeDiscover every biomeSweet dreamsVisit all of these 42 biomes. Other biomes may also be visited, but are ignored for the advancement.minecraft:adventure/adventuring_time500 experience
Advancement-plain-raw.png Very Very FrighteningStrike a Villager with lightningA Throwaway JokeHit a villager with lightning created by a trident with the Channeling enchantment.minecraft:adventure/very_very_frightening
Advancement-fancy-raw.png Sniper DuelKill a Skeleton from more than 50 meters awayTake AimKill a skeleton with a projectile while being at least 50 blocks away horizontally.minecraft:adventure/sniper_duel50 experience

Husbandry[edit]

Advancement tree in the "Husbandry" tab
Hay Bale Axis Y.png Husbandry
Icon Advancement In-game description Parent Actual requirements (if different) Internal ID Rewards
Advancement-plain-raw.png HusbandryThe world is full of friends and foodEat anything that can be eaten.minecraft:husbandry/root
Advancement-plain-raw.png The Parrots and the BatsBreed two animals togetherHusbandryminecraft:husbandry/breed_an_animal
Advancement-plain-raw.png Best Friends ForeverTame an animalHusbandryminecraft:husbandry/tame_an_animal
Advancement-plain-raw.png Fishy BusinessCatch a fishHusbandryUse a fishing rod to catch a fish.minecraft:husbandry/fishy_business
Advancement-plain-raw.png A Seedy PlacePlant a seed and watch it growHusbandryPlant one of these 5 seeds. Crops and plants without seeds are ignored for the advancement.minecraft:husbandry/plant_seed
Advancement-fancy-raw.png Two by TwoBreed all the animals!The Parrots and the BatsBreed pairs of each of these 14 mobs. Other tamable mobs, if any, are ignored for the advancement.minecraft:husbandry/bred_all_animals100 experience
Advancement-fancy-raw.png A Complete CatalogueTame all cat variants!Best Friends Foreverminecraft:husbandry/complete_catalogue50 experience
Advancement-plain-raw.png Tactical FishingCatch a fish... without a fishing rod!Fishy BusinessUse a water bucket on a fish mob to get a bucket of fish.minecraft:husbandry/tactical_fishing
Advancement-fancy-raw.png A Balanced DietEat everything that is edible, even if it's not good for youA Seedy PlaceEat each of these 38 foods. Other foods, like cake, are ignored for the advancement.minecraft:husbandry/balanced_diet100 experience
Advancement-fancy-raw.png Serious DedicationCompletely use up a diamond hoe, and then reevaluate your life choicesA Seedy PlaceUse up the final bit of durability on a diamond hoe, so that it breaks.minecraft:husbandry/break_diamond_hoe100 experience

JSON Format[edit]

Custom advancements in data packs of a Minecraft world store the advancement data for that world as separate JSON files.

All advancement JSON files are structured according to the following format:

  • The root tag.
    •  display: The optional display data.
      •  icon: The data for the icon.
        •  item: The item id.
        •  nbt: The nbt data of the item.
      •  title: The title for this advancement.
      •  title: A JSON text component (containing text and formatting like used in /tellraw and various other commands. Also translate tag can be used here).
      •  frame: The optional type of frame for the icon. challenge for a tile with a more fancy spiked border as it is used for the kill all mobs advancement, goal for a tile with a rounded border as it is used for the full beacon advancement, task for a normal tile (default.)
      •  background: The optional directory for the background to use in this advancement tab (only used for the root advancement).
      •  description: The description of the advancement.
      •  description: A JSON text component (containing text and formatting like used in /tellraw and various other commands. Also translate tag can be used here).
      •  show_toast: Can be true or false. Whether or not to show the toast pop up after completing this advancement. Defaults to true.
      •  announce_to_chat: Can be true or false. Whether or not to announce in the chat when this advancement has been completed. Defaults to true.
      •  hidden: Can be true or false. Whether or not to hide this advancement and all its children from the advancement screen until this advancement have been completed. Has no effect on root advancements themselves, but will still affect all their children. Defaults to false.
    •  parent: The optional parent advancement directory of this advancement. If this field is absent, this advancement is a root advancement. Circular reference will cause a loading failure.
    •  criteria: The required criteria that have to be met.
      •  <criterionName>: A name given to the criterion (can be any string, must be unique).
        •  trigger: The trigger for this advancement; specifies what the game should check for the advancement.
        •  conditions: All the conditions that need to be met when the trigger gets activated.
    •  requirements: An optional list of requirements (all the <criteriaNames>). If all criteria are required, this may be omitted. With multiple criteria: requirements contains a list of lists with criteria (all criteria need to be mentioned). If all of the lists each have any criteria met, it will complete the advancement. (basically AND grouping of OR groups)
    •  rewards: An optional object representing the rewards provided when this advancement is obtained.

