FTB Quests: the quest says 100%, or the task refuses what you have

In All the Mods 10 a finished quest does not claim itself. It shows a button asking you to collect the rewards and waits, so a quest reading 100% that will not close is very often a finished one.

The short answer

Start with the two that account for most of the written complaints, because neither is what people go looking for:

  1. The quest reads 100% and will not close. In this pack it will not close by itself — it is waiting for you to collect the rewards. That is the most repeated phrasing in the whole corpus, and for many of them nothing is wrong at all. It says 100%.

  2. The task refuses the item or the mob you have. A task matches far more narrowly than its icon suggests — another mod's equivalent, a variant, a subtype or a charge level can all be refused. This is the larger of the two. What the task will actually accept.

If it is neither of those, the detection machinery is the next place to look — where the game looks for your item, the three-second delay before it looks, and the world tasks that poll instead. If it still has not ticked.

Three more things that look like a task refusing to tick and are not:

And one thing to stop looking for: this pack never asks you to hand anything in. No task in All the Mods 10's book consumes items, and the two messages a player goes hunting for — Click to submit and Items can ONLY be submitted via a Task Screen! — appear nowhere in this book. Just having the item is the whole interaction, and you keep it.

Nothing on this page is ordered by how common it is, and Unresolved says why that is not an oversight.

Checked against: FTB Quests 2101.1.36, FTB Teams 2101.1.11, Curios API 9.5.1+1.21.1, Sophisticated Backpacks 3.26.3.2158, FTB Quests Lang Splitter 1.0.7.

On this page

Applies to FTB Quests 2101.1.36, Minecraft 1.21.1, NeoForge 21.1.251, as shipped in All the Mods 10 8.2, with Curios API 9.5.1, Sophisticated Backpacks 3.26.3.2158, FTB Teams 2101.1.11 and FTB Quests Lang Splitter 1.0.7.

Where the numbers come from, because this page inverts a rule we normally hold to. Everywhere else on this site, a pack's quest book is treated as the pack making a claim about a mod, never as evidence of what the mod does. Here the quest book is the subject: when the question is "why won't this quest complete", the pack's own quest files are the authority for what the quest asks. That inversion goes exactly that far. Every figure below is either FTB Quests' own code or a setting in the pack's data.snbt; nothing on this page reads a number out of quest text and treats it as true of the game.

It says 100%, and it will not complete or claim

All the Mods 10 turns off automatic reward claiming. A quest whose tasks are all done does not close itself. It shows this and waits:

Click to collect all rewards!

So the commonest report behind this page is a finished quest being read as a broken one. At least 16 cases say some version of it — eight on r/allthemods, five on this pack's own tracker, and three on FTB's, which are other packs — "it says 100% but won't register as complete and let me collect the rewards", "says its 100% done but its not letting me claim it", "the quest won't let me claim it even though i have beaten wave 100". One of the three from FTB's tracker is titled with the button's own text, though it is a different pack on an older version of the game. Those counts are floors: they are what a search found, not everything that exists.

Check that first. If the quest is offering you rewards, it has completed and one click finishes it.

Clicking an item task does not submit it, and that is the other half of the confusion. Click one and you get one of these, depending on whether the task accepts more than one item:

Click to view valid items
Click to view recipe(s)

Both open a recipe viewer. So clicking to "hand in" does something, just not the thing you expected, which reads as nothing happening at all. The 190 checkmark tasks are the only click in this book that submits anything.

Sources: All the Mods 10 8.2 config/ftbquests/quests/data.snbt (default_autoclaim_rewards, default_consume_items) and every chapter file, for the absence of consume_items, only_from_crafting and task_screen_only; FTB Quests 2101.1.36 ItemTask and its lang file for all five strings. The counts and the quoted reports are from a sweep of r/allthemods, the All the Mods 10 tracker and the FTB modpack tracker.

