MCA: Quests
Turn your MCA villages into places where people actually need your help.
Credit to TheWiggleDuck for the awesome Curseforge project icon!
MCA: Quests adds a full RPG-style quest system to Minecraft Comes Alive: Reborn. Villagers can offer jobs based on their profession, relationships, circumstances, surroundings, and the state of their village.
Right-click an MCA villager, open the integrated Quests menu, choose an offer, complete its objectives out in the world, then return for your reward. Helping villagers can earn items, experience, currency, status effects, village reputation, titles, and most importantly, MCA relationship hearts with the villagers you help.
With more than 260 built-in quests, long-form quest chains, village-wide projects, dynamic situations, extensive quest tracking, and optional integrations with other major mods, MCA: Quests is designed to make MCA villages feel less like collections of NPCs and more like communities you can become part of.
MCA: Quests requires Minecraft Comes Alive: Reborn and Architectury API.
It is an add-on and does not function without MCA Reborn.
Features
More Than 260 Built-In Quests
Villagers across the entire village can have something for you to do.
Quest content covers:
- Farmers
- Fishermen
- Shepherds
- Librarians
- Clerics
- Armorers
- Weaponsmiths
- Toolsmiths
- Masons
- Butchers
- Fletchers
- Leatherworkers
- Cartographers
- Guards
- Jobless villagers
- Nitwits
- Additional roles such as archers, adventurers, and mercenaries
The built-in quests range from everyday errands to dangerous expeditions and community problems.
You might gather supplies for a farmer, hunt monsters for the guard, deliver something to a villager's relative, repair part of the village, cure an infected resident, explore a distant structure, escort someone home, or help an entire settlement recover from a crisis.
A Wide Variety of Objectives
Quests are not limited to basic item collection.
Objectives can involve:
- Gathering and delivering items
- Crafting
- Fishing
- Killing enemies
- Breaking or placing blocks
- Visiting biomes
- Entering dimensions
- Finding structures
- Traveling to specific locations
- Escorting villagers
- Protecting villagers
- Defending locations
- Breeding and taming animals
- Curing infected villagers
- Finding missing relatives
- Talking to particular villagers or professions
- Completing multi-step journeys
Optional integrations can add even more objective types.
Quest Chains and Ongoing Stories
Individual quests can connect into multi-stage relationship quest chains.
A villager might begin by asking for a simple favor, then eventually involve you in larger parts of their life or community. Chains remember what happened during earlier stages and can branch depending on whether you completed, failed, or abandoned previous quests.
Progress is associated with the villager involved, allowing different villagers to have their own ongoing stories with the player.
The interface clearly identifies the current chapter, such as Part 2 of 4, so longer quest lines remain easy to follow.
Quests That Understand MCA Villagers
MCA: Quests can use information from MCA Reborn when deciding which quests make sense.
Quest offers can account for things such as:
- Relationships
- Spouses
- Family members
- Age
- Personality
- Mood
- Profession
- Health
- Infection
- Village or home
- Missing relatives
- Deceased relatives
- Relationship hearts
This allows quests to be about the actual villagers in your world instead of anonymous placeholders.
When a quest refers to a particular family member or villager, that specific person is bound to the quest. Their name, location, objective tracking, and turn-in behavior all continue referring to the same NPC.
Living Village Situations
Villages can react to events happening around them through situations.
Situations are temporary circumstances that can generate appropriate quests when something goes wrong, such as:
- Raids
- Villager deaths
- Zombie infections
- Missing residents
- Food shortages
- Nightfall
- Villagers stranded outside after dark
- Hostile mobs threatening homes
Instead of every quest existing forever as a static job board entry, some opportunities appear because something actually happened.
Situations are saved with the world, throttled to avoid spam, and fully configurable through datapacks.
Village Projects
Some problems are bigger than a single villager.
Village Projects are shared, multi-stage community goals that players can work toward together.
