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Custom Advancements loads image files directly from your customadvancements/data/textures/ folder and registers them as textures the game can draw, so you can use your own artwork as an advancement background without building a resource pack. Drop the file in the folder, reference it by resource location, and the mod handles the rest.

Folder Location

Place your image files inside the customadvancements/ folder in your game directory, under data/textures/:
The data/ folder is excluded from advancement scanning, so the mod never tries to parse your images as advancement JSON.
The first time this folder is created, the mod copies two example images into it — logo.png and screenshot.png. The bundled root.json example uses screenshot.png as its background, so you have a working reference to compare against before creating your own.

Supported File Types

The following file extensions are recognized by the texture loader. The check is case-insensitive. Files with any other extension are skipped with a warning in the log. PNG is the safest choice for advancement backgrounds — it is lossless, widely supported, and handles transparency correctly.

Referencing a Texture in an Advancement

Textures in the data/textures/ folder are registered under the customadvancements namespace with a textures/ path prefix:
The file extension is part of the resource location. A file named my_background.png is 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/my_root.json
By default the texture is tiled in 16×16 pixel steps, exactly like vanilla advancement backgrounds. The three extra fields above (largeBackground, shouldBgClip, and bgRatio) make the mod draw your image once, scaled to fill the whole panel at its correct proportions instead. See Backgrounds for the complete reference.
If the file is missing or the resource location is wrong, the mod logs a warning naming the advancement and the location it tried to load, and the tab renders with the missing-texture checkerboard or no background at all. The most common mistake is omitting the textures/ segment or the file extension from the resource location.

How Textures Reach the Client

Texture loading in Custom Advancements 4.7.5 runs client-side only. Each client reads the images from its own customadvancements/data/textures/ folder — the server does not transmit them over the network.
On a multiplayer server this means every player who should see your custom backgrounds needs two things locally: the Custom Advancements mod, and the image files in their own customadvancements/data/textures/ folder. A player without them sees the vanilla default background instead. Advancement loading, removal, and progression are unaffected — those are enforced server-side for everyone.
The practical answer for a modpack is to ship the whole customadvancements/ folder in your pack’s overrides layer, so every player installs with the textures already in place. See Installation.

Sizing Your Images

Advancement background images are drawn into a panel a few hundred pixels across, so there is nothing to gain from very large files — and a real cost to them, since the mod reads every image in the folder at load time.
A resolution of 512×512 or 1024×576 is more than enough for a full-panel background. Export a compressed PNG rather than an uncompressed or full-resolution photograph; at the size it is displayed, the difference is invisible in-game.
When you use shouldBgClip, set bgRatio to the image’s real width divided by its real height, or the image will be cropped more or less than you intended. See Backgrounds for a table of common ratios.

Applying Changes

Adding, replacing, or deleting a texture file takes effect on the next /ca reload or on the next game start. See Commands.