
MCA: Quests
An RPG-style, datapack-driven quest system for MCA:Reborn villagers. Right-click a villager, open the new Quests menu, accept a job, complete it out in the world, and turn it in for sweet rewards and hearts.
- Загрузки
- 2K
- Подписчики
- 11
- Обновлён
- 18 августа 2026 г.
- Лицензия
- GPL-3.0-or-later
Опубликован 21 июня 2026 г.
MCA: Quests
Give your MCA villagers something to ask of you.
MCA: Quests adds an RPG-style quest system to Minecraft Comes Alive: Reborn. Right-click any villager, open the brand-new Quests menu woven right into MCA's interaction screen, and take on jobs for the people of your world — fetch a farmer's harvest, clear a guard's patrol of the dead, chart the mountains for a cartographer, or simply pick flowers for a lonely soul who has no trade at all.
Complete the work, return, and turn it in for loot, XP, and — most importantly — a real boost to your hearts with that villager. Quests are the fastest, most natural way to win a village over.
⚠️ Requires MCA Reborn and Architectury API. This is an add-on — it does nothing without MCA Reborn installed.
✨ What you get
- A Quests button right in the villager menu — no commands, no clunky extra screens. If you can talk to a villager, you can quest for them.
- 150+ hand-written quests across every profession — farmers, fishers, shepherds, librarians, clerics, armorers, weaponsmiths, toolsmiths, masons, butchers, fletchers, leatherworkers, cartographers, the town guard, and even jobless villagers and nitwits with simple, charming errands.
- Relationship quest chains — quests remember what you've done and grow into ongoing stories, tracked per villager so each one's arc is your own with them. A farmer asks for wheat, then to expand the farm, then to help an apprentice, then invites you to a village feast. Chains even branch on whether you came through or let someone down — and the menu shows "Part 2 of 4" so you always know where the story stands. Eight sample arcs are built in, including a courtship, a frantic search for a lost child, and caring for an aging parent.
- Village projects you build together — sometimes a whole town needs a hand. A sponsor villager rallies the village toward a shared, multi-stage goal — repair the well, restock the guardhouse, restore the library, recover after a raid — and everyone pitches in. Progress is shared and saved with the world, so on a server your friends' donations, kills, and builds all count toward the same prize. Finish a stage and rewards go out to the people who helped — the top contributor, every participant, or the village itself — along with a lift to your standing in town. Six community projects ship in the box, and pack makers can write their own. (Great fun on multiplayer; works solo too.)
- Earn your place in town — every village remembers what you've done. Reputation now climbs a named ladder — Stranger, Acquaintance, Friend, Honored, Revered — with a toast when you rise and titles you earn along the way. Some quests only open up once a village trusts you. Flip open the new Journal to see your standing with each village, the titles you've collected, and a log of every quest you've completed. Pack makers can rewrite the whole ladder.
- Quests that know your villagers — offers can react to MCA life-sim state: a spouse asks for a small favor, your child begs for cookies, a sick villager needs a golden apple, the town guard calls for a patrol, a grieving parent pleads for help finding a missing child. All optional and datapack-driven, with six sample quests built in.
- Quests about people, homes, and places — walk a villager home before nightfall, protect a child while they gather flowers, defend the guard captain from the undead, cure an infected neighbor, carry a letter to someone's brother, repair the village well, or trade with the local blacksmith. Twelve new objective types bring escorting, protecting, defending, trading, healing, curing, breeding, taming, resting, building near a place, and entering structures — all saved with the world, so they survive logouts, deaths, and server restarts.
- Villagers who actually talk to you (with MCA: Conversations) — install the optional MCA: Conversations add-on and villagers speak their quest lines in their own voice and personality, and "go talk to so-and-so" quests progress from a real conversation instead of a checkbox. Not installed? Everything still works — dialogue just reads as written.
- FTB Quests integration (optional) — build FTB Quests books that read your villager quests, reputation, titles, and hearts, and grant those same rewards straight from the book. Not installed? Nothing changes.
- Real variety — deliver and gather, craft and fish, hunt monsters, mine and build, and explore distant biomes and dimensions. Some quests only appear at night, or in the rain.
- Earn hearts that matter — rewards feed directly into MCA's relationship system, alongside emeralds, XP, and more. Courting a villager is a real investment now, not something you can rush in an afternoon of repeating one errand.
- An economy that fits your pack — quests pay in currency, not hard-coded emeralds. Tag a quest easy, medium, or hard and the server picks the payout range and the coin: emeralds by default, Create: Numismatics coins, or any item you choose — one config line, and every installed quest pack follows. Payouts are locked in the moment you accept, so what the card promises is what you get.
