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SableCraft Chronicler

Quests that are given by someone, somewhere . Chapters, quests and storylines from datapack files, played entirely on a vanilla client. A quest is offered by a person ,a block, or a place ; it is told in beats, with choices that branch and consequences.
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Chronicler 1.0.0 / MC 1.21.11

File namechronicler-1.0.0+mc1.21.11.jar
Uploader
sablednahsablednah
Uploaded
Sep 13, 2026
Downloads
6
Size
1.1 MB
Mod Loaders
NeoForge
File ID
8873279
Type
R
Release
Supported game versions
  • 1.21.11

Curse Maven Snippet

NeoForge

implementation "curse.maven:sablecraft-chronicler-1690352:8873279"

Learn more about Curse Maven

What's new

The first release. Requires SableCraft Standards 1.5.0+ and Cast 1.0.0+; LegendQuest, ZombieMod and CityWorld stay optional. Everything below is in it.

  • ZARP: the Zombie Apocalypse Roleplay questline, built in as a datapack (content.zarp, auto with ZombieMod): a camp of five near spawn, four acts through the city, the hospital, the Nether and the End, a finale with three endings, a side chapter whose refusals have consequences, a bounty board, nine quest items and five ZombieMod genera (Ashwalker, Fortress Warden, the Cinder, Voidling, the Hollow Knight). docs/ZARP.md.

  • Objectives: ritual (a multiblock and an item, click to perform), wait, kill with target lists, spawn tags and quest-item drops, collect by tag or quest item, place with any alternatives.

  • Effects: spawn with name / tag / health and a vanilla stand-in for a genus, npc_say, npc_remove, ending.

  • Quest items: the chronicler:item registry, marked in custom_data, an item reward by quest_item, the chronicler:quest_item loot function, /chronicler item give|list.

  • Endings and replay: ending on stages and choices, end: true on a stage, replayable chapters, /quest replay <chapter>; a progress percentage in /quests and the journal, moved only by quests that counts.

  • Availability by LegendQuest race and class.

  • Build stamp: commit, branch and time in the jar manifest, in /chronicler/build.properties, in the startup log line and in /chronicler status.

  • Spawned mobs that die to something other than the player still count (own_kill: true respawns instead); /quest alone says what you are doing now; long journal pages split in two instead of clipping. ZARP: The Signal ends with a delivery to Sarge, every fight spawns spares, the First Bed must be your own kill.

  • NPC givers obey gravity through Cast; defy_gravity: true on the giver keeps one in place.

  • Genus spawns go through a seam and hand the mob back, so names, tags and equipment land on them; ZombieMod dresses first, equipment fills the gaps (override: true to replace). Quest items are not consumable unless usable: true.

  • deliver objective: hand items to a giver by clicking (or standing near); spawn takes equipment. ZARP's returns are deliveries and its daytime zombies wear caps.

  • Giver blocks are protected from breaking and explosions (givers.protect); admins sneak to break.

  • Refusals are story first (locked on the quest, spoken by its NPC), mechanics in grey brackets.

  • Position givers near_spawn with a placed block and decor: ZARP's campfire, which gives Wake Up.

  • The sample prologue is a built-in pack (content.prologue), off when ZARP is on.

  • NPC givers can be dressed (equipment on the giver, via Cast); the ZARP camp is.

  • NPC givers near_spawn on any seed, one NPC giving several quests (of), per-player marks that show the player's own state.

  • mc26.2 branch: NeoForge 26.2.0.72, Java 25.

  • Skeleton: chronicler:chapter and chronicler:quest datapack registries, YAML front door under config/chronicler/, /quest list|info|log, /chronicler reload|status, per-player journal attachment, messages.yml with merge-on-start, headless self-test.

  • The engine: /quest accept|abandon|track, kill / collect / visit measured on real events and a polling tick, progress on the action bar, completion with a title card, item / xp / command / money rewards, "new quest available" with clickable buttons, /chronicler reset.

  • Party quests: scope on chapters and quests, pooled progress, targets scaled by party size, everyone rewarded; membership through Standards' Groups seam, money through its economy.

  • The journal: a written book regenerated from the player's log on every open -- contents page, a page per active quest with progress and Track / Abandon links, an On Offer page with Accept links, a Done page. Right-click the item or /quest journal. New players get one on first join (journal.giveToNewPlayers).

  • Givers: position givers (a block; offer nearby, right-click accepts), place givers (biome / structure / dimension / CityWorld lot -- ambient, no coordinates), op-placed givers via /quest giver set in SavedData. A place objective on the same condition. A public api.Quests facade and registries for giver, objective and reward types, for StoryTeller and friends. A hidden demo quest, Hot Foot, offered on entering the Nether.

  • Stages: ordered beats with narration, per-beat objectives and on_enter / on_complete effects; title, message and spawn effects; {x} {y} {z} in commands. Night Watch, a two-beat built-in quest.

  • Givers make the offer on the first click and accept on the second (or the button); a floating, configurable marker over every giver.

  • NPC givers through Cast: an npc giver kind placed from quest data, the chronicler:giver role on any Cast NPC, /quest giver set on the NPC you look at, a spoken greeting. Loads and lists without Cast; places nobody.

  • Bounties: cooldown on a repeatable quest; Cull as the built-in example.

  • Choices: decision beats with clickable options, effects, next / end, start another quest; /quest choose. Deadlines: a timed beat with a countdown, on_fail, and a fall-back stage or abandonment. Night Watch ends on a choice.

  • Conditions: availability on a quest (karma / level through LegendQuest, world and player flags, reputation), with the unmet lines told to the player. World flags in SavedData, player flags in the journal, flag reward and objective, /chronicler flag.

  • LegendQuest seam: karma, class_xp, levels, skill_points rewards through its own API; karma and level availability.

  • ZombieMod seam, the other direction: a chronicler:flag spawn condition registered into ZombieMod, so a questline can quiet a district.

  • Reputation: reputation reward and objective through Standards' new api/reputation (ships in Standards 1.5.0); a clean no-op on older builds.

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