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Bounty Customization

Customizing bounty objectives & rewards is quite easy. All you need to do is create a new file that matches the name of the pool/decree you are trying to override, and add your JSON entries there.

You can view the existing file structure here.

For example, if we want to add a new objective to all pools:

  1. Create a new file at config/bountiful/bounty_pools/_all_objs.json
  2. Add this to the file:
    "content": {
        "a_new_torch_obj": {
            "type": "ITEM",
            "content": "minecraft:torch",
            "amount": {
                "min": 1,
                "max": 8
            "unitWorth": 100
  1. Save it!
  2. If you are in the game, type /reload.

A Typical Entry

Lets break down what a typical entry is made of:

  • type - the type of bounty we are making. Valid are: ITEM, ITEM_TAG, ENTITY, COMMAND.
  • content - a textual representation of the content.
  • amount - the minimum and maximum amount of this content that can be picked.
  • unitWorth - how much a single amount of this objective is worth

Each entry also has an ID. In the above example, the entry's ID is a_new_torch_obj. The ID is used so that modpack makers can change or remove specific entries as they see fit.

Lesser Used Keys

Here are some other keys that are used somewhat more infrequently:

  • rarity - how rare this entry is. more rare entries show up less often (but become more common at higher reputations). Valid values are COMMON, UNCOMMON, RARE, EPIC and LEGENDARY
  • weightMult - in case you'd like to further tweak the weight a bit, for some reason
    • Use sparingly, and try stick with changing rarity if you can.
  • timeMult - in case you want to give the user more time to complete this bounty
  • name - literal text, in case you want an unlocalized name for this entry
    • If no name is supplied, some bounty types (e.g. item_tag and criteria will instead default to a localization key)
  • icon - A reference to an item that you'd like to use in place of the default icon for this bounty.
  • repRequired - sets a hard requirement on the board reputation needed to be given this entry.
    • Can be useful, but is almost never used in the default bounty data. Only works for rewards.
  • conditions - Used only for criteria type bounties. See the Criteria entry type below.
  • forbids - a list of other entries that you never want to see opposed to this one. E.g. if you never want an iron ingot to be an objective where iron blocks are a reward, you can do this:
    "type": "ITEM",
    "content": "minecraft:iron_block",
    "amount": {
        "min": 1,
        "max": 1
    "unitWorth": 9000,
    "forbids": [
            "type": "ITEM",
            "content": "minecraft:iron_ingot"

Note that forbids key accepts only an array of object with the keys type and content. No other keys are allows for the forbids list entries

Entry Types

Item Entries (ITEM)

Item entries can be objectives or rewards. Their content is defined by an itemstack. For example: minecraft:torch or minecraft:diamond.

Item entries can also be item tags, prefixed with a hashtag. For example, you could make an item entry #minecraft:beds, and when the objective/reward is generated, it will substitute this with a random bed from the bed tag.

Item entries also have an extra key: nbt. This contains a string representation of the NBT of the item asked for / given. Note: quotation marks must be backslash escaped. It may be easier to hold an item in your hand and type /bo hand to have the correct entry with the correct NBT copied to your clipboard.

Entity Entries (ENTITY)

Entity entries ask you to go out and kill a certain number of mobs. As such, they can only be rewards. Entity entries are defined by their entity type. E.g. minecraft:husk or minecraft:cave_spider.

Item Tag Entries (ITEM_TAG)

Item tag entries act like a wildcard objective entry for items. When given a valid tag (no hashtag, unlike ITEM), for example minecraft:candles or minecraft:doors, it will accept any combination of any valid items that the tag represents.

Command Entries (COMMAND)

Command entries are rewards that allow you to specify a command that is run when you turn in the reward. Specifically, it is run as the server. Several strings will be auto-replaced in the final command, as follows:

  • %PLAYER_NAME% -> the name of the player that submitted the bounty
  • %PLAYER_NAME_RANDOM% -> the name of a random player on the server
  • %PLAYER_POSITION% -> gets replaced with the x y z coordinates of the submitting player
  • %BOUNTY_AMOUNT% -> the amount that was assigned to this entry

Criteria Entries (CRITERIA)

Criteria objectives are special objectives that allow you to hook into the game's Criteria system. Minecraft emits trigger events when certain things occur in game - and we can hook check for these triggers in our bounties! For example:

"new_criteria_test": {
    "type": "criteria",
    "content": "minecraft:item_used_on_block",
    "conditions": {
        "location": {
            "block": {
                "tag": "minecraft:campfires"
        "item": {
            "items": [
    "amount": {
        "min": 1,
        "max": 4
    "unitWorth": 150,

This Criteria objective allows us to create an objective that asks players to use a Porkchop on a Campfire up to four times depending on the bounty. Each time a criteria trigger is activated, this objective increases by 1.


Note: If we were to add this objective to the game, we would also want to add an icon and a name key. Otherwise, Bountiful doesn't know what to call your new Criteria objective or what icon to use for it!

A list of triggers that can be used can be found on the Minecraft wiki.

The trigger name will become the content key and the conditions are stored in the conditions key.


There are two triggers that cannot be used as Criteria objectives:

  • minecraft:enter_block
  • minecraft:tick

This is to prevent Bountiful from performing too many Criterion checks.

It is also worth noting that unlike the Advancement system, these Criteria have no "memory". As such, certain conditions such as the unique_entity_types condition from the minecraft:killed_by_crossbow criteria trigger may may not function correctly, because they can not "remember" how many unique entity types have been killed.