Projects can involve tasks such as:
- Repairing village infrastructure
- Restocking a guardhouse
- Restoring a library
- Supplying resources
- Defending an area
- Constructing or improving village facilities
On multiplayer servers, contributions from different players can all advance the same project.
Projects can reward:
- Everyone who contributed
- The highest contributor
- Individual contributors
- The village itself
Progress is stored in the world save, making village projects suitable for long-running multiplayer worlds and modpacks.
Village Reputation and Titles
Your actions can affect your standing with an entire village.
MCA: Quests includes its own configurable reputation progression:
Stranger -> Acquaintance -> Friend -> Honored -> Revered
Higher reputation can unlock new quests, and reaching milestones can award titles.
The built-in Journal lets you review:
- Reputation with villages
- Reputation tiers
- Earned titles
- Completed quests
- Previous accomplishments
Both reputation tiers and titles are datapack-driven, so modpack authors can replace or expand the progression system.
Quest Tracking and Navigation
MCA: Quests includes several ways to keep track of what you are doing.
Quest Log
A dedicated Quest Log displays your active quests and their progress.
You can also abandon quests directly from the log, even if the original quest giver is no longer nearby.
HUD Tracker
Follow a quest to place its current objective on the HUD.
The tracker can display:
- Objective progress
- Quest giver
- Destination
- Distance
- Direction
- Current target
Its position can be configured by the player.
In-World Quest Markers
Objectives with a location can display a compact marker directly in the world.
The marker follows the objective you currently need to complete. As a quest progresses, the destination automatically changes with it.
For example, a quest might point toward a Nether portal first, then toward the actual destination once you reach the Nether, and finally back toward the villager when the quest is ready to turn in.
An optional screen-edge indicator can also show the direction of objectives that are behind you or outside the current view.
Villagers who are currently relevant to a tracked objective can be outlined for that player, making it much easier to find the correct person in a crowded village.
Rewards
Quests support multiple reward types, including:
- Items
- Currency
- Experience points
- Experience levels
- Status effects
- Loot tables
- Commands
- MCA relationship hearts
Command rewards are disabled by default for safety.
Configurable Currency
Quest rewards do not have to be hard-coded to emeralds.
MCA: Quests supports a semantic currency system where pack authors can decide what "money" means for their pack.
Currency can use:
- Emeralds
- Create: Numismatics coins
- Any configured item
Quests can also use difficulty levels such as easy, medium, and hard to determine appropriate payout ranges.
The reward amount is rolled when the quest is accepted and does not change afterward, so the reward shown to the player is the reward they actually receive.
Optional Mod Integrations
MCA: Quests is designed to work as part of larger modpacks. Integrations are optional and disable themselves cleanly when the related mod is not installed.
Townstead
With Townstead installed, quests can interact with much deeper village simulation.
Quest content can use:
- Hunger
- Thirst
- Energy
- Work schedules
- Profession progression
- Learned skills
- Calendar progression
- Seasons
- Buildings
- Village development
- Village character
Townstead support includes a large additional collection of quests, village projects, and dynamic situations.
Long-term objectives can follow actual Townstead simulation instead of using arbitrary timers. A quest asking a villager to work for a week, for example, can track completed work shifts rather than requiring the player to stand nearby watching a countdown.
If Townstead is removed while one of its quests is active, the quest can suspend instead of failing. Its progress is preserved until the dependency becomes available again.
MCA: Conversations
With MCA: Conversations installed, quest dialogue can take place through the conversation system instead of relying only on static quest text.
Conversation-driven objectives can also require the player to actually speak with the appropriate villager.
Without MCA: Conversations, normal quest dialogue continues to work.
MCA: Reputation
When MCA: Reputation is installed, the Journal can link directly to the corresponding village standing and deed information.
Without it, MCA: Quests continues using its own built-in village reputation system.
FTB Quests
Optional FTB Quests integration allows quest books to interact with MCA: Quests progression.
