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" | The entire system is called "progress", guiding and tracking the progress of the players in the game (in survival vanilla and any additions customized by the creators of maps or mods). Most of the progress is literally just that - a progress in the game. |
" |
— Dinnerbone in and the progress system [1] |
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The popup that appears when an advancement is completed.
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The popup that appears when a goal advancement is completed.
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The popup that appears when special challenge advancements are completed.
Each filtering bag progress They are a way of gradually guiding new players into Minecraft and giving them challenges to complete, similar to the simpler achievement system in the Console Edition. And Pocket Edition.
Summary
- 1 Get
- 2 interface
- 3 List of advances
- 3.1 Minecraft
- 3.2 Nether
- 3.3 The End
- 3.4 Adventure
- 3.5 Agriculture
- 4 JSON format
- 4.1 List of triggers
- 4.1.1 minecraft:bred_animals
- 4.1.2 minecraft:brewed_potion
- 4.1.3 minecraft:changed_dimension
- 4.1.4 minecraft:construct_beacon
- 4.1.5 minecraft:consume_item
- 4.1.6 minecraft:cured_zombie_villager
- 4.1.7 minecraft:effects_changed
- 4.1.8 minecraft:enchanted_item
- 4.1.9 minecraft:enter_block
- 4.1.10 minecraft:entity_hurt_player
- 4.1.11 minecraft:entity_killed_player
- 4.1.12 minecraft:impossible
- 4.1.13 minecraft:inventory_changed
- 4.1.14 minecraft:item_durability_changed
- 4.1.15 minecraft:levitation
- 4.1.16 minecraft:location
- 4.1.17 minecraft:nether_travel
- 4.1.18 minecraft:placed_block
- 4.1.19 minecraft:player_hurt_entity
- 4.1.20 minecraft:player_killed_entity
- 4.1.21 minecraft:recipe_unlocked
- 4.1.22 minecraft:slept_in_bed
- 4.1.23 minecraft:summoned_entity
- 4.1.24 minecraft:tame_animal
- 4.1.25 minecraft:tick
- 4.1.26 minecraft:used_ender_eye
- 4.1.27 minecraft:used_totem
- 4.1.28 minecraft:villager_trade
- 4.1 List of triggers
- 5 History
- 6 Issues
- 7 Trivia
- 8 Gallery
- 9 See also
- 10 References
Get
Advances can be completed in any game mode, and are earned and saved per world. Advances can also be granted (and revoked) using the / advancement command.
Although the previews logically guide players through the game, they are independent of each other; An advance can be completed without having completed advancements "before" it.
When you get a sneak peek, a sliding toast notification is also displayed in the upper right corner and a message will be displayed in the chat. The color of the header text in the notification depends on the progress; Normal, and goal teasers have yellowish heading text, while challenge teasers have pink heading text. Completing a normal advance will cause the header text to display "Advancement Made!", Completing a goal advance will result in a "Goal Reached!", And an advancement challenge will give "Challenge completed!".
Interface
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The advancements interface. One advancement ("Isn't It Iron Pick") is selected.
The button to access the Advances screen is located on the pause menu screen. You can also open this screen by pressing L (this can be changed in the options menu).
The advancement system involves several composite advancement trees, each tree starting with a root advancement and ending with goals or challenges. By clicking and dragging, you can see different branches of a progress tree. Each tree is classified in different tabs (which are, themselves, the advances). Currently there are five tabs in vanilla (although it is possible to add more [2] [3]):
- Minecraft: The heart and history of the game.
- Adventure: Adventure, exploration, and combat.
- Nether: Bring summer clothes.
- The end: Or the beginning?
- Prosperity: The world is full of friends and food.
Each tab has a different background with a repeating texture.
The forward icons display a heading name and description when the mouse is hovered over it. They only appear in a tree when the advancement is complete, although, as stated before, advancements can be completed in any order.
Advancement icon frames may vary in appearance based on difficulty, and whether or not it was completed. A legend is provided below:
Icon | Description | |
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Regular | completed | |
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Normal advance. |
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Advancement of goals. |
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Advancement of challenges. |
Additional previews and tabs can be added and customized with the use of JSON files, as detailed below.
