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What's New in 3.0.0

Journey 3.0.0 (Beta 2) is the biggest feature release since launch. Four entirely new progression systems, a full Content Book overhaul, major bounty board upgrades, a brand-new instanced encounter engine with an in-game visual editor, and a modular packaging rewrite that lets you pick which features you actually want.

This page is a quick tour — skim the cards below, click into the full doc for any system that catches your eye.

Still in Beta   Beta 2   Journey 3.0.0

Full 3.0.0 changelog →

Journey 3.0.0 ships as eight independent modules internally, and you’ve got two install options: drop in the pre-packaged fat jar, or pick individual modules and install only the features you actually use.

journey is the packaged build that contains every feature module in a single JAR. Drop it into mods/ and you get the whole mod — tasks, quests, bounty boards, achievements, factions, encounters, the content book, everything.

This is the default install for most servers and the closest analog to the Journey 2.x monolithic build.

If you want a leaner install, skip the fat jar and install individual feature modules instead. Each module is a separate Fabric mod with its own fabric.mod.json — you only pay the runtime cost of the modules you actually drop in.

ModuleContents
journey-coreCore systems: tasks, zones, markers, timelines, buffs, GUI engine, Molang, messages.
journey-worldWorldbuilding: paths, markers, zone integration, NPC visibility.
journey-progressionAchievements, discoveries, levelables.
journey-questingTasks, contracts, bounty boards, factions, parties, global tasks, the journal.
journey-encountersInstanced encounter engine + 27 element types + visual editor.
journey-clientOptional client-side mod for HUD polish, party UI, and custom GUI features.
journey-dataShared library the other modules depend on (no standalone features).

Pick modules based on what your server actually needs — drop in journey-questing for a quest-driven RPG, add journey-progression if you want achievements and skills, layer on journey-encounters for dungeon content. Module dependencies are declared in each module’s fabric.mod.json, so Fabric’s loader will tell you what’s missing if you skip something required.

Modules dynamically register their own commands at startup, and cross-module features go through a service layer so a missing module degrades gracefully instead of crashing. Try to call a missing service and you’ll see a clean log warning, not a stack trace.

Two ways to install

Fat jar for a complete drop-in install, or per-module if you want to trim features you don’t use. Pick whichever fits your server.

Smaller footprint

Skip modules you don’t use and you skip their config loading, tick overhead, and memory cost. Modules that aren’t installed simply don’t exist at runtime.

Dynamic commands

Each module registers its own /journey subcommands at startup. Uninstalling a module cleanly removes the commands it provided.

Graceful degradation

Cross-module calls go through a service layer. Features that need a missing module log a warning and no-op instead of crashing.


Four JSON-driven progression systems, all loaded from config/journey/. Each hooks into the Content Book’s drill-down detail sub-menus, and all of them can be granted through the task reward system.


Two existing systems got significant rewrites.


Here’s a quick scan of the headline features from each system. Click any title to jump into the full doc.

Progressive achievement ladders

Ship counter-based achievements with named tiers, thresholds, and per-tier point values. Flag-prefix progress sources scale cleanly without wiring a criteria expression per tier.



Open achievements →

Opposing faction decay

Gain with one faction and rivals take proportional damage. Default ratio is -0.5. Mutually opposing factions are safe from infinite recursion.



Open factions →

Zone-embedded discoveries

Add a discovery block to any existing zone. First-entry triggers points, vanilla XP, a toast, and re-runs the full achievement check for the player.



Open discoveries →

27 encounter element types

Spawners, wave spawners, objectives, timers, counters, condition gates, cameras, teleporters, barriers, platforms, dialogue, and more. All wired together with declarative signal JSON.



Open encounter elements →

In-game encounter editor

/journey editor new <name> hands you a 9-tool creative hotbar: place elements, wire signals, configure phases, test instantly, save atomically. No hand-written JSON required.



Open editor docs →

Wall-clock bounty rotations

DAILY, WEEKLY, MONTHLY modes with per-board override for reset time, day of week, or day of month. Seasonal windows support year-wrap ranges like November -> February.



Open rotation modes →

Bounty streak rewards

Track consecutive fully-cleared rotations per player. streakRewards milestones by exact count — 3, 7, 14, 30. Command and script rewards supported.



Open streak system →

HOCON tooltip templates

Replace any Content Book widget tooltip from config/journey/tooltip_templates.conf without editing code. Per-widget names, templates, and reusable custom_fragments.



Open tooltip system →

Achievement / Discovery / Faction detail pages

Three new drill-down GUIs. Click any entry on the matching tab to open a header + milestone grid view with progress bars and reward previews.



Open detail menus →


Smaller changes worth knowing about if you’re upgrading from an earlier build:

  • Multi-line descriptions on achievements, factions, and discoveries. Legacy single-string descriptions still load — they auto-wrap into one-element lists, no migration needed.
  • Content Book tab icons refreshed. minecraft:banner was replaced with minecraft:white_banner to fix an invalid-item crash on load.
  • /journal command opens the Content Book directly. Prior builds pointed it at the wrong GUI.
  • Task rewards gained a reputation type for granting faction reputation from any quest or contract.
  • Molang surface expanded with achievement, discovery, faction, and bounty query functions. Wire them into NPC dialogue, task filters, and zone scripts.

Three new top-level config directories in config/journey/. Default content is copied on first server start.

DirectoryContents
config/journey/achievements/Achievement JSON files. Ships with 10 defaults across 6 categories.
config/journey/factions/Faction JSON files. Ships with 3 defaults (rangers guild, team shadow, merchants consortium).
config/journey/encounters/Encounter definition JSON files. No defaults — author your own via the in-game editor.
config/journey/tooltip_templates.confHOCON-driven tooltip template overrides for the Content Book.

Quick reference for fields added to existing systems:

Two new optional fields on any task:

  • source — free-form string identifying where a task came from (event, content pack, campaign tag). Surfaces as a {source} key in Content Book tooltip templates.
  • hidden_in_available — boolean. When true, hides the task from the Content Book’s Available tab. Admin / script / NPC grants still work normally.

Task system docs →

Seven new fields for wall-clock rotation, streaks, and seasonal windows:

  • rotationModeINTERVAL, DAILY, WEEKLY, MONTHLY
  • customResetTime, customResetDay, customResetDayOfMonth — per-board overrides
  • trackStreaks — enables per-player streak bookkeeping
  • streakRewards — milestone rewards map keyed by exact streak count
  • activeFrom, activeUntilMM-DD seasonal window gates

Bounty board docs →


New to Journey? Start with Getting Started, then come back here once you’ve got the mod running.

Upgrading from 2.x? The breaking changes (removed systems, renamed fields) are documented in the full changelog. Nothing in the new 3.0.0 systems is required — you can adopt them incrementally.

Building a new pack from scratch? Pick one system that fits your idea and dive in: