> ## Documentation Index
> Fetch the complete documentation index at: https://customadvancements-wiki.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Advancement Progression System Configuration Guide

> Gate advancements behind their parents with Custom Advancements' progression system — configure scope, connected advancements, and death resets.

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

***

## Enabling progression

Set `advancementProgression = 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.

```toml config/customadvancements.toml theme={null}
["Config for Custom Advancements"]

    advancementProgression = true
```

When the system is active, earning a gated advancement while its parent is incomplete silently fails — the criteria are not awarded.

<Note>
  Recipe advancements (`recipes/` path) are never subject to progression gating regardless of this setting, so crafting discovery notifications are unaffected.
</Note>

***

## `advancementProgressionMode`

This enum controls the **scope** of the progression system — which namespaces and mods are gated behind their parents.

<ParamField path="advancementProgressionMode" type="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 in `modBlacklist` (blacklist mode). When `modBlacklistIsWhitelist = true`, only advancements from mods listed in `modBlacklist` are gated, and all other mods are left ungated.
  * **`MINECRAFT`** — Only advancements in the `minecraft:` namespace are gated. All mod-added advancements are unaffected.
  * **`CUSTOM_ADVANCEMENTS`** — Only advancements in the `customadvancements:` namespace (advancements you have added yourself via the custom advancements folder) are gated.
</ParamField>

***

## `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.

<ParamField path="modBlacklist" type="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`.
</ParamField>

<ParamField path="modBlacklistIsWhitelist" type="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.
</ParamField>

**Example — gate only specific mods:**

```toml config/customadvancements.toml theme={null}
["Config for Custom Advancements"]

    advancementProgression = true
    advancementProgressionMode = "MODS"

    # Gate only Create and Botania advancements behind their parents
    modBlacklist = ["create", "botania"]
    modBlacklistIsWhitelist = true
```

***

## `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:**

| Virtual parent                     | Child (root)            | Effect                                                             |
| ---------------------------------- | ----------------------- | ------------------------------------------------------------------ |
| `minecraft:story/follow_ender_eye` | `minecraft:end/root`    | The End tab is locked until *Eye Spy* is completed                 |
| `minecraft:story/form_obsidian`    | `minecraft:nether/root` | The Nether tab is locked until *We Need to Go Deeper* is completed |

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:**

```toml config/customadvancements.toml theme={null}
["Config for Custom Advancements"]

    advancementProgression = true

    connectedAdvancementsList = [
        # Vanilla defaults
        "minecraft:story/follow_ender_eye -> minecraft:end/root",
        "minecraft:story/form_obsidian -> minecraft:nether/root",
        # Custom: require killing the Ender Dragon before Create advancements unlock
        "minecraft:end/kill_dragon -> create:main/root",
        # Custom: gate Botania behind reaching the Nether
        "minecraft:nether/root -> botania:main/root"
    ]
```

<Tip>
  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 advancement entry to link it to the vanilla starting point — giving you complete control over the entire player journey.
</Tip>

***

## `resetAdvancementProgressOnDeath`

<ParamField path="resetAdvancementProgressOnDeath" type="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.
</ParamField>

```toml config/customadvancements.toml theme={null}
["Config for Custom Advancements"]

    resetAdvancementProgressOnDeath = true
```

<Warning>
  Death resets are permanent and immediate. There is no grace period or confirmation. Make sure players understand this mechanic before enabling it on a live server.
</Warning>

***

## 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.

```toml config/customadvancements.toml theme={null}
["Config for Custom Advancements"]

    # Enable the progression system
    advancementProgression = true

    # Gate all advancements across every mod
    advancementProgressionMode = "ALL"

    # Connect dimension roots to the main story line
    connectedAdvancementsList = [
        "minecraft:story/follow_ender_eye -> minecraft:end/root",
        "minecraft:story/form_obsidian -> minecraft:nether/root"
    ]

    # Wipe progress when the player dies
    resetAdvancementProgressOnDeath = true

    # Mod-scope options (unused when mode is ALL)
    modBlacklist = []
    modBlacklistIsWhitelist = false
```
