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Progression and Teams

Mikaaah edited this page Oct 19, 2026 · 3 revisions

Progression and Teams

Progression modes

Mode Behavior
ADVANCEMENTS Unlock from configured advancements; checks existing progress on login and successful reload. Any listed advancement unlocks its tier.
FTB_QUESTS Only commands grant progress. Use quest Command Rewards; no hard FTB dependency.
MANUAL Only commands grant progress. Suitable for another quest or scripting system.
OFF Every player has the highest configured tier. Identification remains available.

Set identification_enabled to false to disable redemption. Set share_ftb_teams to false for individual progression. Optional team integration falls back to personal progress if the FTB Teams API is unavailable and logs a warning.

Behavior and boundaries

  • Tokens keep their recorded rank and display name after player progression changes. Weapon definitions are evaluated when identified, so editing a pool also changes the potential result of existing tokens.
  • Failed identification keeps the token. A full inventory drops newly awarded tokens/results safely when necessary.
  • Tier grants are persistent per world, personal UUID and optionally current FTB team UUID. Leaving a team retains your own earned progress; a team-only rank does not become personal progress.
  • Resets affect the current team's shared rank, but do not erase other members' personal progress. In advancement mode, qualifying advancements can restore ranks on login/reload. Use manual/quest mode for a persistent administrative rollback.
  • Numeric tier ranks are save identities. Renaming a tier is safe; renumbering ranks changes the meaning of existing player data and tokens. Back up the world before changing rank assignments.
  • Client tooltips use the tier name stored on awarded tokens. Server configuration determines redemption; clients do not need a copy of the server's weapon configuration.

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