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This article describes content that may be included in a future update. 
This content has appeared in development versions, but the full update containing it has not been released yet.

Dinnerbone-twitter

The system as a whole is called "advancements", which is aimed at guiding & tracking players progress through the game (in vanilla survival and any custom additions by mapmakers or mods). Most advancements are literally just that - an advancement through the game.

Dinnerbone on the advancements system[1]
AdvancementMade

The popup that appears when an advancement is completed.

GoalReached

The popup that appears when a goal advancement is completed.

ChallengeComplete

The popup that appears when special challenge advancements are completed.

Advancements are an upcoming feature set to replace achievements.

Obtaining

Advancements are completed much in the same fashion that achievements are. They can be completed in any game mode, and are obtained and saved per world. Advancements can also be granted (and revoked) using the /advancement 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. The color of the header text in the notification depends on the advancement; normal advancements have yellow header text, while special "challenge" advancements have pink header text. When a final "goal" advancement is completed, the header text will display Goal Reached! instead of the typical Advancement Made! text.

Interface

AdvancementsInterface

The advancements interface. One advancement ("Isn't It Iron Pick") is selected.

The button to access the Advancements screen is found on the pause menu screen.

The advancement system involves several trees composed of advancements, 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 four tabs in vanilla Minecraft (although more may possibly be added[2][3]):

  • Minecraft: The heart and story of the game.
  • Adventure: Adventure, exploration, and combat.
  • Nether: Bring summer clothes.
  • The End: Or the beginning?

Each tab has a different background with a repeating texture.

Advancement icons display a header name and description when hovered over. They only appear in a tree when the advancement before it is completed, although, as stated before, advancements can be completed in any order. The icon frames of goal advancements are more rounded, while challenge advancements have a sharper appearance. Advancement icons begin as light-gray but turn dark-golden when completed.

