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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.
Players can now select "Quests" from the interaction menu to see what offers the villagers have.

Players can now select "Quests" from the interaction menu to see what offers the villagers have.

What it looks like when you click the "Quests" option in the MCA menu.

What it looks like when you click the "Quests" option in the MCA menu.

What the 'Quests' button shows once a quest has been accepted.

What the 'Quests' button shows once a quest has been accepted.

What the menu displays when a quest is ready to be completed.

What the menu displays when a quest is ready to be completed.

The previous quest is completed, allowing a new one to be displayed - and notifying the player via message.

The previous quest is completed, allowing a new one to be displayed - and notifying the player via message.

Otectus | MCA: Quests
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Description

MCA: Quests

An RPG-style, datapack-driven quest system for Minecraft Comes Alive: 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 items, XP, status effects — and a meaningful boost to your MCA hearts with that specific villager.

Server-authoritative, dup-proof, and fully data-driven: every quest is a JSON file, so modpacks and players can add their own without writing code.

Looking to add your own quests? Read the DATAPACK.md for more information on GitHub.


Features

  • πŸ—¨οΈ Integrated menu — a Quests button is injected directly into MCA's villager interaction screen (no extra steps, no separate UI to learn).
  • πŸ“œ 150+ built-in quests spanning every villager profession — farmer, fisherman, shepherd, librarian, cleric, armorer, weaponsmith, toolsmith, mason, butcher, fletcher, leatherworker, cartographer — plus jobless/nitwit villagers and MCA's guard (with bonus content for archers, adventurers, and mercenaries).
  • 🎭 Multi-offer conversation UI — villagers present several quests at once, each with flavor dialogue, objectives, and a reward summary; Accept / Decline / Complete / Abandon inline.
  • πŸ”— Relationship quest chains — link quests into multi-stage arcs that remember what you did: a farmer asks for wheat, then to expand the farm, then to help an apprentice, then invites you to a feast. Chains branch on whether you completed, failed, or abandoned earlier steps, and the UI shows the arc name and "Part 2 of 4". All datapack-driven — no code required (4 sample arcs included).
  • 🌾 Living Village situations — villages react to what happens in the world. Raids, deaths, zombie infections, missing kin, famine, and nightfall open transient situations that surface dynamic, time-limited quest offers on nearby villagers — "drive back the raid", "cure the infected", "find the missing child", "fill the empty granary" — and resolve into village reputation when you help (or fail to). Server-authoritative, throttled so they never spam, and persisted in the world save. Fully datapack-driven (situations/) and backward compatible; 6 example situations included.
  • 🏘️ Village projects — shared, multi-stage community goals that the whole server works on together. A sponsor villager rallies the town — repair the well, restock the guardhouse, restore the library — and any player can contribute: progress is shared and lives in the world save, so donations, kills, and builds all bank into one common pool. Pick a scope (player, villager, family, profession, or village), and phases hand out shared rewards (to contributors, the top contributor, everyone who helped, or the village) plus mod-side village reputation. Fully datapack-driven and backward compatible; 6 example projects included.
  • πŸ… Progression: reputation tiers & titles — village reputation now climbs a named ladder (Stranger → Acquaintance → Friend → Honored → Revered), with a tier-up toast and auto-earned titles. Gate quests on a player's standing with the reputation_tier condition, award titles with the grant_title reward, and track it all in a new Journal screen (village reputation, tiers, titles, and a completed-quest archive). Fully datapack-driven (reputation_tiers/, titles/) and backward compatible.
  • 🎯 10 objective types — deliver items, gather, craft, fish, kill mobs, break/place blocks, visit biomes or dimensions, and talk to professions.
  • 🎁 7 reward types — items, XP, XP levels, status effects, loot tables, commands (off by default), and MCA hearts.
  • πŸ”’ 25 condition types + all_of / any_of / not composites — gate offers by hearts, profession, biome, dimension, time, weather, held item, advancement, level, random chance, and quest history (completed / not-completed / failed / abandoned).
  • πŸ’ž MCA-aware conditions — gate quests on the villager's life-sim state: whether they're your spouse or family, their relationship status, age, personality, mood, village/home, health, or infection, and even whether a relative is missing or has died. All optional, datapack-driven, and fail-safe; 6 sample quests included (spouse errand, child's request, sick-villager remedy, guard patrol, missing-child search, memorial).
  • 🧭 Quest tracking — a keybind-toggled Quest Log, a fully repositionable HUD tracker that names the giver, and a toast + sound when a quest is ready to turn in.
  • πŸ›‘οΈ Server-authoritative & exploit-resistant — all selection, validation, and reward granting happen on the server; turn-in is atomic and idempotent, so packet-spam can't duplicate rewards.
  • 🧩 Extensible — a public Java API lets add-ons register their own objective/reward/condition types, and five Forge events (QuestAccepted/Ready/Completed/Abandoned/Failed) let other mods react.
  • πŸ’¬ MCA: Conversations integration (optional) — with the MCA: Conversations add-on installed, villagers speak a quest's offer / progress / completion / failure line in their own personality instead of the static text, and "talk to this villager" objectives progress from an actual conversation. MCA: Quests ships only the hooks and safe fallbacks — without the add-on, dialogue stays as written and nothing else changes.

