customadvancements/data/textures/ folder and registers them with the game’s resource manager under the customadvancements namespace. This lets you use your own artwork as an advancement tab background without building a resource pack — you drop a .png file in the folder and reference it from your advancement JSON.
Folder Location
Place your image files inside thecustomadvancements/ folder in your game directory, under data/textures/:
logo.png is copied into it, so there is always at least one working texture available.
Supported File Type
Only PNG files are loaded. The texture loader checks each file name for a.png ending; any other file is skipped and logged as:
Subfolders inside
data/textures/ are not scanned — keep your image files directly in data/textures/.Referencing a Texture in an Advancement
Textures in this folder are registered under thecustomadvancements namespace using the format:
my_background.png is therefore referenced as customadvancements:textures/my_background.png.
To use it as a tab background, set the background field in a root advancement’s display block:
customadvancements/customadvancements/root.json
When Textures Are Loaded
Textures are read at startup and again on every/ca reload, so you can add or replace an image and pick it up without restarting the game. If an advancement references a texture the mod cannot find, it logs a warning naming both the advancement file and the expected texture location, and the tab falls back to Minecraft’s default background.
Textures are loaded and rendered on the client. In multiplayer, each player needs the mod installed and their own copy of the texture files in
customadvancements/data/textures/ to see your custom backgrounds — this version does not transfer texture files from the server to connecting clients. Ship the folder alongside your modpack so every player has the same files.