TribeCraft Wiki · Release 2026.09.5
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.yml
  • config.yml
  • gui.yml
  • language/Lang_EN.yml
  • polymart.yml
  • quests.yml
  1. Define quest IDs and objectives in quests.yml; keep IDs unique and human-readable.
  2. Configure which quests can be started, their requirements, rewards, limits and progression values.
  3. Use the player/admin quest GUI/commands to start a test quest.
  4. Perform the exact action type being tested (break, place, kill, fish, craft, enchant, explore, breed, collect, trade, etc.) and verify progress.
  5. 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_quest
  • Quest.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.ymlConfig (date_format, timezone, sync_if_enabled, translate, Quest, Icon, Permissions, logger, league); Storage (type, mysql, user, pass, databases)
  • quests.ymlQuest (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#

  1. Back up the component data/configuration.
  2. Start the server and confirm the component is detected without startup errors.
  3. Test with a non-OP player and the lowest clan role that should have access.
  4. Exercise the complete flow once, including the failure/deny path, not only the happy path.
  5. Restart the server and verify that persistent state survives.
  6. If the network is multiserver, repeat the test from a second node and verify storage/synchronization.

Troubleshooting quick reference#

SymptomLikely causeWhat to check
Quest progress stays at zeroObjective type/target does not match the event being generated, world/region/permission filters block it, or the quest is not activeConfirm active quest and objective type, then reproduce one exact matching action with debug/logging enabled.
Quest completes but reward is missingReward/action configuration failed or external economy/command integration is unavailableInspect finish event/reward configuration and console output; test reward command manually.
Changing a quest ID loses progressPersistent player data references the original IDDo not rename live quest IDs without migration/backups.
Integration objective never advancesRequired plugin/integration listener is unavailableConfirm 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.