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Custom Advancements includes a server-side progression system that turns the advancement tree into an actual prerequisite chain. When it is enabled, a player cannot earn an advancement until its parent advancement has been completed. This transforms what is normally a loose achievement log into a structured, gated progression — useful for RPG-style modpacks, adventure maps, and skill trees.

Enabling progression

Set advancementProgression = true in config/customadvancements-common.toml to switch the system on. No other option is required; the settings below fine-tune its scope and behavior.
config/customadvancements-common.toml
When the system is active, earning a gated advancement while its parent is incomplete simply fails — the criteria are not granted and the player sees no error message. That silence is expected behavior, not a bug.
Recipe advancements (those whose path contains recipes/) are never subject to progression gating, so recipe-book unlocks keep working normally.

advancementProgressionMode

This enum controls the scope of the progression system — which namespaces are gated behind their parents.
enum
default:"ALL"
Accepted values:
  • ALL — Every advancement from every namespace is gated. This is the most restrictive mode.
  • MODS — Gating is decided per namespace using modBlacklist. With modBlacklistIsWhitelist = false, every namespace except those listed is gated; with modBlacklistIsWhitelist = true, only the listed namespaces are gated.
  • MINECRAFT — Only advancements in the minecraft: namespace are gated. Mod-added advancements are unaffected.
  • CUSTOM_ADVANCEMENTS — Only advancements in the customadvancements: namespace (the ones you added yourself) are gated.
MODS mode treats minecraft as just another namespace. With an empty modBlacklist, vanilla advancements are gated too. Add "minecraft" to modBlacklist if you want to leave the vanilla trees ungated.

modBlacklist and modBlacklistIsWhitelist

These two options are only meaningful when advancementProgressionMode = MODS. They let you name the namespaces that should be included in or excluded from progression gating.
list of strings
default:"[]"
A list of mod IDs (for example "botania", "quark") that interact with the progression system. Whether they are excluded or exclusively included depends on modBlacklistIsWhitelist. Entries must be namespaces that at least one loaded advancement belongs to.
boolean
default:"false"
When false (default), the namespaces in modBlacklist are excluded from progression gating — their advancements can be earned at any time. When true, the list becomes a whitelist: only advancements from the listed namespaces are gated; all others are free.
Example — exclude a few mods from gating:
config/customadvancements-common.toml
Example — gate only one mod:
config/customadvancements-common.toml

connectedAdvancementsList

Every advancement tree has a root — an advancement with no parent. Because root advancements have no parent to gate them, they would always be immediately earnable even when progression is enabled. connectedAdvancementsList solves this by adding virtual parent links between advancements in different trees. Each entry uses the format "parent_id -> child_id". The mod treats the left-hand advancement as a required prerequisite for the right-hand advancement, even though no such relationship exists in the advancement JSON files.
The separator must be written as a space, ->, and another space. The parser reads the position of -> and assumes exactly one space on each side, so "parent->child" or extra spacing breaks the entry.
A virtual link is only consulted for advancements that have no real parent. Pointing one at an advancement that already sits inside a tree has no effect — that advancement is already gated by its own parent. Default connections: These defaults model the natural game progression: players must reach the relevant story milestone before the corresponding dimension’s advancement tab opens up. Custom connections example:
config/customadvancements-common.toml
Combine connectedAdvancementsList with your own advancements in the customadvancements folder to build a fully custom RPG progression tree. Place a hand-crafted root advancement at the top of your tree, then use a connected entry to link it to a vanilla milestone — giving you control over the entire player journey.

resetAdvancementProgressOnDeath

boolean
default:"false"
When true, every completed criterion of every advancement is revoked for a player when they die, and the player is told in chat that their progress was reset. Combined with advancementProgression = true, this forces them to work through the entire progression tree again from the beginning.
config/customadvancements-common.toml
Death resets are permanent and immediate — the wipe happens as the player respawns, with no grace period or confirmation. Make sure players understand this mechanic before enabling it on a live server.

Complete example — gated modpack with death penalty

This configuration gates every advancement in the game behind its parent, locks the Nether and End tabs behind story milestones, and wipes all progress on death.
config/customadvancements-common.toml
For every option in the file, see Config File.