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

List of advancements

Grid Grass Block Minecraft
Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Advancement-plain-rawMinecraft
The heart and story of the game Pick up a crafting table from your inventory's crafting field output or a crafting table output.minecraft:story/root
Advancement-plain-rawStone Age
Mine stone with your new pickaxe MinecraftPick up cobblestone from the ground.minecraft:story/mine_stone
Advancement-plain-rawGetting an Upgrade
Construct a better pickaxe Stone AgePick up a stone pickaxe from a crafting table output.minecraft:story/upgrade_tools
Advancement-plain-rawAcquire Hardware
Smelt an iron ingot Getting an UpgradePick up an iron ingot from a furnace output.minecraft:story/smelt_iron
Advancement-plain-rawSuit Up
Protect yourself with a piece of iron armor Acquire HardwarePick up any type of iron armor from a crafting table output.minecraft:story/obtain_armor
Advancement-plain-rawHot Stuff
Fill a bucket with lava Acquire HardwareUse a lava with a bucket to fill it up.minecraft:story/lava_bucket
Advancement-plain-rawIsn't It Iron Pick
Upgrade your pickaxe Acquire HardwarePick up an iron pickaxe from a crafting table output.minecraft:story/iron_tools
Advancement-plain-rawNot Today, Thank You
Deflect an arrow with a shield Suit UpUse a shield while an arrow is being shot to you.minecraft:story/deflect_arrow
Advancement-plain-rawIce Bucket Challenge
Form and mine a block of Obsidian Hot StuffPick up obsidian from the ground.minecraft:story/form_obsidian
Advancement-plain-rawDiamonds!
Acquire diamonds Isn't It Iron PickPick up a diamond from the ground.minecraft:story/mine_diamond
Advancement-plain-rawWe Need to Go Deeper
Build, light and enter a Nether Portal Ice Bucket ChallengeEnter the Nether using a Nether Portal.minecraft:story/enter_the_nether
Advancement-plain-rawCover Me With Diamonds
Diamond armor saves lives Diamonds!Pick up any type of diamond armor from a crafting table output.minecraft:story/shiny_gear
Advancement-plain-rawEnchanter
Enchant an item at an Enchanting Table Diamonds!Enchant an item at an enchantment table.minecraft:story/enchant_item
Advancement-oval-rawZombie Doctor
Weaken and then cure a zombie villager We Need to Go DeeperThrow a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand).minecraft:story/cure_zombie_villager
Advancement-plain-rawEye Spy
Follow an Ender Eye We Need to Go DeeperFind a stronghold.minecraft:story/follow_ender_eye
Advancement-plain-rawThe End?
Enter the End Portal Eye SpyEnter The End using an End Portal.minecraft:story/enter_the_end
File:Grid Nether Wart.png Nether
Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Advancement-plain-rawNether
Bring summer clothes -Enter the nether using a Nether Portal.minecraft:nether/root
Advancement-plain-rawA Terrible Fortress
Break your way into a Nether Fortress NetherFind a Nether Fortress.minecraft:nether/find_fortress
Advancement-fancy-rawReturn to Sender
Destroy a Ghast with a fireball NetherKill a ghast using a ghast fireball.minecraft:nether/return_to_sender
Advancement-plain-rawInto Fire
Relieve a Blaze of its rod A Terrible FortressPick up a blaze rod from the ground.minecraft:nether/obtain_blaze_rod
Advancement-plain-rawSpooky Scary Skeleton
Obtain a wither skeleton's skull A Terrible FortressPick up a wither skeleton skull from the ground.minecraft:nether/get_wither_skull
Advancement-plain-rawLocal Brewery
Brew a potion Into FirePick up a potion from a brewing stand potion slot. An already-created potion placed and removed qualifies.minecraft:nether/brew_potion
Advancement-plain-rawWithering Heights
Summon the Wither Spooky Scary SkeletonBe within a 100.9×100.9×103.5 cuboid centered on the Wither when it is spawned.minecraft:nether/summon_wither
Advancement-plain-rawBring Home the Beacon
Construct and place a Beacon Withering HeightsPlace a beacon on top of a pyramid where the beacon block will realize that it has become powered.minecraft:nether/create_beacon
Advancement-oval-rawBeaconator
Bring a beacon to full power Bring Home the BeaconBe within a 20×20×14 cuboid centered on the pyramid when the beacon block realizes it is fully powered.minecraft:nether/create_full_beacon
File:Grid End Stone.png The End
Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Advancement-plain-rawThe End
Or the beginning? Enter The End using an End Portal.minecraft:end/root
Advancement-plain-rawFree the End
Good luck The EndKill the ender dragon.minecraft:end/kill_dragon
Advancement-oval-rawThe Next Generation
Hold the Dragon Egg Free the EndPick up a dragon egg from the ground.minecraft:end/dragon_egg
Advancement-plain-rawRemote Getaway
Escape the island Free the EndThrow an ender pearl through an End gateway.minecraft:end/enter_end_gateway
Advancement-oval-rawThe End... Again...
Respawn the ender dragon. Free the EndPlace four end crystals on the end exit portal, one on each side.minecraft:end/respawn_dragon
Advancement-oval-rawYou Need a Mint
Collect dragon's breath in a glass bottle. Free the End-minecraft:end/dragon_breath
Advancement-plain-rawThe City at the End of the Game
Go on in, what could happen? Remote GetawayEnter an End City.minecraft:end/find_end_city
Advancement-oval-rawBring Home the Beacon
Find an Elytra The City at the End of the GamePick up a pair of elytra from the ground.minecraft:end/elytra
Advancement-fancy-rawGreat View From Up Here
Levitate for at least 30 seconds The City at the End of the GameHave the levitation effect applied for greater than 30 seconds.minecraft:end/levitate
Grid Empty Map Adventure
Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Advancement-plain-rawAdventure
Adventure, exploration, and combat --minecraft:adventure/root
Advancement-plain-rawMonster Hunter
Kill any hostile monster Adventure-minecraft:adventure/kill_a_mob
Advancement-plain-rawWhat a Deal!
Successfully trade with a Villager Adventure-minecraft:adventure/trade
Advancement-plain-rawSweet dreams
Change your respawn point AdventureSuccessfully sleep in a bedminecraft:adventure/sleep_in_bed
Advancement-plain-rawTake Aim
Shoot something with a bow and arrow Monster HunterFire a bowminecraft:adventure/shoot_arrow
Advancement-fancy-rawMonsters Hunted
Kill one of every hostile monster Monster Hunter-minecraft:adventure/kill_all_mobs
Advancement-fancy-rawAdventuring Time
Discover every biome Sweet dreamsEnter each of the 36 main biomesminecraft:adventure/adventuring_time
Advancement-fancy-rawSniper Duel
Kill a skeleton with an arrow from more than 50 meters Take Aim-minecraft:adventure/sniper_duel