- Agora em Português (Brasil) — the whole mod, fully translated: menus, objectives, rewards, and every line of villager dialogue across all 150+ quests, the relationship arcs, the village projects, and the emergencies. Every built-in line is now a translation key, so more languages can follow.
- Track everything — a toggleable Quest Log, an on-screen tracker you can place in any corner, and a satisfying chime when a quest is ready to hand in. Changed your mind? Abandon any quest right from the log, even if its villager is long gone.
- Built for modpacks — every quest is a simple JSON file. Pack makers can add, remove, or rebalance quests with a datapack, no code required. A full config lets you tune offer counts, cooldowns, heart rewards, and more.
🎮 How to play
- Install MCA Reborn, Architectury API, and MCA: Quests.
- Right-click an adult villager and click Quests. (Sneak-right-click is no longer a shortcut — it was interfering with MCA's own villager menus and with other mods.)
- Pick an offer, Accept, and head out. Watch the tracker fill up.
- Come back and Complete it to claim your rewards and win their heart.
🛠️ For pack makers
- Add your own quests via datapack:
data/<namespace>/mcaquests/quests/**.json. Run/mcaquests export-schemafor a ready-to-edit example. - Author shared village projects the same way, from
data/<namespace>/mcaquests/projects/**.json— pick a scope, lay out the phases, and reward your contributors. - Full schema reference and config docs are on the GitHub repository.
- A Java API + Forge events let other mods register custom objective/reward/condition types and react to quest progress.
📋 Details
- Minecraft: 1.20.1 · Forge 47.4.10+
- Requires: MCA Reborn 7.6.x + Architectury API
- Optional: MCA: Conversations — voiced quest dialogue & conversation-driven objectives
- Optional: FTB Quests — two-way book integration · Create: Numismatics — pay quest rewards in coins
- Languages: English, Português (Brasil)
- Server-authoritative and dup-proof — safe for multiplayer.
- Source & docs: https://github.com/otectus/MCAQuests
- Licensed under GPL-3.0, matching MCA Reborn.
Minecraft Comes Alive: Reborn is by Luke100000 and contributors. MCA: Quests is an independent add-on.
Ченджлог
1.2.0Релиз1.20.1 · 18 августа 2026 г.
[1.2.0] - Unreleased
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.
- Fixed protection quests failing because a different relative died.
- Fixed the quest log, HUD, and highlight sometimes pointing to different villagers.
- Fixed titles being shared between villages in different dimensions when they had the same numeric ID.
Multiplayer Improvements
Quest highlights are now handled separately for each player.
Previously, Minecraft's normal Glowing effect could make one player's quest target visible to everyone on the server, including through some minimap and shader mods.
The new system keeps quest markers private.
Configuration
Added:
highlightUsesGlowingEffect- Default:
false - Restores the older shared Glowing-effect highlighting.
- Default:
showQuestTargetDirection- Default:
true - Controls the new direction guide.
- Default:
Brazilian Portuguese translations have also been updated for all new content.
Compatibility
- Requires MCA: Reputation 0.2+ for Reputation integration.
- Client and server must both use MCA: Quests 1.2.0.
- Existing world saves remain compatible.
- Add-ons using MCA: Quests' villager-target API may need a small update.
[1.1.0] - 2026-08-13
A major compatibility, reputation, localization, and quest-quality update.
MCA: Reputation Integration
MCA: Quests can now integrate with MCA: Reputation when installed.
- Reputation becomes the main source of village standing.
- MCA: Quests keeps a fallback copy so removing Reputation later does not erase your progress.
- MCA: Reputation remains completely optional.
Reputation Is Now Properly Per Player
Previously, everyone on a multiplayer server could accidentally share the same village reputation.
This is fixed.
- Every player now has their own standing with each village.
- Villages in different dimensions are tracked separately.
- Nether and Overworld villages with matching IDs no longer share reputation.
- Quest, project, situation, Journal, FTB Quests, and Reputation values now use the same system.
Reputation Rewards
Quests can now directly define reputation changes for:
- Completion.
- Failure.
- Abandonment.
Failure and abandonment remain penalty-free unless a quest specifically says otherwise.
Reputation rewards are also protected against accidental duplicate payouts.
Restitution Quests
Added support for quests that react to specific deeds recorded by MCA: Reputation.
This allows quests where players can:
- Be offered a chance to make amends.
- Complete restitution.
- Reduce the impact of a past deed without deleting it.
Legacy Reputation Migration
When MCA: Reputation is installed, old MCA: Quests reputation data can be imported automatically.
Existing:
- Village standing.
- Reputation tiers.
- Titles.
are carried over where possible.
