Pinning¶
Pinning (pin) a quest means displaying it in the player's HUD: the quest title and all tasks of its active stage, each with a progress bar (for conditions with numeric progress, such as score or all). Pinning is about visibility, not logic: it determines what the player sees on screen, but does not affect how conditions are evaluated.
For how the HUD and quest book look — see Player interface. This page covers the mechanics: how a quest ends up in the HUD and who controls that.
What gets pinned¶
- Multiple quests can be pinned at the same time — each as a separate block in the HUD.
- Within a single quest, the HUD shows all tasks of the active stage — required and optional. Pinning a specific task only determines order: it moves to the top of the block, with the rest below. By default, the required task is on top; an operator can bring another active task forward:
quest pin <player> <id> <taskId>. - When the active stage changes, the task set in the HUD updates to the new stage's tasks and pinning is recalculated automatically.
Who pins a quest¶
| Method | When it applies |
|---|---|
Command quest pin |
Explicitly, at any time. See Command reference. |
Flag pin on quest give |
At the moment of manual quest assignment. |
Quest field pin_mode |
Only on auto-assignment by dependency (when completing one quest unlocks the next). |
| Player — from the quest book | Manually, by clicking a task. Controlled by gamerule (see below). |
When assigning manually (quest give without pin), the quest is not pinned. For auto-assignment by chain, behavior is determined by the pin_mode field.
pin_mode values¶
The pin_mode field controls auto-pinning only on auto-assignment by dependency chain — that is, when a quest is assigned automatically because its dependency was completed. It has no effect on manual assignment with quest give.
| Value | Behavior on auto-assignment |
|---|---|
auto (default) |
Pin if the parent (just completed) quest was pinned. |
force |
Always pin. |
off |
Do not pin. |
Quest chains and auto-assignment are covered in Quest chain.
Pinning and condition checks¶
A common misconception: "conditions are only checked for pinned quests." That's not true.
Task conditions are checked every tick for tasks in the active stage of all active quests — pinned or not. Pinning only affects two things:
- What is displayed in the HUD.
- The
on.pinned_tickhook — it fires only while the quest is pinned (unlikeon.tick, which fires for all active quests). See Task lifecycle hooks.
In other words, an unpinned quest keeps progressing and can complete on its own — the player just won't see it in the HUD until they open the quest book.
Gamerule allowManualQuestPin¶
Default: true. A standard Minecraft gamerule — the value is saved with the world.
Controls whether the player can manually pin and unpin tasks from the quest book (by clicking or pressing Enter):
allowManualQuestPin |
Pinning from quest book | Commands quest pin/unpin |
Auto-pin on assignment and stage change |
|---|---|---|---|
true (default) |
Allowed | Work | Works |
false |
Silently ignored | Work | Works |
With false, a player's attempt to pin a task from the book does nothing and shows no message — but the operator and automation still control pinning in full.
Tip
Useful for maps where HUD direction is entirely in the author's hands: the player can't override a pinned quest, and the operator sets focus with commands and hooks.
See also¶
- Player interface — how the HUD and quest book look.
- Quest chain — auto-assignment and
pin_modein practice. - Command reference — commands
quest pin,quest unpin, flagpinonquest give.