FTB Quests content can read or reward things such as:
- MCA villager quest progress
- Relationship quest chains
- Village reputation
- Titles
- Village projects
- Situations
- MCA hearts
- Marriage-related state
MCA: Quests datapacks can also interact with FTB Quests progression.
FTB Quests is not required.
JourneyMap
With JourneyMap 6.0.0+, active quest destinations can automatically appear as map waypoints.
Quest waypoints move as objectives change and are removed when they are no longer needed.
Players can also create persistent JourneyMap waypoints from quest destinations.
Xaero's Minimap
Xaero's Minimap 26.0.0+ is also supported for quest destinations.
Automatic waypoints follow quest progress in the same way as the built-in tracker.
On Xaero-only installations, manually pinned quest destinations are session waypoints and do not persist after closing the game.
Create: Numismatics
Install Create: Numismatics and configure MCA: Quests to use its coins as the global quest currency.
This allows existing and custom quests to use a modpack's economy without rewriting every quest.
Built for Modpacks
Almost the entire quest system is datapack-driven.
Pack authors can add their own quests without writing Java code.
Custom quests are loaded from:
data/<namespace>/mcaquests/quests/
Village projects can be added through:
data/<namespace>/mcaquests/projects/
Situations can be added through:
data/<namespace>/mcaquests/situations/
Quest authors have access to a large collection of objectives, conditions, rewards, relationships, progression rules, quest history checks, composite conditions, dialogue pools, and integrations.
Useful commands include:
/mcaquests list
/mcaquests validate
/mcaquests reload
/mcaquests export-schema
/mcaquests export-schema generates a working quest example that can be used as a starting point for custom content.
Full datapack and configuration documentation is available in the project's GitHub repository.
Extensive Configuration
Separate server/common and client configuration files are generated automatically.
Pack authors and server owners can configure gameplay behavior such as:
- Number of quest offers
- Quest cooldowns
- Repeat behavior
- Relationship heart rewards
- Reward scaling
- Currency
- Turn-in rules
- Integration features
- Villager behavior
- Project and situation systems
Players can separately configure visual features such as:
- HUD placement
- Quest markers
- Marker visibility
- Marker labels
- Screen-edge indicators
- High contrast
- Reduced motion
- Map waypoints
- Sounds
- Toast notifications
Add-On API
For developers, MCA: Quests exposes a Java API for registering additional:
- Objective types
- Reward types
- Condition types
- Quest guidance behavior
Forge events are also available for major quest lifecycle events, including:
- Quest accepted
- Quest declined
- Quest ready
- Quest completed
- Quest abandoned
- Quest failed
This makes MCA: Quests suitable as a foundation for additional MCA-focused mods and modpack-specific integrations.
Multiplayer Friendly
Quest validation, progress, and rewards are handled server-side.
Reward delivery is designed to be atomic and resistant to packet spam or duplicate turn-ins, while shared Village Projects provide server-wide cooperative objectives.
Player-specific tracking and villager highlighting remain personal to each player.
Languages
MCA: Quests currently includes full translations for:
- English
- Português do Brasil
All built-in interface text, quest dialogue, objectives, rewards, projects, situations, and other content use translation keys, making additional community translations possible.
Requirements
| Requirement | Version |
|---|---|
| Minecraft | 1.20.1 |
| Mod Loader | Forge 47.4.10 or newer |
| Minecraft Comes Alive: Reborn | Required, supports the 7.6.x and 7.7.x lines |
| Architectury API | Required |
Optional Integrations
| Mod | Purpose |
|---|---|
| Townstead | Expanded village simulation, quests, projects, situations, needs, professions, skills, buildings, and calendar integration |
| MCA: Conversations | Conversation-based quest dialogue and objectives |
| MCA: Reputation | Reputation and deed screen integration |
| FTB Quests | Two-way quest book integration |
| Create: Numismatics | Alternative quest currency |
| JourneyMap 6.0.0+ | Quest map waypoints |
| Xaero's Minimap 26.0.0+ | Quest map waypoints |
Getting Started
-
Install Minecraft Comes Alive: Reborn, Architectury API, and MCA: Quests.
