Enabling progression
SetadvancementProgression = true in config/customadvancements.toml to switch on the system globally. No other option is required; the remaining settings below let you fine-tune scope and behavior.
config/customadvancements.toml
Recipe advancements (
recipes/ path) are never subject to progression gating regardless of this setting, so crafting discovery notifications are unaffected.advancementProgressionMode
This enum controls the scope of the progression system — which namespaces and mods are gated behind their parents.
enum
default:"ALL"
Accepted values:
ALL— Every advancement from every namespace and every mod is subject to progression gating. This is the most restrictive mode.MODS— Applies progression gating to all mods except those listed inmodBlacklist(blacklist mode). WhenmodBlacklistIsWhitelist = true, only advancements from mods listed inmodBlacklistare gated, and all other mods are left ungated.MINECRAFT— Only advancements in theminecraft:namespace are gated. All mod-added advancements are unaffected.CUSTOM_ADVANCEMENTS— Only advancements in thecustomadvancements:namespace (advancements you have added yourself via the custom advancements folder) are gated.
modBlacklist and modBlacklistIsWhitelist
These two options are only meaningful when advancementProgressionMode = MODS. They let you name specific mods that should be included in or excluded from progression gating.
list of strings
default:"[]"
A list of mod IDs (e.g.
"create", "alexsmobs") that interact with the progression system. Whether they are excluded or exclusively included depends on modBlacklistIsWhitelist.boolean
default:"false"
When
false (default), mods 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 mods are gated; all others are free.config/customadvancements.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 in the list uses the format "parent_id -> child_id". The mod reads the -> separator and 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.
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.toml
resetAdvancementProgressOnDeath
boolean
default:"false"
When
true, every criterion of every advancement is revoked for a player the moment they die. The player is notified in chat. Combined with advancementProgression = true, this forces them to work through the entire progression tree again from the beginning.config/customadvancements.toml
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.toml