Advance List
Minecraft
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Progress tree in the "Minecraft" tab
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Icon | Progress | In-game description | Comes from | Current requirements (if different) | ID with namespace | |
Template loop detected: Template: Advancements | Minecraft | The heart and history of the game. | — | Put a workbench in your inventory. | minecraft:story/root | |
Template loop detected: Template: Advancements | Stone Age | Mine stone with your new pickaxe | Minecraft | Place rock in your inventory. | minecraft:story/mine_stone | |
Template loop detected: Template: Advancements | Improving tools | Make a better pickaxe | Stone Age | Place a stone pickaxe in your inventory. | minecraft:story/upgrade_tools | |
Template loop detected: Template: Advancements | The Iron Age | Melt an iron ingot | Improving tools | Place an iron ingot in your inventory. | minecraft:story/smelt_iron | |
Template loop detected: Template: Advancements | You're driving | Protect yourself with a piece of iron armor | The Iron Age | Place any type of iron armor piece in your inventory. | minecraft:story/obtain_armor | |
Template loop detected: Template: Advancements | The thing is on fire! | Fill a bucket with lava | The Iron Age | Place a lava cube in your inventory. | minecraft:story/lava_bucket | |
Template loop detected: Template: Advancements | Isn't it Hierronic? | Upgrade your beak | The Iron Age | Place an iron pickaxe in your inventory | minecraft:story/iron_tools | |
Template loop detected: Template: Advancements | Not today, thanks | Repel an arrow with a shield | Suit Up | Deflect a projectile with a shield. | minecraft:story/deflect_arrow | |
Template loop detected: Template: Advancements | Ice Bucket Challenge | Form and mine a block of Obsidian | Hot Stuff | Get a block of obsidian in your inventory. | minecraft:story/form_obsidian | |
Template loop detected: Template: Advancements | Diamonds! | Get diamonds | Isn't it Hierronic? | Keep a diamond in your inventory. | minecraft:story/mine_diamond | |
Template loop detected: Template: Advancements | More ultra | Build, light and enter a Nether Portal | Ice Bucket Challenge | Enter the Nether dimension. | minecraft:story/enter_the_nether | |
Template loop detected: Template: Advancements | Cover me with diamonds | Diamond armor saves lives | Diamonds! | Get any type of diamond armor in your inventory. | minecraft:story/shiny_gear | |
Template loop detected: Template: Advancements | Apprentice magician | Enchant an item on an enchantment table | Diamonds! | — | minecraft:story/enchant_item | |
Template loop detected: Template: Advancements | Zombie logo | Weaken and then cure a zombie villager | More ultra | Throw 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). | minecraft:story/cure_zombie_villager | |
Template loop detected: Template: Advancements | Spy eye | Follow an Ender Eye | More ultra | Enter a fortress. | minecraft:story/follow_ender_eye | |
Template loop detected: Template: Advancements | It's over? | Go through the End portal | Spy eye | Enter the dimension of the End. | minecraft:story/enter_the_end |
Nether
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Advancement tree in the "Nether" tab
15px Nether | ||||||
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Icon | Progress | In-game description | Comes from | Current requirements (if different) | ID with namespace | Awards |
Template loop detected: Template: Advancements | Nether | Bring summer clothes. | — | Enter the Nether. | minecraft:nether/root | — |
Template loop detected: Template: Advancements | Black hole | Use the Nether to travel 7 km on the Surface | Nether | Use the Nether to travel between two points on the Surface separated by a minimum horizontal distance of 7000 blocks. | minecraft:nether/fast_travel | 100 experience |
Template loop detected: Template: Advancements | A terrible fortress | Break your way into a Nether Fortress | Nether | Enter a Nether fortress. | minecraft:nether/find_fortress | — |
Template loop detected: Template: Advancements | Return to Sender | Destroy a ghast with a fireball | Nether | Kill a ghast using a ghast fireball. | minecraft:nether/return_to_sender | 50 experience |
Template loop detected: Template: Advancements | Playing with fire | Make a blaze drop his stick | A terrible fortress | Place a blaze stick in your inventory. | minecraft:nether/obtain_blaze_rod | — |
Template loop detected: Template: Advancements | Spooky Scary Skeleton | Obtain a wither skeleton's skull | A terrible fortress | Get a wither skeleton skull in your inventory. | minecraft:nether/get_wither_skull | — |
Template loop detected: Template: Advancements | False alliance | Rescue a Ghast from the Nether, bring it safely home to the Overworld... and then kill it. | Return to Sender | Kill a Ghast in the Overworld. | minecraft:nether/uneasy_alliance | 100 experience |
Template loop detected: Template: Advancements | Local distillery | Create a potion | Playing with fire | Pick up a potion from a brewing stand potion slot. An already-created potion placed and removed qualifies. | minecraft:nether/brew_potion | — |
