Sleep in a bed, wear the Eye, and wake up with a chore.
Getting one
A daily quest is rolled when you sleep through the night while wearing the Eye of Loot. That means the Eye is in your helmet slot or a Curios slot. Getting out of bed early, or being knocked out of it, rolls nothing. If you never sleep, you never get a quest.
The quest is announced in the Eye's info box. It is also pinned to the top of your journal (Ctrl+Y), with how far along you are and what it pays.
Sleep again and the old quest is thrown away when a new one is rolled. You get nothing for the one you dropped. A quest runs out after one in-game day.
Some quests belong to one magic level. Your magic level is the highest numeral you know, with 0 counting as 10. A quest with a level is offered only to players at exactly that level, and a quest without one is offered at every level.
Doing it
Every task is a Minecraft statistic: kill 20 zombies, mine some stone, crouch a thousand times. The quest remembers your statistic when it is rolled and counts from there. Kills you made yesterday don't count towards it.
The game checks once a second. The moment the task is done you get a Task Complete! box and are paid. A quest pays once. Anything still owed when you log out is paid when you log back in, as long as the quest hasn't run out.
Rewards
You can see the reward in your journal as soon as the quest is rolled. It does not change afterwards. A quest pays one of these:
- An item, in some quantity.
- Loot rolled from a loot table, one or more times.
- A random item from a tag. Two players finishing the same quest can be paid differently.
- A tip. A tip is a riddle that goes straight into your journal. It pays no item. Tips are how some of the game's secrets are handed out. The wiki doesn't say which.
Items go into your inventory, or drop at your feet if it is full. Big rewards arrive as normal stacks.
For pack makers
Daily quests are datapack files in data/<namespace>/daily_quests/. Any mod's statistics work, with no integration. An empty folder, or a folder where every weight is 0, turns daily quests off.
A malformed file fails the whole reload, and the error names the file.
| Field | Meaning |
|---|---|
description | Lang key of the message shown to the player. Required, not blank. |
task | A statistic type id, such as minecraft:killed, minecraft:mined or minecraft:custom. |
task_param | That type's value id, such as an entity, a block, or a custom statistic. |
task_qty | How many, counted from the roll. At least 1. |
reward | An object with a type, below. |
weight | Optional. How likely this quest is against the others. Default 1. 0 means never drawn. Negative is an error. |
magic_level | Optional, 1 to 10. The quest is offered only to a player whose magic level (the highest numeral they know, numeral 0 counting as 10) is exactly this. Absent means every level, including players who know no numerals. |
Reward type values:
type | Fields |
|---|---|
item | id (an item), reward_qty (optional, default 1) |
loot_table | id (a loot table), reward_qty (optional, default 1): how many times to roll it |
tag | id (an item tag), reward_qty (optional, default 1): one item is picked at random from the tag |
tip | id of an Eye notice, normally one with the quest_tip trigger, which never fires on its own. No quantity. |
reward_qty goes from 1 to 1024. A quest whose statistic or tip isn't known to the game is not rolled. A reward item, tag or loot table the game doesn't know, or an empty tag, pays nothing. Either way a warning is logged.
A made-up example:
{"description": "quest.example_pack.bake_bread","task": "minecraft:crafted","task_param": "minecraft:bread","task_qty": 12,"weight": 3,"reward": {"type": "item","id": "minecraft:golden_carrot","reward_qty": 8}}
This pack's own statistic isekubed:times_crouched counts crouch presses, not ticks. Use it with "task": "minecraft:custom".