CobblemonQuests
Drop-in daily & weekly quest system with configurable rewards, streaks, milestones and hidden quests.
Quick challenge
How far can you run before the mobs catch you?
Minecraft check
Confirm your run
Complete the quick check to get your code.
CobblemonQuests
CobblemonQuests
The engagement loop your Cobblemon server needs. Daily, weekly, elite, hidden, and repeatable quests, server-wide community goals, leaderboards, configurable sound effects, and a complete in-game authoring + customization toolkit — all built on a clean single-screen GUI that admins can rearrange slot-by-slot from config without touching Java.
Feature highlights
For players
- Chat reward banners — Daily, Weekly, Elite Weekly, Hidden, Repeatable, and Normal (chain steps). - Chat reward banners never rotate. Run them as many times as you like; lifetime run counts are tracked per quest and shown on the tile. - Chat reward banners — one extra-difficult weekly with significantly better rewards, displayed in a dedicated slot with glow. - Chat reward banners unlock invisibly when triggers match (catch count, species, dimension, etc.) and live in a dedicated Hidden viewer GUI alongside trophy tiles for ones you've already completed. - Chat reward banners — catch, battle NPC, defeat wild (separately tracked from PvE wins), level up, gain levels, evolve, hatch eggs, throw Poké Balls, use experience candies, visit biomes / dimensions (with anti-ping-pong dedup), catch shiny, catch legendary, complete PokeHunts, complete raids. - Chat reward banners — everything visible at once: leaderboard tile + reset timers on row 0, dailies on rows 1–2, weeklies on rows 3–4, streak / milestones / hidden / repeatable / close on row 5. No more digging through sub-pages. - Chat reward banners — shared server-wide objectives with a live boss bar. Every player contributes. Duration from 1 hour to 1 week. Top-3 contributors get bonus rewards; offline contributors are paid out on next login via a queued-rewards system. Contribution leaderboard with player heads + medals. - Chat reward banners — top-16 player-head pyramid with own-rank glow. Ties are now broken by who reached the value first (timestamp- based), so racing past a friend keeps you on top. - Chat reward banners — configurable sounds on quest complete, claim, milestone, streak advance, hidden discovered, chain advance, and community-goal complete. Title / subtitle flashes on major events. - Chat reward banners — completed quests glow `★ READY ★`; claim individually or hit Claim All. Auto-mode available. - Chat reward banners + Chat reward banners — reward consistency. Milestone GUI is paginated and fully configurable. - Chat reward banners with hard per-rotation caps — `daily-per-day` and `weekly-per-week` (default 1 each). No paid fallback. Counters are consumed *before* the roll and refunded if the pool can't produce a replacement, so concurrent clicks can't double-spend. - Chat reward banners — every reward payout shows a one-line confirmation: `★ +250 Stars` / `$ +5000 PokeDollars`. Format fully customizable per-server.
