customadvancements/customadvancements/ on its first launch. 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 files belong to the customadvancements namespace. If you deleted them, recreating them in .minecraft/customadvancements/customadvancements/ will load them again on the next /ca reload.
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 to fill the tab panel. The minecraft:tick trigger fires every game tick, so the root completes silently the moment any player logs in.
root.json
background— Points at the bundledscreenshot.pngincustomadvancements/data/textures/. Required on every root advancement; a root without it fails validation and is skipped.largeBackground: true— Switches on the mod’s own renderer so the image is drawn once across the whole panel instead of being tiled at 16×16 like a vanilla background.shouldBgClip: trueandbgRatio: 1.7208029197— Keep the image’s real proportions and crop the overflow rather than stretching it. The ratio is the screenshot’s own width divided by its height. See Backgrounds.show_toast: falseandannounce_to_chat: false— Root advancements that complete on every login should never fire notifications; these two flags suppress both the toast overlay and the chat broadcast.minecraft:ticktrigger — The simplest possible trigger. Noconditionsblock is needed because the tick trigger always fires unconditionally.- No
parent— This is what makes the 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 path 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
background— Child advancements do not own a tab, so the field would have no effect and is simply left out. - 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 any 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.- Chained
parent— Pointing atcustomadvancements:examplerather than the root makes this a third level in the tree, so the player must work throughexample.jsonfirst if progression gating is enabled.
Translating the Example Tree
All three files usetranslate components rather than hardcoded strings, and the mod ships matching language files in customadvancements/data/lang/. The English one reads:
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 mod alike — as ready-to-edit JSON files placed directly into customadvancements/, grouped by namespace.