Overview
This page documents every /bestiary command provided by Araxer's Bestiary, what each does, the required permissions, and practical examples. At the end you'll find examples showing how rank commands help with quest progression.
Conventions
<>= required argument, [] = optional argument- entityType uses a Minecraft resource location, e.g. minecraft:zombie or modid:my_mob
- player refers to a server player (name, UUID, or selector like @p)
- Permission: all commands require operator level 2 or higher (same as vanilla command blocks cannot run these unless given permission)
- showToast: an optional boolean that controls whether the player sees an ināgame toast notification for rank changes. Defaults to false if omitted.
Valid ranks
- E, D, C, B, A, S, X
- No Rank = not yet discovered (stored as an empty rank internally). Normal progression promotes up to S. X is a special postāS state and is not granted by the normal increase; it requires assignment.
Command index
/bestiary/bestiary regenerate/bestiary simulate [<entityType>]/bestiary rank increase <player> <entityType> [<showToast:true|false>]/bestiary rank roll <player> <entityType> [<showToast:true|false>]/bestiary rank set <player> <entityType> <rank> [<showToast:true|false>]/bestiary rank reset <player> <entityType> [<showToast:true|false>]/bestiary rank get <player> <entityType>/bestiary rank meets <player> <entityType> <threshold>/bestiary observed set <player> <entityType> [<showToast:true|false>]/bestiary observed remove <player> <entityType>/bestiary discovered set <player> <entityType> [<showToast:true|false>]/bestiary discovered remove <player> <entityType>
Details and examples
/bestiary
- Opens the Bestiary screen for the executing player.
- Usage:
/bestiary - Notes: Client UI action; requires OP 2. Shows "Opening Bestiary..." in chat.
/bestiary regenerate
- Rebuilds the internal bestiary cache on the server.
- Usage: /bestiary regenerate
- When to use: After adding/removing datapacks or mods that affect entities, or when you suspect the cache is stale.
- Output: "Bestiary cache regenerated."
/bestiary simulate [<entityType>]
- Schedules bestiary data prewarm. With no arguments, prewarms everything using a perātick budget. With an entityType, queues that specific entity for lazy generation.
- Usage: /bestiary simulate
- Usage: /bestiary simulate minecraft:zombie
- Output: "
Scheduled bestiary prewarm with tick budget: <value>" or "Queued lazy simulation for entity: <id>"
Rank subcommands
Common behavior
- player: target player whose progression is modified.
- entityType: the entity you are changing rank for.
- showToast (optional): whether to show the client rank toast to the target player. If omitted, it defaults to false.
/bestiary rank increase <player> <entityType> [<showToast>]
- Promotes the player one step along E ā D ā C ā B ā A ā S. It never autoāadvances to X.
- If the player has no rank yet, the first increase goes to E.
- Examples:
- /bestiary rank increase @p minecraft:zombie
- /bestiary rank increase Steve minecraft:zombie true
- Output examples:
- "Rank for minecraft:zombie increased from C to B."
- "Rank for minecraft:zombie increased from No Rank to E."
- If already S: "Already at maximum normal rank S for minecraft:zombie."
/bestiary rank roll <player> <entityType> [<showToast>]
- Attempts a probabilistic rank increase based on config.commandRolls and the weight distribution. Good for simulating organic progression.
- See docs/config/configuration-reference.mdx for commandRolls.
- Examples:
- /bestiary rank roll @p minecraft:creeper
- /bestiary rank roll Steve minecraft:creeper true
- Output examples:
- "Rolled rank for minecraft:creeper: C ā B (success chance ~15%)."
- If no change: "No rank change for minecraft:creeper (rolled but did not pass)."
/bestiary rank set <player> <entityType> <rank> [<showToast>]
- Directly assigns a rank. Accepts: E, D, C, B, A, S, X. To clear a rank, use /bestiary rank reset.
- Examples:
- /bestiary rank set @p minecraft:warden S
- /bestiary rank set Steve minecraft:zombie X true
- Output examples:
- "Rank for minecraft:warden set from A to S."
- If invalid: "Invalid rank:
<value>. Valid ranks are: E, D, C, B, A, S, X."
/bestiary rank reset <player> <entityType> [<showToast>]
- Resets rank to No Rank for the given entity.
- Examples:
- /bestiary rank reset @p minecraft:creeper
- /bestiary rank reset Steve minecraft:creeper true
- Output example: "Rank for minecraft:creeper reset to No Rank."