Template loop detected: Template: Advancements | Withering Heights | Summon the Wither | By a head | Be within a 100.9×100.9×103.5 cuboid centered on the Wither when it is spawned. | minecraft:nether/summon_wither | — |
Template loop detected: Template: Advancements | Explosive mix | Have every potion effect applied at the same time | Local distillery | Have all of these 11 potion effects applied to you at the same time. | minecraft:nether/all_potions | 100 experience |
Template loop detected: Template: Advancements | Bring Home the Beacon | Construct and place a Beacon | Withering Heights | Be within a 20×20×14 cuboid centered on a beacon block when it realizes it has become powered. | minecraft:nether/create_beacon | — |
Template loop detected: Template: Advancements | How did we get here? | Have every effect applied at the same time | Explosive mix | Have all of these 20 effects applied to you at the same time. | minecraft:nether/all_effects | 1,000 experience |
Template loop detected: Template: Advancements | Beaconator | Bring a beacon to full power | Bring Home the Beacon | Be 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 | — |
Template loop detected: Template: Advancements | My treasure... | Distract Piglins with gold | Nether | Give a piglin one of these 24 gold-related items in the #piglin_loved item tag, while not wearing any golden armor:
| nether/distract_piglin | — |
The End
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Advancement tree in the "The End" tab
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16px The End | ||||||
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Icon | Progress | In-game description | Comes from | Current requirements (if different) | ID with namespace | Awards |
Template loop detected: Template: Advancements | The End | Or the beginning? | — | Enter the End dimension. | minecraft:end/root | — |
Template loop detected: Template: Advancements | Free the End | Good luck | The End | Kill the ender dragon. | minecraft:end/kill_dragon | — |
Template loop detected: Template: Advancements | The next generation | Hold the Dragon Egg | Free the End | Get the dragon egg in your inventory. | minecraft:end/dragon_egg | — |
Template loop detected: Template: Advancements | Escape achieved | Escape the island | Free the End | Throw an ender pearl through or walk into an End gateway. | minecraft:end/enter_end_gateway | — |
Template loop detected: Template: Advancements | The End... Again... | Respawn the ender dragon. | Free the End | Summon an ender dragon using ender crystals. | minecraft:end/respawn_dragon | — |
Template loop detected: Template: Advancements | You Need a Mint | Collect dragon's breath in a glass bottle. | Free the End | Get a bottle of dragon's breath in your inventory. | minecraft:end/dragon_breath | — |
Template loop detected: Template: Advancements | The City at the End of the Game | Go on in, what could happen? | Escape achieved | Enter an End city. | minecraft:end/find_end_city | — |
Template loop detected: Template: Advancements | To infinity and beyond! | Find an Elytra | The City at the End of the Game | Get a pair of elytra in your inventory. | minecraft:end/elytra | — |
Template loop detected: Template: Advancements | Good views from the top | Levitate up 50 blocks from the attacks of a Shulker | The City at the End of the Game | Have the Levitation effect applied, and move a vertical distance of 50 blocks. | minecraft:end/levitate | 50 experience |
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Adventure
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Advancement tree in the "Adventure" tab
Template: Progress
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Icon | Progress | In-game description | Comes from | Current requirements (if different) | ID with namespace | Awards |
Template loop detected: Template: Advancements | Adventure | Adventure, exploration, and combat | — | Kill any entity, or be killed by any entity. | minecraft:adventure/root | — |
Template loop detected: Template: Advancements | What a Deal! | Successfully trade with a Villager | Adventure | — | minecraft:adventure/trade | — |
Template loop detected: Template: Advancements | Sweet dreams | Change your respawn point | Adventure | Successfully sleep in a bed, either by sleeping till dawn, or, in the case of a multiplayer server, staying in bed for longer than five seconds. | minecraft:adventure/sleep_in_bed | — |
Template loop detected: Template: Advancements | Take Aim | Shoot something with a bow and arrow | Monster Hunter | Fire a bow so that the arrow strikes any entity. | minecraft:adventure/shoot_arrow | — |
Template loop detected: Template: Advancements | Monsters Hunted | Kill one of every hostile monster | Monster Hunter | Kill each of these 22 mobs. Other mobs may be killed, but are ignored for the advancement. | minecraft:adventure/kill_all_mobs | 100 experience |
Template loop detected: Template: Advancements | After death | Use a Totem of Undying to cheat death | Monster Hunter | — | minecraft:adventure/totem_of_undying | — |
Template loop detected: Template: Advancements | Hired Help | Summon an Iron Golem to help defend a village | What a Deal! | Summon an iron golem. | minecraft:adventure/summon_iron_golem | — |
Template loop detected: Template: Advancements | Adventuring Time | Discover every biome | Sweet dreams | Visit these 36 biomes. Other biomes may also be visited, but are ignored for the advancement. | minecraft:adventure/adventuring_time | 500 experience |