-
Launch your world.
-
Right-click an adult MCA villager.
-
Select Quests from their interaction menu.
-
Choose an available quest and accept it.
-
Follow the Quest Log, HUD tracker, or world marker to complete the objectives.
-
Return to the appropriate villager and complete the quest to receive your rewards.
MCA: Quests is built to make helping villagers feel like part of living in their world rather than a separate quest system placed on top of it.
Whether you want a few extra reasons to interact with your neighbors, long-running character stories, cooperative village projects, or a foundation for a heavily customized RPG modpack, the entire system is designed to grow with the world around it.
Source, documentation, configuration reference, and datapack guide:
https://github.com/otectus/MCAQuests
MCA: Quests is an independent add-on for Minecraft Comes Alive: Reborn.
All Versions
+ Add Version- MCA: Quests 1.7.1 — September 30th, 2026**
This update adds MCA: Crime integration and fixes missing rewards, paused quests and outdated journal information.
- MCA: Crime support:** Guards and archers can refuse quest interactions while you’re wanted, and active quests can pause while you’re jailed. Your quests are kept. These settings are configurable, including an option to make every quest giver refuse wanted players.
- Quests that recognize criminal status:** Quest creators can add requirements based on whether you’re wanted, jailed or considered an outlaw, as well as your Heat level.
- More reliable reputation rewards:** Quest reputation changes now apply correctly when the giver has wandered away or no longer belongs to a village. Rewards that record deeds or resolve reputation incidents also work when the giver is unavailable.
- Fixed reward retries:** Retrying an undelivered friendship, title or MCA: Capitals reward no longer incorrectly reports success without granting it. This fix applies to rewards held from this version onward.
- Paused quests stay paused:** Quests paused because their objectives were changed no longer accept delivery items, gain progress or allow completion until their saved progress is updated by an admin.
- Failure penalties apply correctly:** Friendship penalties for failed quests are now saved when the giver is unloaded and applied when they return.
- Commission boards stay on the right screen:** Completing a delivery from a commission board no longer switches the menu to the villager’s ordinary quest offers.
- The journal updates while open:** Reputation, titles and completed quests now refresh without needing to close and reopen the journal.
- Better dialogue compatibility:** Multiple dialogue add-ons can work together without replacing MCA: Conversations.
- Architectury is optional:** MCA: Quests no longer requires it. Crime-specific quest content is also skipped cleanly when MCA: Crime is absent.
- Better checks for quest creators:** Added warnings for missing quest titles and project-only rewards mistakenly used in ordinary quests, helping catch unreadable names and missing payouts.
Existing saves remain compatible. MCA: Crime is optional.
- MCA: Quests 1.7.1 — September 30th, 2026**
This update adds MCA: Crime integration and fixes missing rewards, paused quests and outdated journal information.
- MCA: Crime support:** Guards and archers can refuse quest interactions while you’re wanted, and active quests can pause while you’re jailed. Your quests are kept. These settings are configurable, including an option to make every quest giver refuse wanted players.
- Quests that recognize criminal status:** Quest creators can add requirements based on whether you’re wanted, jailed or considered an outlaw, as well as your Heat level.
- More reliable reputation rewards:** Quest reputation changes now apply correctly when the giver has wandered away or no longer belongs to a village. Rewards that record deeds or resolve reputation incidents also work when the giver is unavailable.
- Fixed reward retries:** Retrying an undelivered friendship, title or MCA: Capitals reward no longer incorrectly reports success without granting it. This fix applies to rewards held from this version onward.
- Paused quests stay paused:** Quests paused because their objectives were changed no longer accept delivery items, gain progress or allow completion until their saved progress is updated by an admin.
- Failure penalties apply correctly:** Friendship penalties for failed quests are now saved when the giver is unloaded and applied when they return.
- Commission boards stay on the right screen:** Completing a delivery from a commission board no longer switches the menu to the villager’s ordinary quest offers.