JSON Format

The advancements in the 'data/advancements' folder of a Minecraft world store the advancement data for that world as separate JSON files:

One of these JSON files is structured according to the following format: For story advancements:

  • The root tag.
    •  display: The optional display data.
      •  icon: An item or block id to represent the icon in the advancements window.
      •  title: The title for this story advancement.
      •  title: A JSON text component (containing text and formatting like used in /tellraw and various other commands)
      •  frame: The optional type of frame for the icon. challenge for a tile with a more fancy spiked border as it is used for the kill all mobs advancement, goal for a tile with a rounded border as it is used for the full beacon advancement, task for a normal tile (default).
      •  background: The optional directory for the background to use in this advancement tab (only for the root advancement).
      •  description: The description of the advancement
    •  parent: The optional parent advancement directory of this advancement (does not apply for the root advancement).
    •  criteria: The required criteria that have to be met.
      •  <criteriaName>: A name given to the criteria (can be any string, must be unique).
        •  trigger: The trigger for this advancement; specifies what the game should check for the advancement.
        •  conditions: All the conditions that need to be met when the trigger gets activated.
    •  requirements: An optional list of requirements (all the <criteriaName>). 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 the criteria within any of the lists is met, it will complete the advancement. (basically AND grouping and OR grouping the criteria)
    •  rewards: An optional collection of the rewards provided when this advancement is obtained.
      •  recipes: A list of crafting recipes (strings).
      •  loot: A list of loot tables (strings).
      •  experience: An amount of experience.
      •  commands: A list of commands (strings). These are run in order by the player, with full privileges.

Triggers

Trigger Name Triggered when: Available Conditions
minecraft:bred_animals Player breeds 2 animals "parent", "partner", "child"
minecraft:brewed_potion Player brews a potion "potion"
minecraft:construct_beacon Player changes the structure of a beacon. (When the beacon updates itself) "level"
minecraft:cured_zombie_villager Player cures a zombie villager "zombie", "villager"
minecraft:enchanted_item Player enchants an item through an enchanting table (does not get triggered through an anvil, or through commands) "item", "levels"
minecraft:enter_block Player enters a block (such as a portal) player needs to be standing in the same block space as the block "block", "state"
minecraft:entity_killed_player Entity kills a player "entity"
minecraft:impossible Only using commands
minecraft:inventory_changed Any changes happen to the player's inventory. "items", "slots"
minecraft:item_durability_changed Any item being damaged in any form. "item", "durability", "delta"
minecraft:location Checks every 20 ticks (1 second) where the player is "position", "biome", "feature"
minecraft:player_damaged Player receives damage "damage"
minecraft:player_hurt_entity Player hurts an entity (including itself) "damage"
minecraft:player_killed_entity Player kills an entity "entity"
minecraft:recipe_unlocked Player unlocks a recipe (using a knowledge book for example) "recipe"
minecraft:slept_in_bed Player enters a bed "location"
minecraft:summoned_entity Player summons an entity through for example wither skulls (needs to yet be tested thoroughly, e.g. will it work when spawning from dispenser, using spawn eggs, with pumpkins, ender dragon, etc.) "entity"
minecraft:used_ender_eye Player uses an ender eye (in a world where strongholds generate) "distance"
minecraft:villager_trade Player trades with a villager "villager", "item"
minecraft:changed_dimension Player enters to or from a dimension "to", "from"

Conditions

Available conditions are listed below:

  •  conditions:
    •  biome: The biome the player is currently in.
    •  block: A block ID.
    •  child:
    •  damage:
      •  blocked: Checks if the damage was successfully blocked.
      •  bypasses_armor: Checks if the damage bypasses the armor of a player.
      •  bypasses_invulnerability: Checks if the damage bypasses the invulnerability status of a player.
      •  bypasses_magic: Checks if the damage is caused by starvation.
      •  dealt: Checks the amount of incoming damage against the player before damage reduction.
      •  dealt
        •  min: Minimum value.
        •  max: Maximum value.
      •  is_explosion: Checks if the damage originates from an explosion.
      •  is_fire: Checks if the damage originates from fire.
      •  is_magic: Checks if the damage originates from magic.
      •  is_projectile: Checks if the damage originates from a projectile.
      •  source_entity: Checks the entity that dealt damage.
      •  taken: Checks the amount of incoming damage against the player after damage reduction.
      •  taken
        •  min: Minimum value.
        •  max: Maximum value.
    •  distance: The distance to an origin.
    •  distance
      •  min: Minimum value.
      •  max: Maximum value.
    •  entity:
      •  type: An entity ID.
      •  distance: (same as above, trigger dependant)
    •  feature: Name of a structure (see /locate command)
    •  item: An item.
      •  count: Amount of the item.
      •  data: Data of the item.
      •  enchantments: List of enchantments.
        •  An enchantment
          •  enchantment: An enchantment ID.
          •  levels: The level of the enchantment.
          •  levels
            •  min: Minimum value.
            •  max: Maximum value.
      •  item: An item ID.
      •  potion: A brewed potion ID.
    •  items: A list of items.
        •  count: Amount of the item.
        •  data: Data of the item.
        •  enchantments: List of enchantments.
          •  An enchantment
            •  enchantment: An enchantment ID.
            •  levels: The level of the enchantment.
            •  levels
              •  min: Minimum value.
              •  max: Maximum value.
        •  item: An item ID.
        •  potion: A brewed potion ID.
    •  level: The tier of beacon.
    •  level
      •  min: Minimum value.
      •  max: Maximum value.
    •  levels: The levels spent on an enchantment.
    •  levels
      •  min: Minimum value.
      •  max: Maximum value.
    •  parent: A parent.
    •  partner: A partner (the entity the parent above was bred with, useful for checking horses + donkey = mule breeding)
    •  position
      •  x: The x position.
      •  x
        •  min: Minimum value.
        •  max: Maximum value.
      •  y: The y position.
      •  y
        •  min: Minimum value.
        •  max: Maximum value.
      •  z: The z position.
      •  z
        •  min: Minimum value.
        •  max: Maximum value.
    •  potion: A brewed potion ID.
    •  recipe: A recipe.
    •  state: The blockstates of a block.
      •  <state_name>: A single blockstate, with the key name being the state name and the value being the required value of that state.
    •  slots
      •  empty: The amount of slots empty in the inventory.
      •  empty
        •  min: Minimum value.
        •  max: Maximum value.
      •  full: The amount of slots completely filled (stacksize) in the inventory.
      •  full
        •  min: Minimum value.
        •  max: Maximum value.
      •  occupied: The amount of slots occupied in the inventory.
      •  occupied
        •  min: Minimum value.
        •  max: Maximum value.
    •  villager: information stored about the villager upon conversion from a zombie.
      •  distance
    •  zombie: information stored about the zombie upon conversion to a villager.
      •  distance

History

upcoming
1.12
{{Extension DPL}}<ul><li>[[White Dye|White Dye]]<br/>{{Item
| image = White Dye.png
| renewable = Yes
| stackable = Yes (64)
}}

'''White dye''' is a [[Dye#Primary|primary color dye]] similar to [[bone meal]].

== Obtaining ==
=== Crafting ===
{{Crafting
 |showname=0
 |Bone Meal
 |Output=White Dye
 |type=Material
 |head=1
}}
{{Crafting
 |Lily of the Valley
 |Output=White Dye
 |type=Material
 |foot=1
}}

=== Loot chest ===
{{#invoke:LootChest|base3|white-dye}}

== Usage ==

{{dye usage}}

=== Crafting ingredient ===

{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}

=== Loom ingredient ===
{{Banner loom usage|White Dye}}

=== Trading ===

Apprentice-level shepherd villagers have a 20% chance to buy 12 white dye for an emerald.