Template loop detected: Template: Advancements | Sniper duel | Kill a skeleton with an arrow from more than 50 meters | Take Aim | Use a launched arrow to kill a skeleton from 50 or more blocks away, horizontally. | minecraft:adventure/sniper_duel | 50 experience |
Agriculture
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Advancement tree in the "Husbandry" tab
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Icon | Progress | In-game description | Comes from | Current requirements (if different) | ID with namespace | Awards |
Template loop detected: Template: Advancements | Prosperity | The world is full of friends and food | — | Eat anything that can be eaten. | minecraft:husbandry/root | — |
Template loop detected: Template: Advancements | Tortolitos | Breed two animals together | Prosperity | Breed a pair of one of these 10 mobs. Other breedable mobs, if any, are ignored for the advancement. | minecraft:husbandry/breed_an_animal | — |
Template loop detected: Template: Advancements | Best Friends Forever | Tame an animal | Prosperity | Tame one of the 5 types of mob that are tamable. | minecraft:husbandry/tame_an_animal | — |
Template loop detected: Template: Advancements | A Seedy Place | Plant a seed and watch it grow | Prosperity | Plant one of these 5 plants. Other plants are ignored for the advancement. | minecraft:husbandry/plant_seed | — |
Template loop detected: Template: Advancements | In pairs | Breed all the animals! | Tortolitos | Breed pairs of each of these 10 mobs. Other tamable mobs, if any, are ignored for the advancement. | minecraft:husbandry/breed_all_animals | 100 experience |
Template loop detected: Template: Advancements | A Balanced Diet | Eat everything that is edible, even if it's not good for you | A Seedy Place | Eat each of these 35 foods. Other foods, if any, are ignored for the advancement. | minecraft:husbandry/balanced_diet | 100 experience |
Template loop detected: Template: Advancements | Serious Dedication | Completely use up a diamond hoe, and then reevaluate your life choices | A Seedy Place | Use up the final bit of durability on a diamond hoe, so that it breaks. | minecraft:husbandry/break_diamond_hoe | 100 experience |
JSON format
Custom Advances In the 'data / advancements' Minecraft folder, the world stores the advancement data for that world as separate JSON files:
These JSON files are structured according to the following format:
- The root tag.
- display: The optional way to display it.
- icon: The icon information.
- item: The ID of the object.
- data: The damage value of the object.
- title: The title of the trailer.
- title: A component of the JSON format (contains text and formatting that is used in / tellraw and various other commands. You can also use the translation tag here).
- frame: The frame for the icon. challenge for a tile with a more sophisticated tip edge, as it is used to kill all creatures, goal a tile with a rounded edge as used for full lighthouse advancement, task for a normal title (default).
- background: The optional directory for the background when using in this preview tab (only for root preview).
- description: The description of the trailer.
- description: A component of the JSON format (contains text and formatting as used in / tellraw and various other commands).
- show_toast: It can be true or false, yes or no to show the notification after completing this advance. The predetermined value is true.
- announce_to_chat: Can be true or false. If it is activated or not, announce in the chat when this advance has been completed. The predetermined value is 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 them self but will still affect all their children. Defaults to false.
- icon: The icon information.
- parent: The optional parent advancement directory of this advancement (does not apply for the root advancement).
- criteria: The required criteria that have to be met.
- : A name given to the criteria (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.
- : A name given to the criteria (can be any string, must be unique).
- requirements: An optional list of requirements (all the ). 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 collection of the rewards provided when this advancement is obtained.
- recipes: A list of crafting recipes (strings).
- loot: A list of loot tables (strings).
- experience: A quantity of experience.
- function: A function to run. Functions are text files with the file extension .mcfunction in .minecraftsavesXXXXdatafunctions and can contain a list of commands to run in order.
- display: The optional way to display it.
Triggers list
minecraft:bred_animals
Triggers after the player breeds 2 animals. Condiciones disponibles:
- conditions:
- child: The child that results from the breeding.
- Common labels in all entities See Template: Nbt inherit / conditions / entity / template
- parent: The parent.
- Common labels in all entities See Template: Nbt inherit / conditions / entity / template
- partner: The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
- Common labels in all entities See Template: Nbt inherit / conditions / entity / template
- child: The child that results from the breeding.