- The journal updates while open:** Reputation, titles and completed quests now refresh without needing to close and reopen the journal.
- Better dialogue compatibility:** Multiple dialogue add-ons can work together without replacing MCA: Conversations.
- Architectury is optional:** MCA: Quests no longer requires it. Crime-specific quest content is also skipped cleanly when MCA: Crime is absent.
- Better checks for quest creators:** Added warnings for missing quest titles and project-only rewards mistakenly used in ordinary quests, helping catch unreadable names and missing payouts.
Existing saves remain compatible. MCA: Crime is optional.
A major navigation and quest-reliability update. Quest markers are clearer and more customizable, map integration is more dependable, and numerous quest logic issues have been corrected.
### Added
- Redesigned quest markers with a compact diamond icon, ground ring, nearby labels, and an optional screen-edge indicator for off-screen objectives.
- New marker styles, visibility options, high-contrast colors, reduced motion, label controls, and separate JourneyMap/Xaero toggles.
- New
/mcaquestsclient waypointscommand for checking and troubleshooting map integration. - Additional validation for invalid tags, locations, structures, dimensions, and improperly configured cure quests.
### Improved
- Quest markers and map waypoints now update immediately when quests are accepted, progressed, followed, completed, failed, or abandoned.
- JourneyMap integration now uses its official API. Persistent player-created quest waypoints survive restarts, while duplicate JourneyMap world markers are hidden.
- Xaero waypoints are now clearly identified as session-only and rebuild correctly after dimension changes or reloads.
- Waypoint failures are retried automatically instead of silently remaining broken.
- Quest marker colors are now more colorblind-friendly.
- Several difficult quests now have clearer directions, fairer enemy requirements, larger objective areas, or more forgiving retry rules.
- Kill objectives now properly credit indirect kills, including those caused by pets, TNT, environmental damage, or recently attacked enemies.
### Fixed
- Quest markers appearing high above their targets or twitching as entities moved.
- Stale or incorrectly colored waypoints after changing dimensions or objective types.
- Clearing automatic waypoints also deleting player-pinned JourneyMap waypoints.
- Players accepting the same standalone quest from multiple villagers and receiving duplicate rewards.
- Quests remaining tied to villagers who died while the player was offline.
- Defend objectives sometimes missing valid kills when the protected villager briefly unloaded.
- Contributing to one village project incorrectly blocking contributions to every other project.
- Project rewards disappearing when their sponsor died or was unavailable.
- Reward failures completing silently without informing the player.
- The cure-an-infected-relative quest being offered when the relative was healthy.
- The Fisherman’s rain quest failing simply because the weather changed.
- Several Townstead quests with incorrect items, missing availability checks, or overly demanding objectives.
### Compatibility
- Network protocol updated to **14**. All players and servers must use MCA: Quests 1.5.3.
- JourneyMap **6.0.0 or newer** is required for JourneyMap waypoint integration.
- Existing saves and quests do not require migration.
A major navigation and quest-reliability update. Quest markers are clearer and more customizable, map integration is more dependable, and numerous quest logic issues have been corrected.
### Added
- Redesigned quest markers with a compact diamond icon, ground ring, nearby labels, and an optional screen-edge indicator for off-screen objectives.
- New marker styles, visibility options, high-contrast colors, reduced motion, label controls, and separate JourneyMap/Xaero toggles.
- New
/mcaquestsclient waypointscommand for checking and troubleshooting map integration. - Additional validation for invalid tags, locations, structures, dimensions, and improperly configured cure quests.
### Improved
- Quest markers and map waypoints now update immediately when quests are accepted, progressed, followed, completed, failed, or abandoned.
- JourneyMap integration now uses its official API. Persistent player-created quest waypoints survive restarts, while duplicate JourneyMap world markers are hidden.
- Xaero waypoints are now clearly identified as session-only and rebuild correctly after dimension changes or reloads.
- Waypoint failures are retried automatically instead of silently remaining broken.
