Skip to content

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:

  1. What is displayed in the HUD.
  2. The on.pinned_tick hook — it fires only while the quest is pinned (unlike on.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

/gamerule allowManualQuestPin true|false

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