An example
{ "criteria": { "example": { "trigger": "minecraft:bred_animals", "conditions": { "child": { "type": "mule" }, "parent": { "location": { "biome": "beaches" } }, "partner": { "effects": { "minecraft:speed": { "amplifier": { "min": 2 } } } } } } } }
minecraft:brewed_potion
Triggers after the player takes a potion out of a brewing stand. Condiciones disponibles:
- conditions:
- potion: A brewed potion ID.
An example
{ "criteria": { "example": { "trigger": "minecraft:brewed_potion", "conditions": { "potion": "minecraft:strong_swiftness" } } } }
minecraft:changed_dimension
Triggers after the player travels between two dimensions. Condiciones disponibles:
- conditions:
- from: The dimension the entity traveled from. Accepts these 3 values.
- to: The dimension the entity traveled to. Same accepted values as above.
An example
{ "criteria": { "example": { "trigger": "minecraft:changed_dimension", "conditions": { "from": "the_end", "to": "overworld" } } } }
minecraft:construct_beacon
Triggers after the player changes the structure of a beacon. (When the beacon updates itself). Condiciones disponibles:
- conditions:
- level: The tier of the updated beacon structure.
- level:
- max: The maximum value.
- min: The minimum value.
An example
{ "criteria": { "example": { "trigger": "minecraft:construct_beacon", "conditions": { "level": { "min": 3 } } } } }
minecraft:consume_item
Triggers when the player consumes an item. Available conditions:
- conditions:
- item: The item that was consumed
- Common labels in all objects See Template: Nbt inherit / conditions / entity / template
- item: The item that was consumed
An example
{ "criteria": { "example": { "trigger": "minecraft:consume_item", "conditions": { "item": { "item": "minecraft:golden_apple", "data": 1, "nbt": "{display:{Name:"Example"}}" } } } } }
minecraft:cured_zombie_villager
Triggers when the player cures a zombie villager. Condiciones disponibles:
- conditions:
- villager: The villager that is the result of the conversion. The 'type' tag is redundant since it will always be "villager".
- Common labels in all entities See Template: Nbt inherit / conditions / entity / template
- zombie: The zombie villager right before the conversion is complete (not when it is initiated). The 'type' tag is redundant since it will always be "zombie_villager".
- Common labels in all entities See Template: Nbt inherit / conditions / entity / template
- villager: The villager that is the result of the conversion. The 'type' tag is redundant since it will always be "villager".
An example
{ "criteria": { "example": { "trigger": "minecraft:cured_zombie_villager", "conditions": { "villager": { "location": { "biome": "plains" } }, "zombie": { "distance": { "horizontal": { "max": 10 } } } } } } }
minecraft:effects_changed
Triggers after the player gets a status effect applied or taken from them. Condiciones disponibles:
- conditions:
- effects: A list of status effects the player has.
- : 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.
- : A status effect with the key name being the status effect name.
- effects: A list of status effects the player has.
An example
{ "criteria": { "example": { "trigger": "minecraft:effects_changed", "conditions": { "effects": { "minecraft:weakness": {}, "minecraft:slowness": { "amplifier": 2, "duration": { "min": 100, "max": 500 } } } } } } }
minecraft:enchanted_item
Triggers after the player enchants an item through an enchanting table (does not get triggered through an anvil, or through commands). Condiciones disponibles:
- conditions:
- item: The item after it has been enchanted.
- Common labels in all objects See Template: Nbt inherit / conditions / entity / template
- levels: The levels spent by the player on the enchantment.
- levels:
- max: The maximum value.
- min: The minimum value.
- item: The item after it has been enchanted.
An example
{ "criteria": { "example": { "trigger": "minecraft:enchanted_item", "conditions": { "item": { "item": "minecraft:wooden_sword", "enchantments": [ { "enchantment": "minecraft:sharpness", "levels": { "min": 2 } } ] }, "levels": { "min": 3 } } } } }
minecraft:enter_block
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. Condiciones disponibles:
- conditions:
- block: The block that the player is standing in. Accepts block IDs.
- state: The block states of the block.
- : A single block state, with the key name being the state name and the value being the required value of that state.
An example
{ "criteria": { "example": { "trigger": "minecraft:enter_block", "conditions": { "block": "minecraft:red_flower", "state": { "type": "allium" } } } } }
minecraft:entity_hurt_player
Triggers when a player is injured. Available conditions:
- conditions:
- damage: Checks the damage done to the player.