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=White Dye
|spritetype=item
|nameid=white_dye
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=White Dye
|spritetype=item
|nameid=white_dye
|aliasid=dye / 19
|id=410
|form=item
|translationkey=item.dye.white_new.name
|foot=1}}

== History ==

{{History|java}}
{{History||1.14|snap=18w43a|[[File:White Dye JE1 BE1.png|32px]] Added white dye.}}
{{History|||snap=18w44a|White dye can now change the text color on [[sign]]s to white.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sells white dye.}}
{{History|||snap=19w11a|White dye can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|White dye can now be used to craft [[white candle]]s.}}
{{History|||snap=21w19a|White dyes can no longer be used to craft white candles.}}
{{History|||snap=Pre-release 1|White dye can once again be used to craft white candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|White dye can now change the text color on [[hanging sign]]s to white.}}
{{History||1.20|snap=23w12a|White dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|White dye no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for suspicious gravel within the [[trail ruins]]; white dye is now common loot.}}

{{History|bedrock}}
{{History||1.8.0|snap=beta 1.8.0.10|[[File:White Dye JE1 BE1.png|32px]] Added white dye.}}
{{History||1.9.0|snap=beta 1.9.0.0|Added [[flower|lilies of the valley]], which can be used to [[crafting|craft]] white dye.}}
{{History||1.11.0|snap=beta 1.11.0.4|White dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of white dye has been changed from <code>dye/19</code> to <code>white_dye</code>.}}

{{History|ps4}}
{{History||1.83|[[File:White Dye JE1 BE1.png|32px]] Added white dye.}}
{{History|foot}}

== Issues ==
{{issue list}}


{{Items}}

[[Category:Items]]
[[Category:Dyes]]
[[Category:Renewable resources]]

[[de:Weißer Farbstoff]]
[[es:Tinte blanco]]
[[fr:Teinture blanche]]
[[ja:白色の染料]]
[[ko:하얀색 염료]]
[[pl:Biały barwnik]]
[[pt:Corante branco]]
[[zh:白色染料]]</li><li>[[Echo Shard|Echo Shard]]<br/>{{Item
| title = Echo Shard
| image = Echo Shard.png
| renewable = No
| stackable = Yes (64)
}}
An '''echo shard''' is an item found in [[ancient cities]] which can be used to craft [[recovery compass]]es.

== Obtaining ==
=== Chest loot ===
{{LootChestItem|echo-shard}}

== Usage ==
=== Crafting ingredient ===
{{crafting usage|Echo Shard}}

== History ==
{{History|java}}
{{History||1.19|snap=22w14a|[[File:Echo Shard JE1 BE1.png|32px]] Added echo shards.}}
{{History|bedrock}}
{{History||1.19.0|snap=beta 1.19.0.24|[[File:Echo Shard JE1 BE1.png|32px]] Added echo shards.
|Currently cannot be found inside [[ancient city]] chests due to outdated structures and loot chests.}}
{{History||1.19.0|snap=beta 1.19.0.26|Echo shards now generate inside [[ancient city]] loot chests.}}
{{History|foot}}

== Issues ==

{{issue list}}

{{Items}}

[[Category:Non-renewable resources]]