Removed
Sneak-Right-Click Quest Shortcut
The old sneak-right-click shortcut for opening quests has been removed.
It could interfere with:
- MCA's villager editor.
- Trading.
- Villager inventories.
- Other mods using sneak-right-click.
- MCA: Quests' own progression detection.
The Quests button in the villager interface is now the intended way to open quests.
Fixed Quest Progress
- Fixed profession conversation objectives sometimes never progressing.
- Profession matching now properly follows the configured matching mode.
- "Talk to multiple villagers" objectives now require different villagers instead of counting repeated conversations with one person.
- Fixed the built-in cartographer search project being stuck at
0/3. - Conversations reported through both normal interaction and MCA: Conversations are counted only once.
- Conversation progress now updates immediately.
Family Quest Fixes
- Babies and toddlers no longer offer inappropriate adult-style quests.
- Family quest objectives now clearly say that they refer to the quest giver's relative rather than the player's relative.
- Resolved relatives still display their actual name when available.
New Currency Reward System
Added a flexible mcaquests:currency reward.
Servers and datapacks can use:
- Emeralds.
- Create: Numismatics currency.
- A custom item.
Reward amounts are chosen once when the quest is accepted and stay fixed afterward.
Reloading, reconnecting, or reopening the menu can no longer reroll the reward.
Quest Difficulty
Quests can now optionally be marked:
- Easy
- Medium
- Hard
Difficulty can provide default reward ranges while leaving existing quests unchanged.
Reward Scaling
Added server configuration for:
currencyRewardMultiplierxpRewardMultiplier
The amount shown on the quest card always matches the amount the player will actually receive.
Relationship Balance
Relationship rewards have been significantly reduced to prevent marriage progression from being farmed too quickly.
Built-in heart rewards are now approximately:
- Easy: 4 hearts
- Medium: 8 hearts
- Hard: 14 hearts
Hard repeatable quests also generally have longer cooldowns.
Servers can still adjust the overall speed using heartsRewardMultiplier.
More Accurate Conversation Detection
A "talk to villager" objective now requires an actual conversation.
Simply clicking a villager while holding:
- The MCA editor book.
- Another mod's interaction item.
- An item used for a different objective.
will no longer count as talking.
Brazilian Portuguese
Added complete Brazilian Portuguese (pt_br) localization for the built-in content.
This includes:
- Interface text.
- Quest dialogue.
- Quest titles.
- Objectives.
- Rewards.
- Projects.
- Situations.
- Relationship arcs.
The built-in quest pack was also converted to proper translation keys so additional translations are easier to create.
Compatibility
- Existing worlds remain compatible.
- Existing datapacks do not need to be updated.
- MCA: Reputation is completely optional.
- Clients and servers must use matching updated versions.
[1.0.0] - 2026-07-16
The first major release, introducing optional FTB Quests integration alongside several quest interface and dialogue improvements.
FTB Quests Integration
MCA: Quests can now connect with FTB Quests in both directions.
FTB Quests can track MCA progress including:
- Completed quests.
- Completed quest chains.
- Reputation.
- Reputation tiers.
- Titles.
- Village projects.
- Situation progress.
- Hearts.
- Marriage.
FTB Quests can also reward:
- Village reputation.
- Hearts.
- MCA: Quests titles.
MCA: Quests datapacks can likewise check or update FTB Quests progress.
FTB Quests remains completely optional.
Abandon Quests From the Quest Log
Active quests now have an Abandon button directly in the Quest Log.
This means you can remove a stuck quest even if the original villager:
- Died.
- Despawned.
- Is in an unloaded area.
- Is in another dimension.
A confirmation screen prevents accidental abandonment.
Interface Fixes
Quest cards now scroll properly when a villager offers several quests.
Fixed quest cards covering the Back and Project buttons.
The same scrolling improvements were applied to:
- Village projects.
- The Quest Log.
Quests whose datapack definition was removed are still shown by ID so they can be abandoned.
Dialogue Fixes
- Fixed template quests using
{player}sometimes failing to load. - Custom accept and completion dialogue now properly appears in chat.
- Players without an MCA character name now use their Minecraft username instead of being called "Unnamed Adventurer."
Admin Improvements
Admin title commands now show both the MCA character name and Minecraft username when useful, making it easier to identify the correct player.
Compatibility
- Existing worlds and datapacks remain compatible.
- Clients and servers must use matching versions.
- FTB Quests integration is entirely optional.
0.9.1Релиз1.20.1 · 12 июля 2026 г.
