Advancement



Advancements are a way to gradually guide new players into Minecraft and give them challenges to complete, similar to the more simple system of achievements in the Legacy Console Edition, Bedrock editions, and New Nintendo 3DS Edition.

Obtaining
Advancements can be completed in any game mode, and are obtained and saved per world. Advancements can also be granted (and revoked) using the command.

Although advancements guide players logically through the game, they are independent of each other; an advancement can be completed without having completed the advancements "before" it.

When an advancement is obtained, a sliding toast notification displays in the top right corner and a message will be displayed in chat. The color of the header text in the notification depends on the advancement; normal and goal advancements have yellow header text, while challenge advancements have pink header text. Completing a normal advancement will make the header text display "Advancement Made!", completing a goal advancement will result in a "Goal Reached!" header and a challenge advancement will give "Challenge Complete!".

Interface


The button to access the Advancements screen is found on the pause menu screen. You can also open this screen by pressing (this can be changed in the in-game options menu).

The advancement system involves several trees composed of advancements, each tree beginning with a root advancement and ending with goal or challenge advancements. By clicking and dragging, you can view different branches of an advancement tree. Each tree is categorized into different tabs (which are, themselves, advancements). There are currently five tabs in vanilla Minecraft (although more may be added ):


 * Minecraft: The heart and story of the game.
 * Adventure: Adventure, exploration, and combat.
 * Nether: Bring summer clothes.
 * The End: Or the beginning?
 * Husbandry: The world is full of friends and food.

Each tab has a different background with a repeating texture.

Advancement icons display a header name and description when hovered over. The advancement descriptions are a separate color than the icons themselves, with normal and goal advancements having green descriptions and challenge advancements having purple ones. They only appear in a tree when the advancement before it is completed, although, as stated before, advancements can be completed in any order. Up to 2 advancements are displayed ahead of a completed one.

If the player has not completed any advancements, the interface will show a black background with white text reading "There doesn't seem to be anything here... :(".

The icon frames of advancements can vary in appearance based on difficulty, and whether or not it was completed. A legend is provided below:

Extra advancements and tabs can be added and customized with the use of JSON files, as detailed below.

JSON Format
Custom advancements in data packs of a Minecraft world store the advancement data for that world as separate JSON files.

All advancement JSON files are structured according to the following format:


 * The root tag.
 * : The optional display data.
 * : The data for the icon.
 * : The item id.
 * : The nbt data of the item.
 * : The title for this advancement.
 * : A JSON text component (containing text and formatting like used in /tellraw and various other commands. Also translate tag can be used here).
 * : The optional type of frame for the icon.  for a tile with a more fancy spiked border as it is used for the kill all mobs advancement,   for a tile with a rounded border as it is used for the full beacon advancement,   for a normal tile (default.)
 * : The optional directory for the background to use in this advancement tab (only used for the root advancement).
 * : The description of the advancement.
 * : A JSON text component (containing text and formatting like used in and various other commands. Also translate tag can be used here).
 * : Can be  or  . Whether or not to show the toast pop up after completing this advancement. Defaults to true.
 * : Can be  or  . Whether or not to announce in the chat when this advancement has been completed. Defaults to true.
 * : Can be  or  . Whether or not to hide this advancement and all its children from the advancement screen until this advancement have been completed. Has no effect on root advancements themselves, but will still affect all their children. Defaults to false.
 * : The optional parent advancement directory of this advancement. If this field is absent, this advancement is a root advancement. Circular reference will cause a loading failure.
 * : The required criteria that have to be met.
 * : A name given to the criterion (can be any string, must be unique).
 * : The trigger for this advancement; specifies what the game should check for the advancement.
 * : All the conditions that need to be met when the trigger gets activated.
 * : An optional list of requirements (all the  ). If all criteria are required, this may be omitted. With multiple criteria: requirements contains a list of lists with criteria (all criteria need to be mentioned). If all of the lists each have any criteria met, it will complete the advancement. (basically AND grouping of OR groups)
 * : An optional collection of the rewards provided when this advancement is obtained.
 * : A list of crafting recipes (strings).
 * : A list of loot tables (strings).
 * : An amount of experience.
 * : A function to run. Functions are text files with the file extension  in the datapacks.

Display
Within the root tag of an advancement JSON object, the  field and the   field, both optional, are related to the display of the advancement.

If the  object is present, it must have both the   and   fields present in order to be a valid advancement display data.

The  field, albeit not directly associated with the display data of an advancement, only affects the display data effectively. When an advancement does not have a display data and none of its children has a display data, the  of the advancement has no effect to the advancement itself.

Tab creation
To create a tab in the advancement menu, define a root advancement (an advancement without a parent) with a display. When the data pack containing the advancement is loaded, the root advancement will have a tab in the advancement menu when any of the advancements in its advancement tree is granted to the player viewing the menu.

When a background is not specified for a root advancement, the tab will still be created. However, the background of the tab will be the missing texture.

Presence
For a non-root advancement (i.e. an advancement with a parent defined), these conditions must be met in order to have it displayed in a tab when unlocked:
 * 1) Its root advancement must be a valid tab.
 * 2) It must have a display.

