Learn creating an advancement for when you kill a mod MCreator with triggers, procedures, and conditions explained simply.
Creating an advancement for when you kill a mod MCreator means setting a custom trigger using a procedure that detects when your modded mob dies and grants an advancement to the player.
You link entity death → check entity type → reward advancement.
I remember opening MCreator thinking I’d knock this out in five minutes.
“Just give an advancement when the mob dies.” Easy.
Except… nothing happened.
I killed the mob again. Still nothing. Tweaked a setting. Broke something else.
That’s when it clicked, MCreator doesn’t work the way you expect. It works the way it’s built.
And once you understand that, creating an advancement for when you kill a mod MCreator stops feeling like guesswork… and starts feeling like control.
Understanding the Core Idea Behind Advancements in MCreator
Creating an advancement for when you kill a mod MCreator is really about connecting three things:
- The event (entity dies)
- The condition (it’s your custom mob)
- The reward (grant advancement)
Simple on paper. Slightly chaotic in practice.
Here’s the key realization:
“Advancements don’t detect custom mobs automatically, you must define the logic yourself.”
That’s the hidden rule most people miss.
Think of it like setting up a smart lock. It won’t open just because someone is at the door. It opens only when the right person triggers the right condition.
Step-by-Step: Creating an Advancement for When You Kill a Mod MCreator
Step 1: Create Your Custom Mob
Start with your entity.
Go to:
Workspace → New Mod Element → Living Entity
Define:
- Name
- Behavior
- Drops
This is the mob players will kill to trigger the advancement.
No mob = no trigger.
Step 2: Create the Advancement
Now build the reward.
Go to:
New Mod Element → Advancement
Set:
- Title
- Description
- Icon (drop item or spawn egg works well)
At this stage, the advancement exists, but it’s “blind.” It doesn’t know when to activate.
Step 3: Why Default Triggers Don’t Work
This is where most people get stuck.
You might try:
- “Entity killed” trigger
But then nothing happens.
Why?
Because MCreator doesn’t always link modded entities with vanilla advancement triggers.
“Custom mobs require custom detection logic.”
It’s not broken. It just needs guidance.
Step 4: Create a Procedure to Detect the Kill
Now we build the brain of the system.
Go to:
Procedures → New Procedure
Set trigger:
- Entity dies
Then add conditions:
- If source entity is a player
- If entity equals your custom mob
Then action:
- Grant advancement
In plain English:
If player kills THIS mob → give advancement.
That’s the entire system distilled into one rule.
Step 5: Attach the Procedure to the Mob
This is the step people forget.
Open your mob settings:
- Scroll to “Triggers”
- Find “When entity dies”
- Attach your procedure
Without this, your logic never runs.
It’s like writing a script and never pressing play.
Step 6: Grant the Advancement Inside the Procedure
Inside your procedure:
Add:
- “Grant advancement to entity”
Set:
- Target = source entity (player)
Condition:
- Entity = your custom mob
Now the loop is complete:
Kill → Detect → Reward.
Going Deeper: Using JSON for More Control
There’s another path, editing advancement JSON manually.
This gives you:
- More complex conditions
- Multi-layer triggers
- Greater flexibility
But it comes at a cost.
It’s less visual. More technical. Easier to break.
Here’s the honest truth:
Procedures feel intuitive. JSON feels powerful.
If you’re just starting, stick with procedures. If you want precision, explore JSON later.
Common Mistakes (And Why They Happen)
Advancement Not Triggering
You test everything… nothing works.
Usually it’s one of these:
- Procedure not attached
- Wrong entity selected
- Player not set as source
Small mistakes. Big frustration.
Advancement Triggers for Every Mob
This happens when you forget to check the entity type.
Result:
Every kill = advancement.
Which sounds fun… until it breaks your progression system.
Multiplayer Bugs
Sometimes the wrong player gets the reward.
Fix:
Always use source entity, not a global player variable.
A Simple Way to Think About It
Imagine a security system.
- Mob dies = motion detected
- Player = person entering
- Procedure = identity check
- Advancement = door unlock
If any part is missing, nothing happens.
But when it’s all connected, it just works.
Why This Feature Matters More Than It Seems
At first, this feels like a tiny detail.
Just an achievement.
But it’s actually something bigger.
You’re creating:
- Motivation
- Feedback
- Progression
“Advancements turn actions into rewards.”
And rewards keep players engaged.
That’s the real goal.
Comparison: Procedure vs JSON Approach
| Feature | Procedure Method | JSON Method |
| Ease of Use | Very Easy | Moderate |
| Flexibility | Medium | High |
| Control | Visual | Code-based |
| Best For | Beginners | Advanced users |
If you’re experimenting, go with procedures.
If you’re optimizing, consider JSON.
FAQ
How do I detect when a modded mob is killed in MCreator?
Use a procedure with the “entity dies” trigger and check if the entity matches your custom mob.
Can I use default advancement triggers for modded mobs?
Not reliably. Custom mobs usually require procedures or custom conditions.
Why isn’t my advancement working?
Common reasons include:
- Procedure not attached
- Incorrect entity condition
- Wrong player reference
Can I give multiple advancements for one kill?
Yes. Add multiple “grant advancement” actions in the same procedure.
Is JSON better than procedures?
JSON offers more flexibility, but procedures are easier and more reliable for most users.
Key Takings
- Creating an advancement for when you kill a mod MCreator requires linking entity death to a custom procedure.
- Default triggers don’t reliably detect modded mobs, so manual logic is essential.
- Procedures act as the connection between gameplay events and rewards.
- Always verify both the entity type and the player source.
- JSON allows deeper customization but increases complexity.
- Even small advancements can significantly improve player engagement.
- Once understood, the system becomes predictable and easy to reuse.
Additional Resources:
- How Procedures Work in MCreator: Learn how procedures work in MCreator, including triggers, conditions, and actions for building custom logic.