For admins
- Diagnostics & test commands. No jar editing, no Java. Every GUI is its own HOCON file under `config/cobblemonquests/gui/`: - `main_menu.conf`, `detail_menu.conf`, `stats_menu.conf`, `milestone_menu.conf`, `leaderboard_menu.conf`, `repeatable_menu.conf` - Set the `slot` (0–53) of every button. Set the `rows` (1–6) of every menu. Toggle any button's `visible` flag. Replace the glass-pane filler with any item id. Customize progress-bar characters, colors, length, brackets. Reorder quest name parts via `name-format`. Sort quests by progress / rarity / alphabetical / status / id. - Diagnostics & test commands — drop unlimited extra buttons into any GUI: store links, Discord, voting, vanilla command shortcuts. Each entry takes `slot`, `item`, `name`, `lore`, `glow`, and a `command` template with `{player}` substitution. - Diagnostics & test commands — fire console commands when any of these events happen: `quest-complete`, `milestone-reached`, `streak-milestone`, `claim`. Wire up Discord webhooks, broadcast messages, grant external items — all without recompiling. - Diagnostics & test commands — right-click any quest tile with admin perms to open Complete / Reset Progress / View Details inline. - Diagnostics & test commands — tabbed by type (All / Daily / Weekly / Normal / Elite / Hidden / Repeat), filtered by rarity + category, sortable, paginated. Scales to hundreds of quests. - Diagnostics & test commands — full in-game CRUD. Cycle type / category / rarity, set targets, build rewards via the 4-step wizard, save to disk, duplicate, delete (two-click confirm), live preview. - Diagnostics & test commands — pick category (Currency / Items / Crate Keys / Commands) → browse + select (item browser with All / Cobblemon / Balls / Candies / Vanilla tabs and full registry pagination) → set quantity → recap + confirm. - Diagnostics & test commands — replace any reward's lore text with custom MiniMessage. Perfect for branded rewards or hiding raw `padmin givekey` commands behind a clean `<aqua>Special Reward</aqua>` line. - Diagnostics & test commands — `rewards.display-names` maps any item id or key id to a custom name globally. Servers can ship a fully branded tooltip set without per-reward edits. - Diagnostics & test commands (admin-side) — full in-game chain authoring with step picker, inline quest creation, reorder arrows, difficulty tags, loopable toggle, chain-completion rewards. - Diagnostics & test commands — create server-wide goals with objective type, target, duration (1h to 1 week), base rewards, and top-3 contributor bonus rewards. Diagnostics & test commands: stop, reset, boost progress, view contributors live. - Diagnostics & test commands — inspect any online player: active quests, streak, Stars balance, total completed, repeatable run counts. Admin actions: grant Stars, reset dailies / weeklies, wipe player data (two-click confirm). Admin perms re-checked on every click — a mid-session demotion takes effect immediately. - Diagnostics & test commands — multi-page hub: Reroll Caps / Pool Weights / Toggles / GUI Layout. Each is a clean sub-page with Save. - Diagnostics & test commands — visual 54-slot grid. Click any slot to cycle its role. Save writes to `gui/player_main.conf` and auto-reloads. - Diagnostics & test commands: - `/quests admin debug events` — per-tracker fire counts + last-fired timestamps + last detail. Triage "my quests aren't progressing" reports in seconds. - `/quests admin debug stars <player>` — print the authoritative Stars balance + lifetime earnings. - `/quests admin testkey <player> <key> [amount]` — invoke the crate-key bridge live to verify your template without waiting for a quest. - `/quests admin testcommand <player> <command...>` — dry-run any command-reward template through the same SafeDispatch pipeline rewards use.
Rewards
- resilient to offline players (Impactor primary currency) - resilient to offline players — now dispatched through a configurable economy command (default: `eco deposit {amount} {currency} {player}`) so a real Impactor currency account is what updates. The local JSON ledger is mirrored only as a leaderboard cache. - resilient to offline players — any Minecraft / Cobblemon item id, with overflow handling. - resilient to offline players — global command template plus a per-key override map (`integrations.crate-key-commands`) so `lunar` can route to Pebble's Crates and `vote` to ExcellentCrates on the same server with no branching elsewhere. Default template targets Pebble's Crates (`padmin givekey {player} {amount} {key}`) out of the box. - resilient to offline players — console execution with `{player}` placeholder, run through a unified `SafeDispatch` pipeline that catches typos, missing nodes, and re-entry instead of silently swallowing them. - All grants are atomic, audit-logged with 8-char transaction IDs, and resilient to offline players — community-goal payouts and star rewards queue into `pendingRewards` and deliver on next login with a `★ You have rewards waiting! ★` chat banner.
Integrations
- Public API — PokéDollar + Stars currency, soft dependency. - Public API — auto-hooks if loaded; quest type `COMPLETE_POKEHUNT`. - Public API — auto-hooks if loaded; quest type `COMPLETE_RAID`. - Public API — optional, used for permission node lookups; falls back to op-level cleanly with a one-time WARN if the provider fails. - Public API — any crate plugin works via the per-key override map. - Public API — any mod can call `ExternalEventApi` to feed quest progress without a classpath dependency.