- Damage labels See Template: Nbt inherit / conditions / entity / template
- damage: Checks the damage done to the player.
An example
{ "criteria": { "example": { "trigger": "minecraft:entity_hurt_player", "conditions": { "damage": { "source_entity": { "type": "skeleton" }, "direct_entity": { "type": "arrow" }, "taken": { "min": 4.0 } } } } } }
minecraft:entity_killed_player
Triggers after an entity kills a player. Condiciones disponibles:
- conditions:
- entity: Checks the entity that was the source of the damage that killed the player (for example: The skeleton that shot the arrow).
- Common labels in all entities See Template: Nbt inherit / conditions / entity / template
- killing_blow: Checks the type of damage that killed the player.
- Plantilla:Nbt inherit/conditions/damage type
- entity: Checks the entity that was the source of the damage that killed the player (for example: The skeleton that shot the arrow).
An example
{ "criteria": { "example": { "trigger": "minecraft:entity_killed_player", "conditions": { "entity": { "type": "skeleton" }, "killing_blow": { "is_projectile": true } } } } }
minecraft:impossible
Triggers only using commands.
An example
{ "criteria": { "example": { "trigger": "minecraft:impossible" } } }
minecraft:inventory_changed
Triggers when any change is made 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.
- :
- Common labels in all objects See Template: Nbt inherit / conditions / entity / template
- :
- 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.
- 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.
An example
{ "criteria": { "example": { "trigger": "minecraft:inventory_changed", "conditions": { "items": [ { "item": "minecraft:stone", "data": 2, "count": { "min": 5, "max": 10 } }, { "item": "minecraft:wool", "data": 5 }, { "item": "minecraft:wooden_sword", "durability": { "min": 50 }, "nbt": "{display:{Name:"Example"}}" } ], "slots": { "occupied": 3 } } } } }
minecraft:item_durability_changed
Triggers after any item in the inventory has been damaged in any form. Condiciones disponibles:
- 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.
- Common labels in all objects See Template: Nbt inherit / conditions / entity / template
An example
{ "criteria": { "example": { "trigger": "minecraft:item_durability_changed", "conditions": { "delta": -2, "item": { "item": "minecraft:wooden_axe", "durability": { "max": 1 } } } } } }
minecraft:levitation
Triggers when the player has the levitation status effect. Condiciones disponibles:
- 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.
- absolute:
- duration: The duration of the levitation in ticks.
- duration:
- max: The maximum value.
- min: The minimum value.
- distance:
An example
{ "criteria": { "example": { "trigger": "minecraft:levitation", "conditions": { "distance": { "horizontal": { "min": 5 }, "y": { "min": 2 } }, "duration": { "min": 100 } } } } }
minecraft:location
Triggers every 20 ticks (1 second) and checks where the player is. Condiciones disponibles:
- conditions:
- Common tags everywhere See Template: Nbt inherit / conditions / location / template
An example
{ "criteria": { "example": { "trigger": "minecraft:location", "conditions": { "biome": "jungle", "feature": "Temple", "dimension": "overworld", "position": { "x": 0, "y": 60, "z": { "min": -10, "max": 10 } } } } } }
minecraft:nether_travel
Triggers when the player travels to the Nether and then returns to the Overworld. Condiciones disponibles:
- conditions:
- distance: The Overworld distance between where the player entered the Nether and where the played 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.
- absolute:
- distance: The Overworld distance between where the player entered the Nether and where the played exited the Nether.
An example
{ "criteria": { "example": { "trigger": "minecraft:nether_travel", "conditions": { "distance": { "horizontal": { "min": 1000 }, "absolute": { "min": 1100 } } } } } }
minecraft:placed_block
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.
- Common labels in all objects See Template: Nbt inherit / conditions / entity / template
- location: The location of the block that was placed.
- Common tags everywhere See Template: Nbt inherit / conditions / location / template
- state: The block states of the block.
- : A single block state, with the key name being the state name and the value being the required value of that state.
An example
{ "criteria": { "example": { "trigger": "minecraft:placed_block", "conditions": { "block": "minecraft:unpowered_repeater", "state": { "facing": "west" }, "location": { "x": 10, "z": 14, "biome": "plains" }, "item": { "item": "minecraft:repeater" } } } } }
minecraft:player_hurt_entity
Triggers after the player hurts a mob or player. Condiciones disponibles:
- conditions:
- damage: The damage that was dealt
- Damage labels See Template: Nbt inherit / conditions / entity / template
- damage: The damage that was dealt
An example
{ "criteria": { "example": { "trigger": "minecraft:player_hurt_entity", "conditions": { "damage": { "blocked": true, "direct_entity": { "type": "arrow" } }, "entity": { "type": "player", "nbt": "{Tags:["example"]}" } } } } }
minecraft:player_killed_entity
Triggers after a player is the source of a mob or player being killed. Condiciones disponibles:
- conditions:
- entity: The entity that was killed.