[[de:Echoscherbe]]
[[es:Fragmento resonante]]
[[fr:Éclat d'écho]]
[[ja:残響の欠片]]
[[lzh:回音殘片]]
[[pt:Fragmento de eco]]
[[pl:Odłamek pogłosu]]
[[ru:Осколок эха]]
[[th:เศษเอคโค]]
[[uk:Уламок відлуння]]
[[zh:回响碎片]]</li></ul>
February 16, 2017Dinnerbone tweets that he had spent an entire day designing "a new thing" with Darngeek.
February 20, 2017The design on "this thing" is now done and can begin to be implemented; he later hints at the feature's name.[4]
February 22, 2017He states that he is "advancing" on the feature; "So. Many. Json. Files." he adds.
Later that day he states that the project is growing bigger, and that he may need a command "even more complicated than /scoreboard"
March 06, 2017The backend of the mysterious feature is finished, but the UI needs work, he tweets.
"I made a tabthulhu today," he later adds,[5] indicating this feature may use a large number of tabs.
March 13, 2017He again references the name of the feature in a tweet, stating that he is almost done with "this new feature advancement".
March 14, 2017He tweets that the UI is now working, and that the project took many days and a few research papers to accomplish.
March 22, 2017The feature now "awards players with things", he states while making another reference to the feature name.
March 23, 2017Dinnerbone states that the feature requires around 500 JSON files.
He later tweets a teaser of what the feature holds,[6] though it is hidden behind an encrypted .zip file disguised as a .png image, which he clarifies in later tweets.[7][8][9] This .zip file contains custom recipe JSON files.
He posts another encrypted .zip file soon afterwards, containing a few more recipes.[10]
March 24, 2017"A deafening metallic condor keeps distracting me", Dinnerbone states. Users quickly pinpointed this bizarre message to this Gfycat URL officially showcasing advancements for the first time.
He reveals that the UI can have several tabs with advancement trees that are themselves advancements.[11] He clarifies that that's what he meant by "tabthulhu."[12]
All of the UI is data-driven, including positioning and layout, with no hardcoded data or positions.[13]
17w13aAdvancements added.
17w14aAdded new advancements, including a new "adventure" tab.
Added new notifications for when players advance, which have a sliding effect, and come in two colors: yellow for normal advancements, and pink for special challenges.
17w15aAdded the description of an advancement & changed the title of some advancements.
17w16bAdded trigger minecraft:item_durability_changed.
17w17aAdded new advancements and two new tabs: "The End" and "Nether"
Added trigger levitation.
Added feature condition to the location trigger.
Advancements can now execute commands when achieved.
Advancement icons now allow data values.
Added five modifiers to the /advancement grant and /advancement revoke commands: "everything", "from", "until", "through", and "only".
17w17bThe default advancements now all receive their titles and descriptions from the localization files.
Added a new number display to track progress while completing certain advancements
Added the changed_dimension trigger, which takes two optional conditions: to and from, both being strings that accept "overworld", "the_nether", or "the_end".
The "location" shared object has a new dimension string (same values as above).

Issues

Issues relating to "Advancement" are maintained on the bug tracker. Report issues there.

Gallery

References

  1. https://www.reddit.com/r/Minecraft/comments/64pk6r/dinnerbone_working_on_giving_advancements/dg4uiou?context=1
  2. "The tabs are alternate trees that are themselves advancements too. We support a lot, but we'll use 4/5 in vanilla. http://media.dinnerbone.com/uploads/2017-03/screenshots/24_09-23-41_rYLfqg0Q52.png"@Dinnerbone (Nathan Adams) on X, March 24, 2017
  3. "4 or 5 tabs. Probably: "mine & craft", "nether", "end", "combat", "engineering" or some variant of."@Dinnerbone (Nathan Adams) on X, March 27, 2017
  4. "Getting this implemented in a nice way would be a real advancement for the game."@Dinnerbone (Nathan Adams) on X, February 20, 2017
  5. "I made a tabthulhu at work today. This is an interesting project!"@Dinnerbone (Nathan Adams) on X, March 6, 2017
  6. "This is a super big spoiler of what I'm working on. Totally unfinished and may change a lot, but gives you an idea. http://media.dinnerbone.com/uploads/2017-03/screenshots/23_15-00-52_ttcfj9tDnV.png"@Dinnerbone (Nathan Adams) on X, March 23, 2017
  7. "(No I'm not adding emoji.)"@Dinnerbone (Nathan Adams) on X, March 23, 2017
  8. "(P.s. there was more to that picture than meets the eye. May need a bit of trickery.)"@Dinnerbone (Nathan Adams) on X, March 23, 2017
  9. "Did the filesize seem a bit big?"@Dinnerbone (Nathan Adams) on X, March 23, 2017
  10. "Okay so I think my webserver proxy messed that up. Technology is difficult. Here's a more fun image, in a zip: http:// media.dinnerbone.com/uploads/2017-0 3/screenshots/23_15-00-52_ttcfj9tDnV.zip"@Dinnerbone (Nathan Adams) on X, March 23, 2017
  11. "The tabs are alternate trees that are themselves advancements too. We support a lot, but we'll use 4/5 in vanilla. http://media.dinnerbone.com/uploads/2017-03/screenshots/24_09-23-41_rYLfqg0Q52.png"@Dinnerbone (Nathan Adams) on X, March 24, 2017
  12. "(Thus "tabthulu" tweets from a few weeks back. :D)"@Dinnerbone (Nathan Adams) on X, March 24, 2017
  13. "Also worth noting: all of that UI is data driven. Positioning and layout included. No hardcoded data in UI, no hardcoded positions in data."@Dinnerbone (Nathan Adams) on X, March 24, 2017
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