- Quest marker colors are now more colorblind-friendly.
- Several difficult quests now have clearer directions, fairer enemy requirements, larger objective areas, or more forgiving retry rules.
- Kill objectives now properly credit indirect kills, including those caused by pets, TNT, environmental damage, or recently attacked enemies.
### Fixed
- Quest markers appearing high above their targets or twitching as entities moved.
- Stale or incorrectly colored waypoints after changing dimensions or objective types.
- Clearing automatic waypoints also deleting player-pinned JourneyMap waypoints.
- Players accepting the same standalone quest from multiple villagers and receiving duplicate rewards.
- Quests remaining tied to villagers who died while the player was offline.
- Defend objectives sometimes missing valid kills when the protected villager briefly unloaded.
- Contributing to one village project incorrectly blocking contributions to every other project.
- Project rewards disappearing when their sponsor died or was unavailable.
- Reward failures completing silently without informing the player.
- The cure-an-infected-relative quest being offered when the relative was healthy.
- The Fisherman’s rain quest failing simply because the weather changed.
- Several Townstead quests with incorrect items, missing availability checks, or overly demanding objectives.
### Compatibility
- Network protocol updated to **14**. All players and servers must use MCA: Quests 1.5.3.
- JourneyMap **6.0.0 or newer** is required for JourneyMap waypoint integration.
- Existing saves and quests do not require migration.
A major Townstead expansion and polish update adding **90 new quest definitions, deeper village simulation integration, better quest presentation, new progression mechanics, and fixes for several impossible or silently broken quests**.
### Expanded Townstead Integration
MCA: Quests now makes much deeper use of Townstead systems, including:
- Villager needs and schedules.
- Professions and progression tracks.
- Seasons and calendar periods.
- Skills.
- Buildings and workplaces.
- Village spirit and classification.
- Resident wellbeing.
- Life stages and village-wide events.
Townstead remains completely optional.
### 90 New Quest Definitions
Added:
- 72 new personal quests**
- 8 new village projects**
- 10 new situations**
- 7 new titles**
MCA: Quests now contains **262 personal quests**, including **73 Townstead-focused quests**.
### New Multi-Stage Questlines
Added six major Townstead story arcs:
- Seasons of the Soil**
- Harbor of Hands**
- Wool and Winter**
- Smokehouse Legacy**
- The Apprenticeship Pact**
- A Village with a Name**
Also added three major quests that work without Townstead:
- The Broken Road**
- The Ashen Remedy**
- The Bell at Dawn**
### Better Townstead Quests
Townstead quests can now track more meaningful long-term progress.
New mechanics include:
- Completing entire work shifts across multiple days.
- Checking whether a profession can actually progress before offering a quest.
- Targeting specific Townstead buildings.
- Finding another nearby MCA village.
- Repeating quests by Townstead week, season, or year instead of fixed Minecraft ticks.
- Tracking thirst and the percentage of residents actually loaded.
- Delivering quest items directly into a villager's inventory.
Quest targets such as buildings are fixed when the quest is accepted, preventing destinations from changing while the player is working.
### Better Quest Variety
Added **offer groups** to prevent the quest menu from filling with several nearly identical quests at once.
For example, the game is less likely to offer three different hunger errands when other types of quests are available.
### New Townstead Situations
Added triggers for:
- Week, season, and year changes.
- Villager life-stage changes.
- Village schedule disruption.
- Stranded villagers.
- Hostile mobs near village homes.
- Village spirit/classification transitions.
Existing worlds will not suddenly trigger old events when updating. New event tracking starts cleanly.
### Fixed Impossible Townstead Quests
Several Townstead quests could previously ask players to complete profession progression that **did not actually exist**.
Reworked affected quests so their objectives are achievable.
Notable changes include:
- Deep Water Days** now focuses on fishing, work shifts, and dock progression.
- The Master Tanner** now focuses on leather delivery, work shifts, and a proper workplace.
