Architecture
Categories, quests and menus are separate and linked only by entries.
Data
- Quest Category gives the identity of a group: name, title, icon, parent, order and criteria.
- Quest Assignment puts quests of the official Quest extension in a category. Several assignments may target the same category and their overrides are merged.
- Quest Lore adds lore per status to one quest, in a category or everywhere.
Menus
When a player opens a menu, the extension finds its Category Menu, rewrites every marker of the simple layouts of the referenced Open GUI into an indexed marker, parses the layout through the GUI engine, then replaces each visible marker with the n-th quest or category. Markers with no content render as empty slots, except TRACKED_QUEST_SLOT, which keeps the item you configured as its empty state. The sort button is drawn as a fixed overlay at the SORT_SLOT position.
Tracking and recovery
Tracked quest ids are kept per player, in order, in the tracking artifact. The official Quest extension still shows one primary quest on the HUD; Quest Codex keeps the others and restores the last one after a reconnection. Recovery works the same way for an interrupted dialogue or cinematic: a short-lived snapshot is stored asynchronously and restored a few ticks after the player rejoins. A cinematic restarts its page and jumps to the saved frame.
Waypoints
A waypoint resolves its target (fixed position, objective, tracked objective or entity), then composes packet-only text, block and beacon layers. HUD layers follow the player's camera; target layers sit at the objective. No display entity is saved in the world.
Integrations
- BlueMap — BlueMap Icon entries are turned into markers of a
Questsmarker set when BlueMap starts. Markers are static: they do not follow a player's progress. - Advancements — Advancement Definition entries are written as a datapack at startup and granted by an action.