Quests give you objectives + rewards. They're the structured progression on top of the open sandbox.
Quests come from two places:
Both flow into the same per-player quest state.
Six types, with different lifecycle semantics:
| Type | Reset | Slot cap | Abandonable | Where |
|---|---|---|---|---|
| STORY | Restart on failure | Unbounded | Never | Named NPC dialogue, auto-unlock |
| SIDE | One-shot complete | Unbounded | Yes | Named NPC or board |
| DAILY | 24h rolling | 5 active | Yes | Board |
| WEEKLY | 7 days | 3 active | Yes | Board |
| GRINDING | None, infinite repeats | 10 soft cap (warn) | Yes | Board |
| QUESTLINE | Multi-step chain | — | Per-step | NPC or vendor |
All of these types are live. The Mission Officer board hands out DAILY and WEEKLY quests with the active-slot caps above; completions are tracked and the board resets on its rolling / weekly schedule (with a separate per-day completion cap), and expired offers are pruned. STORY + QUESTLINE chains run off named-NPC dialogue.
A STORY quest is a named-NPC chain. The first time you talk to the gating NPC, they offer the quest. You accept; the quest is logged in your journal; objectives count toward completion.
When all objectives are met:
autoUnlockOnComplete is set, the next quest in the chain auto-acceptsSTORY quests are non-abandonable — you can't forfeit them from the journal. They restart on failure: if you abandon via admin, the next dialogue with the gating NPC resets the quest to step 0.
Quests are built from 13 objective types. The most common:
Each quest combines one or more of these.
/quests).Quest rewards include:
Quests are also the only source of the gated capital blueprints (BPCs): the Colossal Dreadnought BPC, the Battlecruiser Guardian BPC, and the T4 Manufacturing BPC all come from specific story/weekly quests — you can't drop or buy them, so the questline is the path to building a capital. (The crafting wiki shows "quest reward" as the acquisition path on each gated BPC's page.)
Story flags are what gate later quests + branch dialogue. They don't clutter your inventory, but they're how the narrative remembers what you've done.
A lore book is a WRITTEN_BOOK item in your inventory. Right-click to read its pages — they cover lore, in-universe references, terminology, and sometimes contain quest hooks.
Some quests have an OpenBook objective — you complete that step just by reading the right book.
Lore NPC dialogues are MC book GUI trees:
You navigate with the choice buttons. The native MC book "Done" exits the dialogue.
Some dialogues conditionally branch based on your faction, your story flags, your active quests, or items in your inventory.
The MVP lore canon (5 lore NPCs + a 3-quest Salvager arc + a breadcrumbed mystery) is set. Future content will expand it — particularly Tier 4 LORE_NPCs that support click-events on book pages (quest accept buttons, branching dialogues directly in the book GUI).
data/quests/.There aren't many — quests are mostly NPC-driven. The journal UI does the work.