Wiki Release: 2026.09.5 · UltimateClans: 9.1.4 · Documentation branch: 9 · ClanQuest
ClanQuest#
ClanQuest adds clan quest/progression system with many gameplay objective listeners, GUI, persistence, daily/quest data and integrations with other events/plugins. The pages in this section explain what players see in-game, what administrators need to configure, the normal setup flow, and the most common problems you may need to diagnose.
Compatibility#
- Component version:
6.0.1 - Documentation release:
2026.09.5 - Minimum UltimateClans version:
9.0.0
What you can do with it#
- Define quest IDs and objectives in
quests.yml; keep IDs unique and human-readable - Configure which quests can be started, their requirements, rewards, limits and progression values
- Use the player/admin quest GUI/commands to start a test quest
- Perform the exact action type being tested (break, place, kill, fish, craft, enchant, explore, breed, collect, trade, etc.) and verify progress
- Test abandon/finish behavior and persistence across reconnect/restart
How it works#
Quest model#
ClanQuest is event-driven. Definitions in quests.yml describe objectives and requirements; listeners then advance matching quests when players perform supported actions. The supplied source includes handlers for breaking/placing, crafting, smelting, fishing, breeding, enchanting, collecting/pickup, kills/entities, exploration/teleport, eating, repairing, shearing, taming, trading, KOTH, Outpost, Mythic/CMI-related hooks and several other gameplay events.
A practical setup is to create one small quest, assign a single objective, start it on a test clan/player, perform exactly that action and verify progress/reward before combining multiple objectives or integrations.
First setup#
Before enabling the feature for players, review these installed files:
commands.ymlconfig.ymlgui.ymllanguage/Lang_EN.ymlpolymart.ymlquests.yml
Recommended in-game workflow#
- Define quest IDs and objectives in
quests.yml; keep IDs unique and human-readable. - Configure which quests can be started, their requirements, rewards, limits and progression values.
- Use the player/admin quest GUI/commands to start a test quest.
- Perform the exact action type being tested (break, place, kill, fish, craft, enchant, explore, breed, collect, trade, etc.) and verify progress.
- Test abandon/finish behavior and persistence across reconnect/restart.
Useful command entry points#
/{_clan} {_quest}/{_clan} {_quest} {_list} (-gui)/{_clan} {_quest} {_status}/{_clan} {_quest} {_start}/{_clan} {_quest} {_abandon}/clanquest help/clanquest addpoint/clanquest reload
See Commands in the sidebar for the full command reference and configured aliases/permissions.
GUI areas#
The installed GUI configuration contains screens/sections such as:
Quest.home_questQuest.home_list
What administrators should configure#
- The source includes many distinct listeners, so an objective only progresses from the matching event type. Do not substitute similar actions when testing.
- Integrations include specialized listeners for Koth, Outpost, CMI, Mythic and other supported contexts; only configure those objective types when the dependency/integration is actually present.
- Keep daily/player quest storage intact during updates; back up before reshaping quest IDs.
Configuration map#
config.yml—Config(date_format, timezone, sync_if_enabled, translate, Quest, Icon, Permissions, logger, league);Storage(type, mysql, user, pass, databases)quests.yml—Quest(walker, koth, outpost, diamond_breaker, pickup, minerator, fisher, beacon_placer, smelt, repairman, enchanter, eater)
The Configuration page lists the available paths and defaults from the installed configuration, with notes on what each area controls.
Before going live#
- Back up the component data/configuration.
- Start the server and confirm the component is detected without startup errors.
- Test with a non-OP player and the lowest clan role that should have access.
- Exercise the complete flow once, including the failure/deny path, not only the happy path.
- Restart the server and verify that persistent state survives.
- If the network is multiserver, repeat the test from a second node and verify storage/synchronization.
Troubleshooting quick reference#
| Symptom | Likely cause | What to check |
|---|---|---|
| Quest progress stays at zero | Objective type/target does not match the event being generated, world/region/permission filters block it, or the quest is not active | Confirm active quest and objective type, then reproduce one exact matching action with debug/logging enabled. |
| Quest completes but reward is missing | Reward/action configuration failed or external economy/command integration is unavailable | Inspect finish event/reward configuration and console output; test reward command manually. |
| Changing a quest ID loses progress | Persistent player data references the original ID | Do not rename live quest IDs without migration/backups. |
| Integration objective never advances | Required plugin/integration listener is unavailable | Confirm the dependency is installed and detected at startup, then test its native event first. |
For a longer diagnostic flow, open the Troubleshooting page for this component.