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Objective Reference

VoidAnomaly edited this page Nov 1, 2026 · 1 revision

Objective reference

This page is for configuring task JSON. For player-facing behavior, see Task types and rules.

Every objective has a type, parameters, difficulty_components, and required_capabilities. Use a positive integer parameters.required_count, not a field named count. Use the matching minecraft:<type> capability on the objective and template. Unknown parameter names are rejected when definitions load.

For complicated tasks, copy a shipped template and change it gradually. Keep its description, counts, order, and requirements consistent. All 23 objective types used by the release are listed below.

Basic objectives

Type Target fields Behavior
kill_entity entity, entity_tag, or hostile_only: true; optional method: "melee" Credited kills
catch_item fish_item or fish_item_tag Actual fishing catches
craft_item item Personally crafted output units
gather_block block Direct block breaking
harvest_crop block Mature wheat or cocoa harvests
enchant_item item; optional method, required_enchantment, minimum_enchantment_level Table/anvil enchantments; method is table or anvil
challenge_action action; optional minimum_distance shield_block, shield_block_skeleton_arrows, shield_block_piglin, or bow_hit_on_hostile

Resource and tag IDs use namespace:path. Tag values have no leading #. The corresponding items, entities, blocks, and tags must exist on the server.

Shared context

Put these inside the individual objective's parameters, not variant conditions:

Fields Requirement
required_dimension Dimension ID
required_biome, required_biome_tag Biome ID or tag
required_structure, required_structure_tag Structure ID or tag
required_time day or night
required_weather rain, snow, clear, or thunder
min_y, max_y Height limits
required_effect, minimum_effect_amplifier Effect and minimum zero-based amplifier; amplifier 1 means level II
required_effect_extra, minimum_effect_extra_amplifier A second effect requirement
max_health Maximum current health
required_weapon, required_weapon_tag Weapon ID or tag
required_tool, required_tool_tag Tool ID or tag
tool_enchantment, minimum_tool_enchantment_level Tool enchantment and minimum level

Day uses ticks 0-11999 and night 13000-22999. Context is checked at the relevant action location. Fishing uses the hook, brewing uses the stand when the cycle finishes, and placement uses the placed block. Rain/snow depend on local precipitation; fishing rain must reach the hook. structure_exit is the exception: it accepts only required_structure and required_count: 1.

Production and hand-ins

Type Required selection Additional options
brew_potion item and potion provenance_stage marks outputs for this task's later hand-in
tracked_fish fish_item, fish_item_tag, or treasure: true same_rod, rod_enchantment_extra, minimum_rod_enchantment_extra_level; usual tool enchantment fields
tracked_enchant item, nonempty required_enchantments, required_count: 1 provenance_stage
hand_in_item item, required_count potion, required_enchantments, provenance_stage

For brewing, item is minecraft:potion, minecraft:splash_potion, or minecraft:lingering_potion; potion is its potion registry ID. The player must supply the final ingredient and remain online through completion. Taking a stored bottle or using only hopper insertion does not qualify.

Tracked fishing captures rod enchantments at casting. treasure: true checks the fishing treasure loot source. same_rod binds the physical rod at the first qualifying catch; identical replacements do not count. Do not use item to choose tracked catches; use fish_item.

required_enchantments maps enchantment IDs to minimum positive levels, for example {"minecraft:sharpness": 4, "minecraft:unbreaking": 3}. Tracked enchanting requires gains during this accepted task on the same physical item, not pre-existing enchantments combined across several items.

A matching provenance_stage on a production objective and hand-in requires that task's produced item. Plain hand-ins can use stockpiled supplies. Put all hand-ins after other work and keep them within the 36-stack submission limit.

Gathering and crafting

Type Required fields Options or constraints
harvest_berries block: "minecraft:cave_vines", required_count Pick ripe glow berries; do not break the vine
tracked_gather block, required_count natural, same_structure, guard_warden
tracked_craft item, required_count same_structure, guard_warden
place_crafted item, required_count, provenance_stage same_structure, guard_warden
activate_crafter item: "minecraft:crafter", required_count, provenance_stage That crafted and placed crafter must produce a valid recipe result
structure_exit required_structure, required_count: 1 Leave the particular structure recorded by the task; no other context fields

For crafted placement/activation, provenance_stage refers to the producing objective's generated key, such as objective_0. Objective numbers follow their list order. Complete the crafting phase before placing its outputs; old stock cannot substitute.

natural: true is supported only for calcite, ancient debris, deepslate diamond ore, and sculk catalysts. Observed placements and piston moves are tracked so ordinary re-placement does not count as a natural source. Blocks already present before tracking started cannot have their complete history reconstructed.

same_structure: true requires required_structure and binds one particular structure. guard_warden: true requires both fields and disallows awakening a Warden for that guarded city task. It is the responsible player's spawn that matters, not another player's nearby Warden. A delayed shrieker response must resolve before a guarded departure or claim can finish.

Use phases for craft-then-place tasks. Losing or placing required outputs too early may require abandoning and starting a new attempt.

Combat and encounters

Type Required selection Additional fields
travel_distance mode: swim, sprint, or boat Count is distance in blocks
survive_fall Positive minimum_fall_distance Actual damaging fall followed by survival
combat_action action Optional entity, hostile_only
trial_encounter required_count ominous, distinct_spawners, armor_set, weapons, no_healing, no_potions, no_totem, no_death, guard_from_acceptance
dragon_encounter action: bow_crystal or sword_finish Bound to the same dragon attempt
tracked_kill entity, required_count method: melee or projectile (arrow); same_weapon, no_death_after_start, bind_structure, prevent_departure

Combat actions are critical_hit, ghast_fireball_deflection, returned_ghast_fireball_kill, and raid_pillager_kill. Criticals require actual damaging melee hits; a returned ghast fireball must kill its original ghast. Boat movement requires controlling the boat with an active paddle.

For trials, omitted ominous allows either kind; distinct_spawners requires different spawner positions. Supported equipment values are armor_set: "full_iron" and weapons: "iron_sword_and_shield". Full iron means all four armor pieces; the shield stays in the off hand and player-caused damage must use iron-sword melee. Restrictions begin with the qualifying attempt and can remain active between encounters. guard_from_acceptance starts the no-death rule on acceptance.

no_healing prevents the player's healing consumables, including golden apples, healing/regeneration potions, and suspicious stew. Ordinary food regeneration remains allowed. no_potions also prevents other drinkable, splash, and lingering potions. Totems have their own rule.

Dragon bow objectives count unique original fight crystals, not later player-added replacements. The sword finish requires the same dragon's lethal sword attack. Structure-bound tracked kills need required_structure; prevent_departure fails an unfinished sequence if the player leaves that recorded structure. A same-weapon task requires the actual bound weapon, not an identical replacement.

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