LogoAraxer's Bestiary

Rank‑X challenges

After reaching S on an entity, the Bestiary can optionally offer a late‑game mastery tier: Rank‑X. Instead of simple grinding, Rank‑X asks you to complete thematic challenges and meet light time/consistency gates so the achievement feels meaningful.

Tip: You can hide or show the Challenges page via showChallenges in the config.

How Rank‑X works (defaults)

  • Target score: 100 points (pack authors can tune).
  • Challenges: Each entity (or category) defines challenge entries that award points up to a per‑challenge cap.
  • Gates: In addition to points, Rank‑X typically requires:
    • Minimum in‑game days since attaining S.
    • Minimum number of play sessions with that entity after S.
  • Unlock: When total points ≥ target and both gates are met, Rank‑X is awarded.

Cheese mechanics and bosses

To keep boss Rank‑X meaningful, the Bestiary can check for common “cheese” methods.

  • enableCheeseDetection (default: true): if false, datapack‑defined disallowed methods are ignored.
  • Datapacks can declare disallowedCheese keywords (e.g., beds, end_crystals) to mark certain clears as ineligible for specific challenge points.

Example datapack schema (per‑entity)

The exact keys used by your pack may vary, but a common structure looks like this:

{
"rankX": {
"target": 100,
"gates": {
"minDaysSinceS": 3
},
"challenges": [
{ "id": "breed", "points": 20, "cap": 60 },
{ "id": "observe", "points": 5, "cap": 25 },
{ "id": "biome_diversity", "points": 10, "cap": 20 }
],
"disallowedCheese": ["beds", "end_crystals"]
}
}

Notes

  • Keep all JSON fenced in code blocks in your docs to avoid MDX parser issues.
  • As with loot, data can be defined in datapacks alongside your existing bestiary content.
  • The Challenges page is purely cosmetic if your pack doesn’t provide challenge data.

Useful config flags

# Show the Challenges tab in the Bestiary
showChallenges = true
# Enable detection of disallowed cheese mechanics for boss challenges
enableCheeseDetection = true

Good challenge design

  • Encourage variety: mix combat, observation, and utility interactions.
  • Cap repeatables: use per‑challenge caps so no single action provides the entire score.
  • Spread across time: require play across multiple days for a sense of journey.
  • Respect accessibility: avoid requiring glitches, exploits, or very rare items.