customadvancements/customadvancements/ the first time it runs. They form a small, self-contained advancement tree: a root tab, a simple task child, and a reward-bearing task that chains off the second. Together they demonstrate every common pattern you will encounter when writing your own advancements.
All three belong to the customadvancements namespace. If you deleted them and want them back, remove the customadvancements/customadvancements/ folder and restart the game — the mod recreates it with the examples inside.
1. Root Advancement — root.json
A root advancement defines an entirely new tab in the advancements screen. It has noparent field, and its display block must include a background or the file is rejected by the loader. The minecraft:tick trigger fires every game tick, so the root completes silently the moment any player logs in.
root.json
background— A plain resource location pointing atcustomadvancements/data/textures/logo.png, the texture the mod ships with. Minecraft tiles it across the tab panel. See Background Types.show_toast: falseandannounce_to_chat: false— A root advancement that completes on every login should never fire notifications; these two flags suppress both the toast overlay and the chat broadcast.hidden: false— The root is always visible in its tab, so there is no reason to hide it.minecraft:ticktrigger — The simplest possible trigger. Noconditionsblock is needed because the tick trigger always fires unconditionally.- No
parent— Omitting the field is what makes this advancement a root and gives it its own tab.
2. Simple Task — example.json
This is a standard child advancement linked to the root above. It completes as soon as dirt appears anywhere in the player’s inventory, triggering a toast and a chat announcement.example.json
parent: "customadvancements:root"— Links this advancement as a child ofroot.json. The resource location is the namespace (customadvancements) plus the file name without the.jsonextension (root).frame: "task"— Renders the standard square frame around the icon. Use"goal"for a rounded frame or"challenge"for a star frame on more difficult objectives.minecraft:inventory_changedtrigger — Fires whenever the player’s inventory changes. Theconditions.itemsarray narrows it to only fire when at least oneminecraft:dirtitem is present.- No
requirementsfield — with only one criterion, omittingrequirementsmeans that single criterion must be satisfied, which is equivalent to[["requirement"]].
3. Task with Rewards — back_to_the_roots.json
This advancement chains offexample.json and requires the player to kill an adult zombie while holding rotten flesh in their main hand. On completion it grants 50 experience points.
back_to_the_roots.json
minecraft:player_killed_entitytrigger — Fires when the player lands the killing blow on an entity.conditions.entity— An array of condition objects the killed entity must match. The single entry here usesminecraft:entity_propertiesto assert that the entity is aminecraft:zombieand is not a baby (is_baby: false).conditions.killing_blow— Inspects the damage source. Thedirect_entity.equipment.mainhand.itemsarray requires the player to be holdingminecraft:rotten_fleshin their main hand when the kill lands.requirements— Explicitly lists the single criterion. With only one criterion this is optional, but it is good practice to include it for clarity.rewards.experience: 50— Awards 50 XP points directly to the player on completion. See Criteria for the other reward types.
Matching Language File
All three examples usetranslate keys rather than literal text. The mod also copies four language files into customadvancements/data/lang/; the English one supplies every key used above:
customadvancements/data/lang/en_us.json
Using Vanilla Advancements as Templates
Writing advancement JSON from scratch can be tedious when you are not sure what a complexconditions block should look like. The /ca generate advancement all command exports every currently loaded advancement — vanilla and modded alike — as ready-to-edit JSON files placed into customadvancements/<namespace>/<path>.json, then reloads automatically.