Repository navigation
Progression and Teams
Mikaaah edited this page Oct 19, 2026
·
3 revisions
| 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.
- 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.
Download · Source · Report an issue
A Towns & Kingdoms mod for Minecraft 1.21.1 / NeoForge.