Display[edit]

Within the root tag of an advancement JSON object, the  display field and the  parent field, both optional, are related to the display of the advancement.

If the  display tag is present, it must have both the  title and  description fields present in order to be a valid advancement display data.

The  parent field, albeit not directly associated with the display data of an advancement, only affects the display data effectively. When an advancement does not have a display data and none of its children has a display data, the parent of the advancement has no effect to the advancement itself.

Tab creation[edit]

To create a tab in the advancement menu, define a root advancement (an advancement without a parent) with a display. When the data pack containing the advancement is loaded, the root advancement will have a tab in the advancement menu when any of the advancements in its advancement tree is granted to the player viewing the menu.

When a background is not specified for a root advancement, the tab will still be created. However, the background of the tab will be the missing texture.

Presence[edit]

For a non-root advancement (i.e. an advancement with a parent defined), these conditions must be met in order to have it displayed in a tab when unlocked:

  1. Its root advancement must be a valid tab.
  2. It must have a display.

Position[edit]

The game will automatically arrange advancements and position them when it loads advancements from data packs and send the arrangement to the client. Each advancement will have an arrow from its closest visible ancestor (i.e. if its parent does not have a display, it will have a link from its grandparent, so on). The root advancement will be on the leftmost column while each arrow will point to an advancement in the next column.

Lack of Display[edit]

Some advancements, such as the vanilla recipe unlocking advancements, may lack a display so that they can utilize triggers and rewards instead of excessive commands or functions for more functionalities and a more flexible control. These advancements should not have  display or  parent fields defined in order to hide from users and enjoy a better loading performance.

List of triggers[edit]

minecraft:bred_animals[edit]

Triggers after the player breeds 2 animals. Available conditions:

minecraft:brewed_potion[edit]

Triggers after the player takes any item out of a brewing stand. Available conditions:

minecraft:changed_dimension[edit]

Triggers after the player travels between two dimensions. Available conditions:

  •  conditions:
    •  from: The dimension the entity traveled from. Accepts these 3 values.
    •  to: The dimension the entity traveled to. Same accepted values as above.

minecraft:channeled_lightning[edit]

Triggers after the player successfully uses the Channeling enchantment on an entity. Available conditions:

minecraft:construct_beacon[edit]

Triggers after the player changes the structure of a beacon. (When the beacon updates itself). Available conditions:

  •  conditions:
    •  level: The tier of the updated beacon structure.
    •  level:
      •  max: The maximum value.
      •  min: The minimum value.

minecraft:consume_item[edit]

Triggers when the player consumes an item. Available conditions:

minecraft:cured_zombie_villager[edit]

Triggers when the player cures a zombie villager. Available conditions:

minecraft:effects_changed[edit]

Triggers after the player gets a status effect applied or taken from them. Available conditions:

  •  conditions:
    •  effects: A list of status effects the player has.
      •  <minecraft:effect_name>: A status effect with the key name being the status effect name.
        •  amplifier: The effect amplifier.
        •  amplifier:
          •  max: The maximum value.
          •  min: The minimum value.
        •  duration: The effect duration in ticks.
        •  duration:
          •  max: The maximum value.
          •  min: The minimum value.

minecraft:enchanted_item[edit]