Requirements

   
Minecraft 1.20.1
Mod loader Forge 47.4.10 or newer
MCA Reborn Required — 7.6.x
Architectury API Required (Forge) — MCA Reborn depends on it
MCA: Conversations Optional — enables voiced quest dialogue & conversation-driven objectives

MCA: Quests does nothing on its own — it is an add-on for MCA Reborn.

Installation

  1. Install Forge for Minecraft 1.20.1.
  2. Drop MCA Reborn, Architectury API, and MCA: Quests into your mods/ folder.
  3. Launch. Right-click an adult MCA villager and click Quests.

How it works

Right-click a villager → Quests → pick an offer → Accept. Track it via the HUD or the Quest Log keybind (bind "Open Quest Log" in Controls). When the objective is done you'll get a toast; return to an eligible villager and Complete it to claim your rewards and earn hearts.

Configuration

Two files are generated in config/ on first run:

  • mcaquests-common.toml — gameplay rules (offer counts, cooldowns, hearts scaling, turn-in rules, the villager-follow toggle, …).
  • mcaquests-client.toml — visuals (HUD position, toasts, sounds, the menu button).

See CONFIG.md for every option and its default.

Add your own quests

Quests load from any datapack at data/<namespace>/mcaquests/quests/**.json. Run /mcaquests export-schema in-game for a working example, and see DATAPACK.md for the full field reference and a step-by-step datapack walkthrough. Useful commands: /mcaquests list, /mcaquests validate, /mcaquests reload.

Shared village projects load alongside them from data/<namespace>/mcaquests/projects/**.json — see the Village projects section of DATAPACK.md and the /mcaquests project list|info|validate commands.

Emergent situations load from data/<namespace>/mcaquests/situations/**.json — pair a world-event trigger (raid, death, infection, missing kin, famine, night) with a time-limited offer. See the Situations section of DATAPACK.md and the /mcaquests situation list|info|validate|debug commands.

Building from source

Requires JDK 17.

./gradlew build

The jar lands in build/libs/. MCA Reborn and Architectury are pulled automatically (MCA via the Modrinth Maven). Note: gradle.properties pins org.gradle.java.home to a local JDK 17 path — adjust it to your own JDK 17 install, or remove it and run Gradle with JAVA_HOME pointed at JDK 17.

Compatibility note

MCA Reborn exposes no public API, so MCA: Quests links against its internal classes and is therefore pinned to the 7.6.x line. A future MCA major version may require an update here. All MCA access is isolated behind a single McaCompat adapter to make that easy.

The MCA: Conversations integration is a soft dependency: MCA: Quests exposes the dialogue and objective hooks (QuestDialogueHooks, ExternalSignalObjective) and the add-on registers itself against them. When it isn't installed the hooks simply no-op — quest dialogue falls back to the static datapack text and objectives progress through their normal detectors.

License & credits

Licensed under GPL-3.0, matching MCA Reborn (whose internals this mod links against).

  • Minecraft Comes Alive: Reborn by Luke100000 and contributors — the mod this builds on.
  • Created by otectus.

The MCA: Quests Team

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