Position
The game will automatically arrange advancements and position them when it loads advancements from data packs and send the arrangement to the client. Each advancement will have an arrow from its closest visible ancestor (i.e. if its parent does not have a display, it will have a link from its grandparent, so on). The root advancement will be on the leftmost column while each arrow will point to an advancement in the next column.

Lack of Display
Some advancements, such as the vanilla recipe unlocking advancements, may lack a display so that they can utilize triggers and rewards instead of excessive commands or functions for more functionalities and a more flexible control. These advancements should not have  or   fields defined in order to hide from users and enjoy a better loading performance.

minecraft:bred_animals
Triggers after the player breeds 2 animals. Available conditions:
 * : The child that results from the breeding.
 * : The parent.
 * : The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
 * : The parent.
 * : The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
 * : The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)

An example

minecraft:brewed_potion
Triggers after the player takes any item out of a brewing stand. Available conditions: An example
 * : A brewed potion ID.
 * : A brewed potion ID.

minecraft:changed_dimension
Triggers after the player travels between two dimensions. Available conditions: An example
 * : The dimension the entity traveled from. Accepts these 3 values.
 * : The dimension the entity traveled to. Same accepted values as above.
 * : The dimension the entity traveled to. Same accepted values as above.

minecraft:channeled_lightning
Triggers after the player successfully uses the Channeling enchantment on an entity. Available conditions:
 * : The victims hit by the lightning summoned by the Channeling enchantment. All entities in this list must be hit.
 * : The victims hit by the lightning summoned by the Channeling enchantment. All entities in this list must be hit.

minecraft:construct_beacon
Triggers after the player changes the structure of a beacon. (When the beacon updates itself). Available conditions: An example
 * : The tier of the updated beacon structure.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

minecraft:consume_item
Triggers when the player consumes an item. Available conditions: An example
 * : The item that was consumed
 * : The item that was consumed

minecraft:cured_zombie_villager
Triggers when the player cures a zombie villager. Available conditions: An example
 * : The villager that is the result of the conversion. The 'type' tag is redundant since it will always be "villager".
 * : The zombie villager right before the conversion is complete (not when it is initiated). The 'type' tag is redundant since it will always be "zombie_villager".
 * : The zombie villager right before the conversion is complete (not when it is initiated). The 'type' tag is redundant since it will always be "zombie_villager".
 * : The zombie villager right before the conversion is complete (not when it is initiated). The 'type' tag is redundant since it will always be "zombie_villager".

minecraft:effects_changed
Triggers after the player gets a status effect applied or taken from them. Available conditions: An example
 * : A list of status effects the player has.
 * : A status effect with the key name being the status effect name.
 * : The effect amplifier.
 * : The maximum value.
 * : The minimum value.
 * : The effect duration in ticks.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The minimum value.

minecraft:enchanted_item
Triggers after the player enchants an item through an enchanting table (does not get triggered through an anvil, or through commands). Available conditions: An example
 * : The item after it has been enchanted.
 * : The levels spent by the player on the enchantment.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The minimum value.

minecraft:enter_block
Triggers when the player stands in a block. Checks every tick and will try to trigger for each successful match (up to 8 times, the maximum amount of blocks a player can stand in), which only works if the advancement is revoked from within the advancement using a function reward. Available conditions: An example
 * : The block that the player is standing in. Accepts block IDs.
 * : The block states of the block.
 * : A single block state, with the key name being the state name and the value being the required value of that state.
 * : A single block state, with the key name being the state name and the value being the required value of that state.

minecraft:entity_hurt_player
Triggers after a player gets hurt. Available conditions: An example
 * : Checks the damage done to the player.
 * : Checks the damage done to the player.

minecraft:entity_killed_player
Triggers after an entity kills a player. Available conditions: An example
 * : Checks the entity that was the source of the damage that killed the player (for example: The skeleton that shot the arrow).
 * : Checks the type of damage that killed the player.
 * : Checks the type of damage that killed the player.
 * : Checks the type of damage that killed the player.

minecraft:filled_bucket
Triggers after the player fills a bucket. Available conditions:
 * : The item resulting from filling the bucket.
 * : The item resulting from filling the bucket.

minecraft:fishing_rod_hooked
Triggers after the player successfully catches an item with a fishing rod or pulls an entity with a fishing rod. Available conditions:
 * : The entity that was pulled.
 * : The item that was caught.
 * : The fishing rod used.
 * : The item that was caught.
 * : The fishing rod used.
 * : The fishing rod used.

minecraft:impossible
Triggers only using commands. An example

minecraft:inventory_changed
Triggers after any changes happen to the player's inventory. Available conditions: An example
 * : A list of items in the player's inventory. All items in the list must be in the player's inventory, but not all items in the player's inventory have to be in this list.
 * : The amount of slots empty in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots completely filled (stacksize) in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots occupied in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The amount of slots occupied in the inventory.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

minecraft:item_durability_changed
Triggers after any item in the inventory has been damaged in any form. Available conditions: An example
 * : The difference in durability.
 * : The maximum value.
 * : The minimum value.
 * : The remaining durability of the item.
 * : The maximum value.
 * : The minimum value.
 * : The item before it was damaged, allows you to check the durability before the item was damaged.
 * : The maximum value.
 * : The minimum value.
 * : The item before it was damaged, allows you to check the durability before the item was damaged.