Triggers after the player enchants an item through an enchanting table (does not get triggered through an anvil, or through commands). Available conditions:

  •  conditions:
    •  item: The item after it has been enchanted.
    •  levels: The levels spent by the player on the enchantment.
    •  levels:
      •  max: The maximum value.
      •  min: The minimum value.

minecraft:enter_block[edit]

Triggers when the player stands in a block. Checks every tick and will try to trigger for each successful match (up to 8 times, the maximum amount of blocks a player can stand in), which only works if the advancement is revoked from within the advancement using a function reward. Available conditions:

  •  conditions:
    •  block: The block that the player is standing in. Accepts block IDs.
    •  state: The block states of the block.
      •  <state_name>: A single block state, with the key name being the state name and the value being the required value of that state.

minecraft:entity_hurt_player[edit]

Triggers after a player gets hurt. Available conditions:

minecraft:entity_killed_player[edit]

Triggers after an entity kills a player. Available conditions:

minecraft:filled_bucket[edit]

Triggers after the player fills a bucket. Available conditions:

minecraft:fishing_rod_hooked[edit]

Triggers after the player successfully catches an item with a fishing rod or pulls an entity with a fishing rod. Available conditions:

minecraft:hero_of_the_village[edit]

Triggers when the player defeats a raid and checks where the player is. Available conditions:

minecraft:impossible[edit]

Triggers only using commands.

minecraft:inventory_changed[edit]

Triggers after any changes happen to the player's inventory. Available conditions:

  •  conditions:
    •  items: A list of items in the player's inventory. All items in the list must be in the player's inventory, but not all items in the player's inventory have to be in this list.
    •  slots:
      •  empty: The amount of slots empty in the inventory.
      •  empty:
        •  max: The maximum value.
        •  min: The minimum value.
      •  full: The amount of slots completely filled (stacksize) in the inventory.
      •  full:
        •  max: The maximum value.
        •  min: The minimum value.
      •  occupied: The amount of slots occupied in the inventory.
      •  occupied:
        •  max: The maximum value.
        •  min: The minimum value.

minecraft:item_durability_changed[edit]

Triggers after any item in the inventory has been damaged in any form. Available conditions:

  •  conditions:
    •  delta: The difference in durability.
    •  delta:
      •  max: The maximum value.
      •  min: The minimum value.
    •  durability: The remaining durability of the item.
    •  durability:
      •  max: The maximum value.
      •  min: The minimum value.
    •  item: The item before it was damaged, allows you to check the durability before the item was damaged.

minecraft:killed_by_crossbow[edit]

Triggers after the player hurts a mob or player. Available conditions:

  •  conditions:
    •  unique_entity_types: The exact count of types of entities killed.
    •  unique_entity_types: The acceptable range of count of types of entities killed.
      •  max: The maximum value.
      •  min: The minimum value.
    •  victims: A predicate for any of the killed entities.
    •  victims: A list of predicates for any of the killed entities. All of the predicates must be matched, and one killed entity may match only one predicate.

minecraft:levitation[edit]

Triggers when the player has the levitation status effect. Available conditions:

  •  conditions:
    •  distance:
      •  absolute:
        •  max: The maximum value.
        •  min: The minimum value.
      •  horizontal:
        •  max: The maximum value.
        •  min: The minimum value.
      •  x:
        •  max: The maximum value.
        •  min: The minimum value.
      •  y:
        •  max: The maximum value.
        •  min: The minimum value.
      •  z:
        •  max: The maximum value.
        •  min: The minimum value.
    •  duration: The duration of the levitation in ticks.
    •  duration:
      •  max: The maximum value.
      •  min: The minimum value.

minecraft:location[edit]

Triggers every 20 ticks (1 second) and checks where the player is. Available conditions:

minecraft:nether_travel[edit]

Triggers when the player travels to the Nether and then returns to the Overworld. Available conditions:

  •  conditions:
    •  distance: The overworld distance between where the player entered the Nether and where the player exited the Nether.
      •  absolute:
        •  max: The maximum value.
        •  min: The minimum value.
      •  horizontal:
        •  max: The maximum value.
        •  min: The minimum value.
      •  x:
        •  max: The maximum value.
        •  min: The minimum value.
      •  y:
        •  max: The maximum value.
        •  min: The minimum value.
      •  z:
        •  max: The maximum value.
        •  min: The minimum value.

minecraft:placed_block[edit]

Triggers when the player placed a block. Available conditions:

  •  conditions:
    •  block: The block that was placed. Accepts block IDs.
    •  item: The item that was used to place the block before the item was consumed.
    •  location: The location of the block that was placed.
    •  state: The block states of the block.
      •  <state_name>: A single block state, with the key name being the state name and the value being the required value of that state.

minecraft:player_hurt_entity[edit]

Triggers after the player hurts a mob or player. Available conditions:

minecraft:player_killed_entity[edit]

Triggers after a player is the source of a mob or player being killed. Available conditions:

minecraft:recipe_unlocked[edit]

Triggers after the player unlocks a recipe (using a knowledge book for example). Available conditions:

  •  conditions:
    •  recipe: The recipe that was unlocked.

minecraft:shot_crossbow[edit]

Triggers when the player placed a block. Available conditions:

minecraft:slept_in_bed[edit]

Triggers when the player enters a bed. Available conditions:

minecraft:summoned_entity[edit]

Triggers after an entity has been summoned. Works with iron golems (pumpkin and iron blocks), snow golems (pumpkin and snow blocks), the ender dragon (ender crystals) and the wither (wither skulls and soul sand). Using dispensers to place the wither skulls or pumpkins will still activate this trigger. Spawn eggs, commands and mob spawners will not work however. Available conditions:

minecraft:tame_animal[edit]

Triggers after the player tames an animal. Available conditions:

minecraft:tick[edit]

Triggers every tick (20 times a second).

minecraft:used_ender_eye[edit]

Triggers when the player uses an eye of ender (in a world where strongholds generate). Available conditions:

  •  conditions:
    •  distance: The horizontal distance between the player and the stronghold.
    •  distance:
      •  max: A maximum value.
      •  min: A minimum value.

minecraft:used_totem[edit]

Triggers when the players uses a totem. Available conditions:

minecraft:villager_trade[edit]

Triggers after the player trades with a villager or a wandering trader. Available conditions:

minecraft:voluntary_exile[edit]

Triggers when the player causes a raid and checks where the player is. Available conditions:

History[edit]