- Master of the Trade** is only offer
A major update focused on **family quests, quest tracking, MCA: Reputation integration, and multiplayer-friendly target highlighting**.
### MCA: Reputation Integration
- Added a **View Deeds** link to village entries in the Journal when **MCA: Reputation** is installed.
- The link opens that exact village in Reputation's Standing screen.
- Reputation data is refreshed before the screen opens.
- The link is hidden when MCA: Reputation is not installed.
- Requires **MCA: Reputation 0.2+**.
### Family Quests Now Use Real Villagers
Family quests now point to actual MCA villagers instead of only mentioning unnamed relatives in dialogue.
- Family quests remember the exact relative they are about.
- Quest dialogue, objectives, highlighting, and completion now stay focused on the same person.
- Deliveries meant for a relative must be handed to that specific villager.
- Existing quests automatically update without requiring a save migration.
Updated family quests include:
- A Family Feast*
- In Loving Memory*
- Mind the Apprentice*
- Guest of Honour*
- Meeting the Family*
- A Parent's Plea*
- Search the Old Tunnels*
- Bring Them Home*
### Quest Target Highlighting
- Quest targets can now be **outlined through walls** while nearby.
- The outline is visible only to the player who owns the quest.
- Quests without a specific target highlight the quest giver instead.
- The older shared Glowing-effect behavior can still be enabled through configuration.
### New Direction Tracker
The quest HUD can now point you toward the villager you need.
It shows:
- The target's name.
- Distance in blocks.
- A simple direction such as ahead, behind, left, or right.
If the target is too far away to be loaded, the tracker can point toward their last known home instead.
The direction hint disappears once the quest is ready to turn in.
### Missing Relatives Can Now Be Found
Added a new
find_missing_relative quest objective.Certain quests can now involve family members who genuinely disappeared from the world.
When found:
- The original family member is restored as a real villager.
- Their name, identity, profession, and family relationships are preserved.
- They immediately become the quest target.
- They cannot accidentally spawn twice.
- An unloaded villager is no longer mistaken for a missing one.
Finding a missing relative is **permanent**, even if the quest is later abandoned or failed.
### Family Quest Improvements
- Added support for **grandparents**.
- Family conditions can now properly target **any relative**.
- Quests that require a certain relative will no longer appear if that relative does not exist.
- Search and delivery dialogue has been rewritten to better match what the player is actually doing.
### Fixed
- Fixed some family quest conditions being ignored.
- Fixed living villagers outside render distance being treated as missing.
- Fixed family-tree filler characters being mistaken for missing villagers
Address the player by their **MCA character name** (the name set in MCA's character-creation screen)
instead of their Minecraft username wherever the mod names them. Existing saves and datapacks are
unaffected — the new
{player} token is optional, and every name lookup falls back to the Minecraftusername when MCA is absent or no character name was set.
### Added
{player}dialogue token** — quest authors can now write the player's MCA character name into any
dialogue, title, and chain arc/chapter text (e.g. "Well met, {player}!"), not justtemplate quests. It is a reserved token that cannot be shadowed by a template variable named
player,falls back to the Minecraft username when MCA is absent or no name is set, and is dialogue-only (never
substituted into objective/reward JSON). Resolved server-side per recipient, so situation broadcasts
name each nearby player correctly. Documented in
DATAPACK.md.### Changed
- Admin command feedback uses the MCA name** — the chat messages from
/mcaquests title grant|list|clear
as a safe fallback). Debug logs continue to use the username for account-level troubleshooting.
Built for **Minecraft 1.20.1 / Forge**, requiring **MCA Reborn 7.6.x** and **Architectury API**.
Save-data compatible with 0.1.0–0.3.0 worlds; the new **village projects** are additive and pre-0.4.0
worlds load cleanly. **Datapack breaking change:**
chain.time_limit_ticks has been replaced by thenew
failure block (see *Changed*/*Removed*). **Network protocol bumped to v2** — client and servermust run matching versions (the project packets are rejected at handshake otherwise).
