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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 1.1.0 / MC 26.2

File namechronicler-1.1.0+mc26.2.jar
Uploader
sablednahsablednah
Uploaded
Sep 21, 2026
Downloads
7
Size
1.3 MB
Mod Loaders
NeoForge
File ID
8940739
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:sablecraft-chronicler-1690352:8940739"

Learn more about Curse Maven

What's new

1.1.0 — 2026-09-21

  • A person placed "near" a lot or structure now stands genuinely inside it -- CityWorld's own API has no bounding box or floor to ask for (a lot is chunk-granular metadata, not geometry), so this scans down from the roof for the first sheltered, walkable, floored spot instead. Mum, in her own house rather than the path outside. Fix: an unbounded scan found a spot 45 blocks under the house (a natural cave answers "sheltered, walkable, floored" just as well as a room does) -- bounded to near sea level by default, or a mini quest's own y_min/y_max on an npc slot.
  • Fix: a spawn reward's placement had no opinion on elevation at all -- a beat completing while the player happened to be on or near a roof spawned the follow-up mob up there too (Phil, right after "Go round Mum's"). Now prefers a point near sea level, same band as the interior search.
  • An escort's charge, arrived, now walks the rest of the way to a sheltered spot near the destination and stands there, rather than stopping wherever the arrival radius happened to catch them.
  • A boss bar shows an escort's hits taken while it is in danger, so missing the action-bar line does not mean losing track of how close it is to failing.
  • Waypoints/JourneyMap: every person a mini quest has placed is marked for as long as it is active, not only whichever one the current beat's objective happens to name (Ed, met once at the start and never an objective again, was missing entirely).
  • Fix: own_kill's respawn safety net was an in-memory record only -- a server restart between a mob's spawn and an unowned death left nothing to respawn from, stranding the kill quest anyway (reported: Phil, twice). It now falls back to the beat's own on_enter spawn (matched by tag) when nothing live is remembered.
  • Fix: an own_kill target that mutates into something else (ZombieMod: a Walker turning Runner) never fires a death event at all -- it is a silent discard(), not a kill, and the replacement carries none of the original's tags. Reported a third time on Phil, this time with no death and no respawn either. Now caught on EntityLeaveLevelEvent (a genuine discard, never a chunk unload or an already-credited kill).
  • JourneyMap markers. A quest's "go here" (visit, escort), a giver waiting to be found, and an escort's charge (live, moving as they do) are sent to the client once a second and drawn on JourneyMap if it is installed -- optional both ways, discovered through JourneyMap's own plugin annotation, never a real mods.toml dependency.
  • settle on visit and escort: the condition must hold continuously for this many seconds before it credits, rather than the instant a line is crossed -- reported in play as an escort ending, and an ambush appearing, while still on the path outside.
  • Mini quests: an npc slot placed near a found lot or structure now steps 4-10 blocks away before finding a dry surface, rather than using that place's own coordinate directly -- a building's coordinate is its roof.
  • Achievements. A vanilla advancement per chapter and per ending, generated from config YAML and the built-in packs: chronicler:root (granted with the first journal), one per chapter (granted on completing every counting quest in it), one per ending (granted on reaching it, hidden, framed as a challenge). Chains off requires, or the previous chapter by order when a chapter sets none. A new advancement reward type grants any advancement, Chronicler's own or anyone else's, by id. content.achievements.enabled (default on).
  • Mini quests. A quest file with a mini: block is a template: any value may be a {slot} hole, filled when it starts -- a pick from a pool, a number, the nearest structure, CityWorld lot or block, a spot nearby, another quest's giver, a position handed over, or a person Cast places. The values are saved on the journal entry, so the journal, the panel, /quest and parties show and measure the filled-in quest. Templates are checked at load with stand-in values. One copy per template per player.
  • Found in the wild: a template's spawn offers it while a player is in a place (a structure, biome, dimension or lot), on a chance and a cap, through a person placed for it or a block found for it; ignored, the offer lapses and the person leaves (minis.wild).
  • escort: bring a person somewhere with you. They follow whoever leads them, on foot along the way they walk (Cast 1.1.0), wait when left behind (minis.escortPickup), and it is done when they stand there with you.
  • deliver takes npc (a person by id) or at (a block -- which then will not be used any other way until it gets what it wants); npc_say and npc_remove take npc.
  • Effects: block (set a block, or properties on one: open: "true" opens a door) and mini (start or offer the next errand, anchored where this one ended).
  • /quest mini (list) and /quest mini <template> [players] [offer], admin. API: Quests.minis, isMini, startMini, offerMini.
  • Content: six errands in the prologue (the archaeologist and the village chain, the stuck door, pests, the lost satchel, a town-hall escort in a CityWorld city) and five in ZARP (bring a survivor in to the camp, medicine, the nest, the rusted door, the warehouse run), all in an Errands chapter, hidden until found.
  • Dangerous escorts: hits: N on an escort sets nearby monsters on the charge (Cast's expose), counts every blow -- still no damage -- and fails the beat at N. Unsaid, escorts are as safe as before.
  • CityWorld schematics: schematic: chayats-bank in a place (wild spawns, place givers and objectives) and in a lot slot, matched by name whatever the case, spaces or dashes.
  • A kill with a tag and no target counts only the tagged mob; with neither, anything, as before.
  • Content: a rescue from a pillager outpost and a run to Chayat's Bank (prologue); a bank job and The Plan (ZARP) -- take a car, go round Mum's, kill Phil, grab Liz, get to the Winchester, have a nice cold pint and wait for it all to blow over.
  • Requires Cast 1.1.0 (follow, expose, hits).

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