/bestiary rank get <player> <entityType>
- Returns the player's current rank for the entity as a numeric code suitable for scoreboards.
- Mapping: No Rank=0, E=1, D=2, C=3, B=4, A=5, S=6, X=7.
- Usage examples:
bestiary rank get @p minecraft:zombie(returns 0..7 as command result)- Store into a scoreboard:
execute as @p store result score @s brank_minecraft_zombie run bestiary rank get @s minecraft:zombie
- Notes: This command does not print chat output; it sets the command result value.
/bestiary rank meets <player> <entityType> <threshold>
- Returns 1 if the player's rank meets or exceeds the threshold, otherwise 0.
- Valid thresholds: E, D, C, B, A, S, X.
- Usage examples:
bestiary rank meets @p minecraft:creeper A- Use in an execute condition:
execute if score @p brank_minecraft_creeper matches 5.. run say Reached A on creeper!or directly:execute if run bestiary rank meets @p minecraft:creeper A run say Reached A on creeper!
- Notes: Intended for conditional logic and automation.
Sight/Discovery subcommands
Observed (Sighted)
- Represents that a player has observed an entity (e.g., with a spyglass). Useful for partial discovery logic.
/bestiary observed set <player> <entityType> [<showToast>]
- Marks the entity as observed for the player.
- Example: /bestiary observed set @p minecraft:ghast true
/bestiary observed remove <player> <entityType>
- Removes the observed status.
- Example: /bestiary observed remove @p minecraft:ghast
Discovered
- Represents that a player has fully discovered an entity.
/bestiary discovered set <player> <entityType> [<showToast>]
- Marks the entity as discovered.
- Example: /bestiary discovered set @p minecraft:blaze true
/bestiary discovered remove <player> <entityType>
- Removes the discovered status.
- Example: /bestiary discovered remove @p minecraft:blaze
Practical quest progression examples (why rank commands are useful)
These examples illustrate ways to integrate bestiary ranks with popular quest mods (e.g., FTB Quests, Better Questing, KubeJSādriven objectives). Even if you use another system, the same concepts apply.
-
Gate lateāgame content by S rank:
- Design quests that unlock once the player reaches S on specific bosses or categories.
- Use
/bestiary rank set <player> <entity> Sduring testing to validate your quest gates. - Example: "Prove your mastery of the Nether by reaching S rank on minecraft:blaze and minecraft:ghast."
-
Progressive unlocks via incremental ranks:
- Early quests require reaching C on common mobs; later quests require B/A on rarer mobs.
- During QA or on servers running events, staff can use /bestiary rank increase to nudge players forward without fully completing the natural grind.
-
Simulate natural progression for testing:
- Use /bestiary rank roll to probabilistically move ranks. This mirrors real gameplay and helps verify balance.
- Pair with the config option commandRolls (default 0.15) to tune how often a "roll" succeeds when testing. See docs/config/configuration-reference.mdx.
-
Unlock RankāX tracks after S:
- Some systems may offer special rewards between S and X. You can grant X directly using
/bestiary rank set <player> <entity>X, typically as a rare reward, quest completion, or admin prize. - This is handy for seasonal servers where special cosmetic or prestige is bound to X.
- Some systems may offer special rewards between S and X. You can grant X directly using
-
Visibility milestones:
- Use observed/discovered states to trigger "you've seen it" or "you've cataloged it" quests.
- Example early quest chain:
- Observe minecraft:enderman (/bestiary observed set @p minecraft:enderman true) ā rewards spyglass.
- Discover minecraft:enderman (/bestiary discovered set @p minecraft:enderman true) ā unlocks rankābased kill objectives.
-
Reset loops for balance testing:
- /bestiary rank reset lets designers/devs quickly iterate by resetting specific entities back to No Rank and reārunning playtests.
Tips
- Use selectors: /bestiary rank increase @a[tag=event] minecraft:zombie true
- Autocomplete helps with entityType: start typing minecraft: to see suggestions.
- Always ensure you have OP level 2+. Command blocks are not supported unless given adequate permission via server configuration and context.
- After changing mods or datapacks, use /bestiary regenerate and optionally /bestiary simulate to keep data fresh and prewarmed.
Related configuration
- commandRolls (double, default 0.15): success chance used by the rank roll command. See docs/config/configuration-reference.mdx.
Changelog notes
- The rank progression path is E ā D ā C ā B ā A ā S. Normal commands never promote past S except when explicitly using rank set to X.