- Common labels in all entities See Template: Nbt inherit / conditions / entity / template
- killing_blow: The type of damage that killed an entity.
- Plantilla:Nbt inherit/conditions/damage type
- entity: The entity that was killed.
An example
{ "criteria": { "example": { "trigger": "minecraft:player_killed_entity", "conditions": { "entity": { "type": "creeper", "nbt": "{powered:1b}", "location": { "biome": "void" }, "effects": { "minecraft:slowness": {}, "minecraft:weakness": { "amplifier": { "min": 2 } } } }, "killing_blow": { "source_entity": { "nbt": "{SelectedItem:{id:"minecraft:wooden_sword",}}" } } } } } }
minecraft:recipe_unlocked
Triggers after the player unlocks a recipe (using a knowledge book for example). Condiciones disponibles:
- conditions:
- recipe: The recipe that was unlocked.
An example
{ "criteria": { "example": { "trigger": "minecraft:recipe_unlocked", "conditions": { "recipe": "minecraft:wooden_sword" } } } }
minecraft:slept_in_bed
Triggers when the player enters a bed. Available conditions:
- conditions:
- Common tags everywhere See Template: Nbt inherit / conditions / location / template
An example
{ "criteria": { "example": { "trigger": "minecraft:slept_in_bed", "conditions": { "location": { "biome": "desert", "feature": "Village", "position": { "y": { "min": 50, "max": 100 } } } } } } }
minecraft:summoned_entity
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. Condiciones disponibles:
- conditions:
- entities:
- Common labels in all entities See Template: Nbt inherit / conditions / entity / template
- entities:
An example
{ "criteria": { "example": { "trigger": "minecraft:summoned_entity", "conditions": { "entity": { "type": "minecraft:snowman" } } } } }
minecraft: tame_animal
Triggers after the player tames an animal. Available conditions:
- conditions:
- entity: Checks the entity that was tamed.
- Common labels in all entities See Template: Nbt inherit / conditions / entity / template
- entity: Checks the entity that was tamed.
An example
{ "criteria": { "example": { "trigger": "minecraft:tame_animal", "conditions": { "entity": { "type": "parrot", "nbt": "{Variant:2}" } } } } }
minecraft:tick
Triggers every tick (20 times a second).
An example
{ "criteria": { "example": { "trigger": "minecraft:tick" } } }
minecraft:used_ender_eye
Triggers when the player uses an eye of ender (in a world where strongholds generate). Condiciones disponibles:
- conditions:
- distance: The horizontal distance between the player and the stronghold.
- distance:
- max: A maximum value.
- min: A minimum value.
An example
{ "criteria": { "example": { "trigger": "minecraft:used_ender_eye", "conditions": { "distance": { "min": 100, "max": 200 } } } } }
minecraft:used_totem
Triggers when the players uses a totem. Available conditions:
- conditions:
- item: The item, only works with totem items.
- Common labels in all objects See Template: Nbt inherit / conditions / entity / template
- item: The item, only works with totem items.
An example
{ "criteria": { "example": { "trigger": "minecraft:used_totem", "conditions": { "item": { "item": "minecraft:totem_of_undying" } } } } }
minecraft:villager_trade
Triggers after the player trades with a villager. Condiciones disponibles:
- conditions:
- item: The item that was purchased. The "count" tag checks the count from one trade, not multiple.
- Common labels in all objects See Template: Nbt inherit / conditions / entity / template
- villager: The villager the item was purchased from. The 'type' tag is redundant since it will always be "villager".
- Common labels in all entities See Template: Nbt inherit / conditions / entity / template
- item: The item that was purchased. The "count" tag checks the count from one trade, not multiple.