Security & reliability
- `SafeDispatch` — mid-session demotions work. Every admin GUI has an internal `requiresAdmin()` guard on every `open()` and click. - `SafeDispatch` `cobblemonquests.bypass.reroll-cost` and `cobblemonquests.bypass.rate-limit` only take effect when the matching `permissions.bypass.*` flag in `config.conf` is set to `true`. Granting the LP node alone is no longer sufficient — so a forgotten wildcard inheritance can't silently disable the new reroll caps. - `SafeDispatch` on rerolls and admin commands. - `SafeDispatch` at `logs/cobblemonquests-audit.log` records every quest assignment, completion, reward grant, reroll, admin action, hidden discovery, milestone crossing, `SafeDispatch` with an 8-char base36 transaction id. - `SafeDispatch` — quest definitions snapshot at assignment time so config edits never retroactively change a payout. - `SafeDispatch` on "visit N biomes / dimensions" objectives — only distinct biome / dimension ids count. Ping-pong farming is dead. - `SafeDispatch` — single canonical path for every console command the mod runs (rewards, stars, crate keys). Treats result `< 1` as a hard failure with a WARN carrying the resolved command string. Re-entry guards prevent infinite loops if a reward template accidentally calls back into the mod.
One-line elevator pitch
Turn your Cobblemon server into a place players log in for tomorrow, not just today.
Setup
1. Drop `cobblemonquests-1.8.0.jar` into `mods/` next to Cobblemon and (optionally) Impactor. 2. Start the server. A default config, sample quests (9 dailies, 7 weeklies, 1 elite, 1 hidden, 3 repeatables), a starter chain, and 2 server-quest templates are written on first boot. 3. OPs can run `/quests` to see the player hub and `/quests admin` for the admin panel. 4. Use the in-game wizards to create quests, chains, and server quests — or edit `config/cobblemonquests/` files by hand. 5. Use the in-game Config Editor to tune reroll caps, pool weights, and toggles — or edit `config.conf` and run `/quests admin reload`.
Commands
``` /quests Open the quest hub /quests stats Open the stats page /quests leaderboard Open the leaderboard /quests reroll <slot> Reroll a quest (per-rotation cap applies) /quests admin Open admin panel /quests admin reload Reload config + quests /quests admin give
<q> Give a quest to a player /quests admin complete
<q> Force-complete a quest /quests admin reset
Reset a player's dailies /quests admin resetweek
Reset a player's weeklies /quests admin goal set <id> Activate a server quest /quests admin goal stop Stop the active server quest /quests admin goal reset Reset server quest progress /quests admin goal progress <n> Set progress manually /quests admin debug events Tracker activity dashboard /quests admin debug stars
Print Stars balance + lifetime /quests admin testkey
<key> [n] Test crate-key template live /quests admin testcommand
<cmd...> Test any command template ```
`/cq` is a shorter alias for `/quests`.
Compatibility
- Coexists peacefully - Hard dependencies: Cobblemon 1.7.3+, Fabric API, Java 21 - Soft dependencies: Impactor (PokéDollar + Stars currency), LuckPerms (perm nodes + prefix), PokeHunts (auto-hook), Raids (auto-hook), any crate plugin (Pebble's, ExcellentCrates, CMI, etc. — configurable per key) - Coexists peacefully with PokeBuilder and StaffChat (both also from souljagger).
Roadmap
- Player-facing chains UI — coming with the party-system update - Player-facing chains UI — right-click a Cobblemon NPC to open `/quests` - Player-facing chains UI — spend Stars on exclusive items - Player-facing chains UI — time-limited quest pools - Player-facing chains UI — chain backend + admin authoring is shipped today; player viewer returns alongside the party update
License
MIT — fork, modify, redistribute.