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The background field on a root advancement decides what is drawn behind the advancement tree in that tab. In this version of Custom Advancements the field is a plain resource location string — exactly the same format vanilla Minecraft uses — and the game renders it with vanilla’s own tiling logic. There are no background types, gradients, or scaling modes to configure here; you point the field at a texture and Minecraft repeats it across the panel.
The background field is required on every root advancement (an advancement with no parent field). A root advancement without it fails validation and is never registered. On a child advancement the field has no effect and is ignored — children always inherit their root’s background.

Using a Vanilla Texture

Reference any texture that ships with Minecraft by its full resource location. The five backgrounds used by the vanilla advancement tabs are the most convenient starting points:
Any texture registered in the game works, including textures added by other mods and by resource packs — the string is passed straight to Minecraft’s texture manager.

Using a Custom Texture

To use your own artwork, place the .png file in customadvancements/data/textures/ and reference it under the customadvancements namespace with a textures/ prefix and the full file name, extension included:
That string maps to the file <game directory>/customadvancements/data/textures/logo.png. The mod registers every .png in that folder with the client’s resource manager on startup and on every reload, so no resource pack is needed. logo.png ships with the mod, so the example above works out of the box.
Only .png files are loaded. Any other file in data/textures/ is skipped with is not a '.png' file, ignoring it! in the log. See Textures for file placement, reload behavior, and multiplayer notes.
If the mod cannot find a texture referenced by one of your advancements, it logs a warning naming both the advancement file and the texture location it expected, and the tab falls back to rendering Minecraft’s default background.

How the Texture Is Rendered

Minecraft draws advancement backgrounds by tiling the texture in 16×16 pixel blocks across the whole tab panel, repeating it in both directions until the area is filled. It is never stretched or scaled to fit. This has two practical consequences:
  • Design for tiling. A seamless, repeating texture looks best. Vanilla’s own backgrounds are small tileable images of stone, netherrack, end stone, and so on.
  • A large photo will not fill the tab. Only the top-left 16×16 region of any image is used as the tile, so a full screenshot is drawn as a grid of its own top-left corner rather than as one big picture.
If you want a flat, solid-color tab, make a 16×16 PNG filled with that color and point background at it. Because the tile repeats, the whole panel ends up in that one color.
[INSERT IMAGE: A root advancement tab showing a custom texture tiled across the panel behind the advancement tree]

Complete Root Advancement

root.json
For every other field in the display object, see Display.