### Added
- Quest failure states & deadlines** — a new optional
failureblock makes a quest *expire* while
persisted (the deadline is anchored to acceptance time, so it survives logout/restart), grants no
rewards, and records a
FAILED outcome that follow-up quests branch on via the existingmcaquests:quest_failed condition.- Triggers** (combine freely; first to fire wins):
deadline_ticks(relative deadline),
deadline_time (fail at a Minecraft time-of-day, e.g. "before sunrise"), require_weather(fail when the weather stops matching, e.g. "while it's raining"), and
fail_on_giver_death(per-quest, independent of the global
failQuestIfGiverDies config).- Outcomes**:
failure_hearts(relationship penalty, or0for non-punitive),retry_after
block_retry (permanent lock). The giver'sdialogue.failed line is shown on failure; recovery quests are expressed with quest_failed.- A quest already complete ("ready to turn in") is **not** failed by a time/weather trigger — a
ever double-fails or duplicates a completion.
- HUD deadline countdown** — the quest tracker shows a live
m:sscountdown for quests with a time
- 3 built-in failure examples** —
guard/dawn_defense(kill zombies before sunrise),
cleric/urgent_medicine (+ cleric/urgent_medicine_recovery, a recovery quest gated onquest_failed), and fisherman/rain_catch (fish while it's raining).- Failure validation** —
/mcaquests validatereports afailureblock with no trigger, a
failure_hearts magnitude past the hearts clamp, and block_retry combined with retry_after.- Village projects** — a new, separate system of **shared, multi-stage community goals** loaded from
data/<namespace>/mcaquests/projects/**.json. A project's progress is **shared** (stored in theworld save, not per-player), so multiple players contribute toward one common objective. Fully
additive and backward compatible — existing quests are unchanged and pre-0.4.0 worlds load cleanly.
- 5 scopes** decide who shares the progress:
player,villager,family,profession, and
...
First public release. Built for **Minecraft 1.20.1 / Forge**, requiring **MCA Reborn 7.6.x**
and **Architectury API**. Prod-tested against MCA Reborn 7.6.20.
### Added
- In-menu Quests button** injected into MCA Reborn's villager interaction screen (client mixin), gated by config.
- Conversation UI** — multi-offer cards showing each quest's title, dialogue, objectives, and reward summary, with inline Accept / Decline / Complete / Abandon.
- Quest engine** (server-authoritative, datapack-driven):
- 10 objective types: item delivery, obtain, craft, fish, kill entity, break block, place block, visit biome, visit dimension, talk to profession.
- 7 reward types: item, XP, XP levels, status effect, loot table, command (disabled by default), and **MCA hearts**.
- 12 condition types +
all_of/any_of/notcomposites for gating offers. - Profession matching (strict / normalized / loose), 5 turn-in modes, cooldown/once repeat rules, and weighted, per-day-deterministic offer selection.
- 69 built-in quests** across every vanilla profession (4 each), jobless villagers and nitwits (6, shared), the MCA guard (5), and bonus quests for MCA archers, adventurers, and mercenaries.
- Quest tracking** — keybind-toggled Quest Log, a fully repositionable HUD tracker (anchor + X/Y offset) that names the quest giver, and a toast + sound when a quest is ready to turn in.
- Persistence** — quest state lives on the player (Forge capability), surviving death, dimension changes, villager unload, and restarts.
- Java API + Forge events** —
McaQuestsApifor add-ons to register custom objective/reward/condition types;QuestAccepted/Ready/Completed/Abandoned/Failedevents on the Forge bus. - Commands** —
/mcaquests list,validate,reload,export-schema, anddebug villager. - Configuration** — common (gameplay) and client (visual) config, including a villager **auto-follow** toggle (off by default), chat confirmations, hearts-reward scaling/clamps, offer/cooldown tuning, and HUD placement.
- Documentation** —
README.md,CONFIG.md(every option), andDATAPACK.md(full quest schema + a datapack-authoring walkthrough).