Java Edition
1.12February 16, 2017Dinnerbone tweets that he had spent an entire day designing "a new thing" with Darngeek.
February 20, 2017The design on "this thing" is now done and can begin to be implemented; he later hints at the feature's name.[4]
February 22, 2017He states that he is "advancing" on the feature; "So. Many. Json. Files." he adds.
Later that day he states that the project is growing bigger, and that he may need a command "even more complicated than /scoreboard"
March 6, 2017The backend of the mysterious feature is finished, but the UI needs work, he tweets.
"I made a tabthulhu today," he later adds,[5] indicating this feature may use a large number of tabs.
March 13, 2017He again references the name of the feature in a tweet, stating that he is almost done with "this new feature advancement".
March 14, 2017He tweets that the UI is now working, and that the project took many days and a few research papers to accomplish.
March 22, 2017The feature now "awards players with things", he states while making another reference to the feature name.
March 23, 2017Dinnerbone states that the feature requires around 500 JSON files.
He later tweets a teaser of what the feature holds,[6] though it is hidden behind an encrypted .zip file disguised as a .png image, which he clarifies in later tweets.[7][8][9] This .zip file contains custom recipe JSON files.
He posts another encrypted .zip file soon afterwards, containing a few more recipes.[10]
March 24, 2017"A deafening metallic condor keeps distracting me", Dinnerbone states. Users quickly pinpointed this bizarre message to this Gfycat URL officially showcasing advancements for the first time.
He reveals that the UI can have several tabs with advancement trees that are themselves advancements.[2] He clarifies that that's what he meant by "tabthulhu."[11]
All of the UI is data-driven, including positioning and layout, with no hardcoded data or positions.[12]
17w13aAdvancements added, replacing Achievements.
17w14aAdded new advancements, including a new "adventure" tab.
Added new notifications for when players advance, which have a sliding effect, and come in two colors: yellow for normal advancements, and pink for special challenges.
17w15aAdded advancement descriptions and changed several titles.
Added the "Adventuring Time" advancement.
17w16bAdded trigger minecraft:item_durability_changed.
17w17aAdded new advancements and two new tabs: "The End" and "Nether"
Added trigger levitation.
Added feature condition to the location trigger.
Advancements can now execute commands when achieved.
Advancement icons will now allow data values.
Added five modifiers to the /advancement grant and /advancement revoke commands: "everything", "from", "until", "through", and "only".
17w17bThe default advancements will now all receive their titles and descriptions from the localization files.
Added a new number display to track progress while completing certain advancements.
Added the changed_dimension trigger, which takes two optional conditions: to and from, both being strings that accept "overworld", "the_nether", or "the_end".
The "location" shared object has a new dimension string (same values as above).
17w18aRe-introduced announcements to chat when someone earns an advancement.
Added new Adventure advancements: "Best Friends Forever", "The Parrots and the Bats", and "Two by Two".
Added new minecraft:tick and minecraft:tame_animal triggers.
Added new show_toast and announce_to_chat display options.
Added /gamerule announceAdvancements, which toggles announcing of advancements, replacing the old server.properties entry
"entity" objects and the minecraft:levitation trigger will now use a shared "distance" object. They check if the player is within or outside of the specified range on the x, y, or z axis. absolute and horizontal ranges check if the player is within range on all axes, though horizontal will exclude the Y axis.
The "Great View From Up Here" advancement will now requires 50 vertical blocks, instead of levitating for 30 seconds.
Changed the "Sniper Duel" advancement to horizontal distance.
Advancement loading is now strict JSON.
17w18bAdded a new "Husbandry" tab and several new advancements: "A Seedy Place", "Serious Dedication", "A Balanced Diet", and "Hired Help".
The advancements added in the previous snapshot were moved to the new Husbandry tab.
Added new advancement triggers: consume_item, placed_block, and arbitrary_player_tick.
The "Monster Hunter" and "Monsters Hunted" advancements now use 22 mobs instead of 23, removing the illusioner from the list.
pre1Added new advancements: "A Furious Cocktail", "Postmortal", "Subspace Bubble", and "Uneasy Alliance".
Added hidden field to advancement display info, which defaults to false.
Added new effects_changed, used_totem, and nether_travel advancements triggers.
Removed commands from advancement rewards, replaced with function.
Advancement trees are now centered in the UI.
Items and entities in advancements will now have an extra NBT field.
Entities in advancements now have an extra effects and location field.
Removed arbitrary_player_tick advancement trigger.
pre2Added new hidden advancement: "How Did We Get Here?", which rewards 100 experience.
pre3Advancement "How Did We Get Here?" will now include the Resistance status effect, and will now reward 1000 experience.
Advancement "Balanced Diet" will now include all fish types (raw and cooked if possible) and an enchanted golden apple.
Advancements will now remember the tab the player last selected.
pre5All recipe unlock advancements will now have a parent of minecraft:recipes/root.
Several recipe unlock advancements were renamed.
pre7Added experience rewards to all "challenge" advancements.
releaseAdded sounds to the toast notifications.
1.1317w43aCustom Advancements have been moved into data packs.
17w45aAdded an advancement selector argument to test for obtained advancements.
18w14aAdded new advancements: "Fishy Business", "Tactical Fishing", "A Throwaway Joke" and "Very, Very Frightening".
18w14bAdvancements "A Furious Cocktail" and "How Did We Get Here?" will now include the Slow Falling status effect.
18w19aAdvancement "How Did We Get Here?" will now include the Conduit Power status effect.
18w22aAdvancement "Sniper Duel" description changed to not mention it has to be with an arrow (as it can be achieved with a Trident too).
pre6Added a nbt field to the advancement icon section.
pre7Normal and goal advancements will now have green descriptions, and challenge advancements have purple descriptions.
1.1418w43aAdded new advancements: "Ol' Betsy", "Who's the Pillager Now?", "Two Birds, One Arrow" and "Arbalistic".
18w44aAdded new advancement: "A Complete Catalogue".
Advancements "The Parrots and the Bats" and "Best Friends Forever" now require cats, instead of ocelots.
Advancement "Two by Two" now requires pandas.
19w11aAdvancement "A Balanced Diet" now requires Suspicious Stew and Sweet Berries.
Advancement "How Did We Get Here" now requires the Bad Omen status effect.
Advancement "The Parrots and the Bats" can now be obtained by breeding foxes.
19w12aAdvancement "Two by Two" now requires foxes.
19w14aAdvancements "Monster Hunter" and "Monsters Hunted" no longer require polar bears to be killed.
Pre-Release 2Added 2 new advancements: "Voluntary Exile" and "Hero of the Village".
Upcoming Java Edition
1.14.3Pre-Release 2Saturation is no longer required for the "How Did We Get Here?" advancement.

