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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.
| 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.
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.
| 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.
| 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.
| 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.
Taskbound 1.0.0 by voidanomaly. Wiki home · GitHub repository.