An example
{ "criteria": { "example": { "trigger": "minecraft:villager_trade", "conditions": { "item": { "item": "minecraft:emerald", "count": { "min": 1 } }, "villager": { "nbt": "{Career:1}" } } } } }
History
Java Edition | |||||
---|---|---|---|---|---|
1.12 | February 16, 2017 | Dinnerbone tweets that he spent an entire day designing "something new" with Darngeek. | |||
February 20, 2017 | The design of the "something" is already done and ready to be implemented; he later hints at the feature's name. [4] | ||||
February 22, 2017 | He 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, 2017 | The 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, 2017 | He again references the name of the feature in a tweet, stating that he is almost done with "this new feature advancement". | ||||
March 14, 2017 | He tweets that the UI is now working, and that the project took many days and a few research papers to accomplish. | ||||
March 22, 2017 | The feature now "awards players with things", he states while making another reference to the feature name. | ||||
March 23, 2017 | Dinnerbone 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] | |||||
17w13a | Advancements added. | ||||
17w14a | Added 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. | |||||
17w15a | Added advancement descriptions and changed several titles. | ||||
Added the "Adventuring Time" advancement. | |||||
17in16b | Added trigger minecraft:item_durability_changed. | ||||
17w17a | Added 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 now allow data values. | |||||
Added five modifiers to the /advancement grant and /advancement revoke commands: "everything", "from", "until", "through", and "only". | |||||
17in17b | The default advancements 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). | |||||
17w18a | Re-introduced announcements to chat when someone earns an advancement | ||||
Added new Adventure advancements: "Best Friends Forever", "Tortolitos", and "De dos en dos" | |||||
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 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. | |||||
It will now take 50 vertical blocks to get the "Good Views from Above" progress, instead of levitation for 30 seconds | |||||
Changed the "Sniper Duel" advancement to horizontal distance | |||||
Advancement loading is now strict JSON | |||||
17in18b | Added 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. | |||||
pre1 | New progress has been added: "Explosive Mix", "Post mortem", "Black Hole" and "False 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 now have an extra NBT field. | |||||
Entities in advancements now have an extra effects and location field. | |||||
Removed arbitrary_player_tick advancement trigger. | |||||
pre2 | A new hidden progress has been added: "How did we get here?" Earning you 100 XP. | ||||
pre3 | The progress "How did we get here?" now includes status effect Resistance and gives you 1000 EXP points. | ||||
Advancement "Balanced Diet" now includes all fish types (raw and cooked if possible) and an Enchanted Golden Apple. | |||||
Advancements will now remember the tab the player last selected. | |||||
pre5 | All recipe unlock advancements now have a parent of minecraft:recipes/root. | ||||
Several recipe unlock advancements were renamed. | |||||
pre7 | Added experience rewards to all "challenge" advancements. | ||||
release | Added sounds to the toast notifications. |
Issues
Issues related to "progress" remain in the issue tracker. Report bugs you find on this page.
Trivia
- Seventeen of the old Java Edition achievements were re-implemented as advancements: Benchmarking (called Minecraft), Time to Mine! (called Stone Age), Mejorando herramientas, Acquire Hardware, Plus ultra, The End?, The End. (called Free the End), Return to Sender, Into Fire, Local Brewery, The Beginning? (called Withering Heights), Beaconator, DIAMONDS! (called Diamonds!), Enchanter, 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 Post mortem), Zombie Doctor, You Need a Mint, The End... Again... y Buenas vistas desde lo alto
Gallery
-
First look at advancements; Dinnerbone showcasing usage of the interface. (Click to play.)
-
"Tabthulhu."
See also
- Tutorials/Advancement guide
References
- https://www.reddit.com/r/Minecraft/comments/64pk6r/dinnerbone_working_on_giving_advancements/dg4uiou?context=1
- ↑ 2,0 2,1 “The tabs are alternative trees that are also previews. We support a lot, but we will use 4/5 in vanilla. http://media.dinnerbone.com/uploads/2017-03/screenshots/24_09-23-41_rYLfqg0Q52.png ”- @Dinnerbone, March 24, 2017
- ↑ “4 or 5 tabs. Probably: "mine and elaboration", "hell", "end", "combat", "engineering" and others. " - @Dinnerbone, March 27, 2017
- ↑ “Getting this implemented in a nice way would be a real advancement for the game.” – @Dinnerbone, February 20, 2017
- ↑ “I made a tabthulhu at work today. This is an interesting project!” – @Dinnerbone, March 06, 2017
- ↑ “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
- ↑ “(No I'm not adding emoji.)” – @Dinnerbone, March 23, 2017
- ↑ “(P.s. there was more to that picture than meets the eye. May need a bit of trickery.)” – @Dinnerbone, March 23, 2017
- ↑ “Did the filesize seem a bit big?” – @Dinnerbone, March 23, 2017
- ↑ “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
- ↑ “(Thus "tabthulu" tweets from a few weeks back. :D)” – @Dinnerbone, March 24, 2017
- ↑ “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
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