minecraft:levitation
Triggers when the player has the levitation status effect. Available conditions: An example
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The duration of the levitation in ticks.
 * : The maximum value.
 * : The minimum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The duration of the levitation in ticks.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

minecraft:location
Triggers every 20 ticks (1 second) and checks where the player is. Available conditions: An example

minecraft:nether_travel
Triggers when the player travels to the Nether and then returns to the Overworld. Available conditions: An example
 * : The overworld distance between where the player entered the Nether and where the player exited the Nether.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.
 * : The maximum value.
 * : The minimum value.

minecraft:placed_block
Triggers when the player placed a block. Available conditions: An example
 * : The block that was placed. Accepts block IDs.
 * : The item that was used to place the block before the item was consumed.
 * : The location of the block that was placed.
 * : The block states of the block.
 * : A single block state, with the key name being the state name and the value being the required value of that state.
 * : The block states of the block.
 * : A single block state, with the key name being the state name and the value being the required value of that state.
 * : A single block state, with the key name being the state name and the value being the required value of that state.

minecraft:player_hurt_entity
Triggers after the player hurts a mob or player. Available conditions: An example
 * : The damage that was dealt
 * : The entity that was damaged.
 * : The entity that was damaged.
 * : The entity that was damaged.

minecraft:player_killed_entity
Triggers after a player is the source of a mob or player being killed. Available conditions: An example
 * : The entity that was killed.
 * : The type of damage that killed an entity.
 * : The type of damage that killed an entity.
 * : The type of damage that killed an entity.

minecraft:recipe_unlocked
Triggers after the player unlocks a recipe (using a knowledge book for example). Available conditions: An example
 * : The recipe that was unlocked.
 * : The recipe that was unlocked.

minecraft:slept_in_bed
Triggers when the player enters a bed. Available conditions: An example

minecraft:summoned_entity
Triggers after an entity has been summoned. Works with iron golems (pumpkin and iron blocks), snow golems (pumpkin and snow blocks), the ender dragon (ender crystals) and the wither (wither skulls and soul sand). Using dispensers to place the wither skulls or pumpkins will still activate this trigger. Spawn eggs, commands and mob spawners will not work however. Available conditions: An example

minecraft:tame_animal
Triggers after the player tames an animal. Available conditions: An example
 * : Checks the entity that was tamed.
 * : Checks the entity that was tamed.

minecraft:tick
Triggers every tick (20 times a second). An example

minecraft:used_ender_eye
Triggers when the player uses an eye of ender (in a world where strongholds generate). Available conditions: An example
 * : The horizontal distance between the player and the stronghold.
 * : A maximum value.
 * : A minimum value.
 * : A maximum value.
 * : A minimum value.

minecraft:used_totem
Triggers when the players uses a totem. Available conditions: An example
 * : The item, only works with totem items.
 * : The item, only works with totem items.

minecraft:villager_trade
Triggers after the player trades with a villager or a wandering trader. Available conditions: An example
 * : The item that was purchased. The "count" tag checks the count from one trade, not multiple.
 * : The villager the item was purchased from.
 * : The villager the item was purchased from.
 * : The villager the item was purchased from.

Trivia

 * Fourteen of the old Java Edition achievements were re-implemented as advancements: Benchmarking (called Minecraft), Getting an Upgrade, Acquire Hardware, We Need to Go Deeper, The End?, Return to Sender, Into Fire, Local Brewery, The Beginning? (called Withering Heights), Beaconator, DIAMONDS! (called Diamonds!), Adventuring Time, Monster Hunter and Sniper Duel.
 * Six achievements from other editions were re-implemented as advancements: Body Guard (called Hired Help), Cheating Death (called Postmortal), Zombie Doctor, You Need a Mint, The End... Again... and Great View From Up Here.
 * The Adventuring Time advancement is a reference to the Cartoon Network cartoon 'Adventure Time'.
 * The Withering Heights advancement is possibly a reference to the book 'Wuthering Heights' by Emily Brontë.
 * The Isn't it Iron Pick advancement is a reference to Alanis Morissette's 'Ironic'.
 * The Very Very Frightening advancement is a reference to Queen's 'Bohemian Rhapsody'.
 * The Ol' Betsy advancement is possibly a reference to 's Robin Hood.
 * The We Need To Go Deeper advancement is a reference to the film "Inception," often used as an innuendo.
 * The Not Today, Thank You advancement is a reference to a quote by Bilbo Baggins in the novel The Hobbit.
 * The Spooky Scary Skeleton advancement is a reference to the song of the same name by Andrew Gold.
 * The The Next Generation advancement is a reference to the TV show, Star Trek: The Next Generation.