Issues[edit]

Issues relating to "Advancements" are maintained on the bug tracker. Report issues there.

Trivia[edit]

  • Fourteen of the old Java Edition achievements were re-implemented as advancements: Benchmarking (called Minecraft), Getting an Upgrade, Acquire Hardware, We Need to Go Deeper, The End?, Return to Sender, Into Fire, Local Brewery, The Beginning? (called Withering Heights), Beaconator, DIAMONDS! (called Diamonds!), Adventuring Time, Monster Hunter and Sniper Duel.
  • Six achievements from other editions were re-implemented as advancements: Body Guard (called Hired Help), Cheating Death (called Postmortal), Zombie Doctor, You Need a Mint, The End... Again... and Great View From Up Here.
  • Though bearing similar names, Voluntary Exile advancement does not use voluntary_exile criterion trigger, unlike most other advancements.

Gallery[edit]

See also[edit]

References[edit]

  1. https://www.reddit.com/r/Minecraft/comments/64pk6r/dinnerbone_working_on_giving_advancements/dg4uiou?context=1
  2. a b "The tabs are alternate trees that are themselves advancements too. We support a lot, but we'll use 4/5 in vanilla. http://media.dinnerbone.com/uploads/2017-03/screenshots/24_09-23-41_rYLfqg0Q52.png"@Dinnerbone, March 24, 2017
  3. "4 or 5 tabs. Probably: "mine & craft", "nether", "end", "combat", "engineering" or some variant of."@Dinnerbone, March 27, 2017
  4. "Getting this implemented in a nice way would be a real advancement for the game."@Dinnerbone, February 20, 2017
  5. "I made a tabthulhu at work today. This is an interesting project!"@Dinnerbone, March 6, 2017
  6. "This is a super big spoiler of what I'm working on. Totally unfinished and may change a lot, but gives you an idea. http://media.dinnerbone.com/uploads/2017-03/screenshots/23_15-00-52_ttcfj9tDnV.png"@Dinnerbone, March 23, 2017
  7. "(No I'm not adding emoji.)"@Dinnerbone, March 23, 2017
  8. "(P.s. there was more to that picture than meets the eye. May need a bit of trickery.)"@Dinnerbone, March 23, 2017
  9. "Did the filesize seem a bit big?"@Dinnerbone, March 23, 2017
  10. "Okay so I think my webserver proxy messed that up. Technology is difficult. Here's a more fun image, in a zip: http:// media.dinnerbone.com/uploads/2017-0 3/screenshots/23_15-00-52_ttcfj9tDnV.zip"@Dinnerbone, March 23, 2017
  11. "(Thus "tabthulu" tweets from a few weeks back. :D)"@Dinnerbone, March 24, 2017
  12. "Also worth noting: all of that UI is data driven. Positioning and layout included. No hardcoded data in UI, no hardcoded positions in data."@Dinnerbone, March 24, 2017