[0.9.1] - 2026-07-11
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 Minecraft
username 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 quest'sdialogue,title, and chain arc/chapter text (e.g."Well met, {player}!"), not just template quests. It is a reserved token that cannot be shadowed by a template variable namedplayer, 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 inDATAPACK.md.
Changed
- Admin command feedback uses the MCA name — the chat messages from
/mcaquests title grant|list|clearnow show the target player's MCA character name instead of their Minecraft username (with the username as a safe fallback). Debug logs continue to use the username for account-level troubleshooting.
0.4.0Релиз1.20.1 · 29 июня 2026 г.
[0.4.0] - 2026-06-19
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 the
new failure block (see Changed/Removed). Network protocol bumped to v2 — client and server
must 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 it's active, with author-controlled triggers and outcomes. Failure is server-authoritative, persisted (the deadline is anchored to acceptance time, so it survives logout/restart), grants no rewards, and records aFAILEDoutcome that follow-up quests branch on via the existingmcaquests:quest_failedcondition.- 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"), andfail_on_giver_death(per-quest, independent of the globalfailQuestIfGiverDiesconfig). - Outcomes:
failure_hearts(relationship penalty, or0for non-punitive),retry_after(cooldown before the quest can be offered again), andblock_retry(permanent lock). The giver'sdialogue.failedline is shown on failure; recovery quests are expressed withquest_failed. - A quest already complete ("ready to turn in") is not failed by a time/weather trigger — a grace window to hand it in. All failure paths route through one idempotent handler, so no quest ever double-fails or duplicates a completion.
- Triggers (combine freely; first to fire wins):
- HUD deadline countdown — the quest tracker shows a live
m:sscountdown for quests with a time deadline, turning red in the final minute. Weather/giver-death failures show no countdown. - 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), andfisherman/rain_catch(fish while it's raining). - Failure validation —
/mcaquests validatereports afailureblock with no trigger, afailure_heartsmagnitude past the hearts clamp, andblock_retrycombined withretry_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 the world 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, andvillage. The MCA-backed scopes (family/profession/village) resolve via MCA's village/ relationship data and fail safe (the project never appears) when that data is missing. - Phases run in order — a phase is entered only after every earlier phase completes — each with
its own dialogue, objectives, rewards, and an optional
unlockgate. - 4 project objective types that track shared progress:
donate_item(items consumed and banked into the pool, with an optionalper_player_cap),project_kill_entity,project_place_block, andproject_talk_to_profession. - Shared rewards wrap any existing quest reward with a
target(contributors,all_participants,sponsor_village,top_contributor) and add new reward types (hearts_with_sponsor,hearts_with_participants,village_reputation,unlock). Projects also carry independent mod-side village reputation deltas (on_phase_complete/on_project_complete/on_fail), and a newmcaquests:village_reputationcondition tests a giver's reputation in any quest or project condition tree. - Sponsors (by profession) surface a project via a View Project button in the MCA villager
menu; with
oneSponsorPerProjectPerDayonly one deterministically chosen villager per village offers a given project per day. Contributions are atomic and server-authoritative (items validated and consumed server-side, then banked, then synced); per-phase rewards distribute exactly once, with offline players' non-hearts rewards queued for next login and villager hearts queued via MCA. - 6 built-in example projects:
guardhouse_stockpile,library_restoration,festival_preparation,well_repair,after_raid_recovery, andmissing_villager_search. - Project commands —
/mcaquests project list,info <id>,validate,reset <id>,advance <id>(test-only force-advance), anddebug <id>(explains availability from the nearest villager); list/info/debug at op level 2, validate/reset/advance at op level 3. - Project validation flags unknown scope/objective/reward type ids, missing phases, and
unknown/disabled or circular
follow_upchains as errors, with warnings for empty non-final phases, MCA-dependent scopes while MCA is absent, disabled command rewards, and mismatched reward targets. Hard errors abort the load understrictJsonValidation. - A project menu, quest-log section, and HUD tracker (
showProjectTrackerHud/projectTrackerMaxEntries) surface active projects and their shared progress. - Network protocol bumped to v2. Project sync/contribution packets require a matching client and server; mismatched versions are rejected at handshake.
- 5 scopes decide who shares the progress:
Changed
- The
chain.time_limit_ticksdeadline is nowfailure.deadline_ticks— it works on any quest, not just chains, and gains the richer triggers/outcomes above. The two built-in chain quests that used it (farmer_family/3_apprentice,guard_safety/2_patrol) were migrated.
Removed
chain.time_limit_ticks(replaced by thefailureblock). Datapacks still using it will fail validation; move the value tofailure.deadline_ticks.
0.1.0Релиз1.20.1 · 21 июня 2026 г.
[0.1.0] - 2026-06-18
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).
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