What the task will actually accept

This is the bigger of the two clusters, and it is the one with the clearest evidence behind it. At least 17 collected reports are a task refusing the thing the player is holding — again a floor rather than a count of everything.

The reason is in how a task is written. An item task can require the item's stored data to match, and by default it does not check that data at all:

  • Strict, on 41 tasks. The item's stored data must match the quest's exactly.

  • Fuzzy, on 182 tasks. Everything the quest specifies must be present on your item; anything extra on yours is ignored. Fuzzy is the looser of the two named modes and it is still a real check.

  • Neither, which is the default and covers the rest. The data shown on the quest's icon is decoration, and is not checked at all.

858 of this book's 5,384 item tasks display an item carrying specific data, while only the 41 and the 182 above actually match on it. It cuts both ways: a few tasks are fussier than they look, and many are far less.

What that looks like from the player's side, in their own words:

  • Another mod's equivalent is refused. A Refined Storage quest that "DOES NOT accept the ones from ExtraStorage and ONLY accepts the ones from Extra Disks".

  • A tier or variant is refused where its sibling is accepted. An 8x generator that "isn't one of the accepted items" for its quest "despite it's 64x varient being accepted" for another.

  • A dyed or crafted variant does not check the task off, reported for a counter block made in several colours.

  • The item is right and only its state differs. The purest case in the corpus: a flux capacitor "not recognized quest unless it is fully charged".

  • And the general form, from a player rather than from us: "questbook only accepts vanilla variations in some instances".

Kill tasks belong here too. Two of the four kill-task reports on this pack's tracker have an identified cause and both are the same problem on the entity side: one mod's Enderman variants that "do not count toward quests that require killing Endermen", and a mob that turned out not to be registered as the species the quest names, which a maintainer confirmed and said would be fixed. The other two state no cause, so two of four is the honest strength of that reading.

What you can do about it. Click the task: if it accepts more than one item it offers Click to view valid items, and that list is what the task actually matches against. If what you are holding is not on it, the quest is asking for something else and no amount of waiting will change that.

This is not a player's mistake, and it is not really a bug either. The people writing quest books find the matching rule hard as well — one quest author asked publicly how to make a task accept any kind of wood rather than one specific plank. A task that refuses your item is almost always a quest that was written more narrowly than it reads.

Sources: FTB Quests 2101.1.36 ItemTask and its item-matching system, read at tag v2101.1.36; All the Mods 10 8.2's chapter files for every count, and chapters/hostile_neural_networks.snbt for the prediction tasks. The quoted reports are from the All the Mods 10 and FTB modpack trackers.


If it still has not ticked: the three mechanisms

These are read from FTB Quests' own source at a tag matching the shipped jar, so they are as solid as anything on this page. What they are not is evidence about you: no reporter in the collected corpus is recorded hitting any of them. They are here because they are true and checkable, not because they are common.

Where the game looks for your item

The scan reads your 36 main-inventory and hotbar slots, and nothing else. PlayerInventorySummary.build walks player.getInventory().items and stops there. So the following do not count, and none of them produces any message:

  • Armour you are wearing. The listener skips armour slots deliberately, and the reason is written in the code: armour slots can hold items whose data changes constantly, especially powered modded armour, which would trigger a great many pointless scans.

  • Your offhand.

  • A Curios slot.

  • The inside of a backpack — and this one is worth understanding, because the usual guess about why is wrong. A Sophisticated Backpack sitting in your inventory is one of those 36 stacks, and its contents are stored as data on that one stack rather than as separate stacks. Nothing walks inside it. So it is not that backpacks are excluded by a list somewhere; there is simply nothing there to find.

  • An ME network or any other storage.

So the fix is literal: the items have to physically occupy main-inventory or hotbar slots. Empty the bag out, take the armour off, move it out of the offhand.

The three-second wait, and why crafting does not tick it

Nothing polls an item task on a timer. It is checked when something happens, and in this pack the most obvious trigger is the one that does not work.

Crafting the item does not complete the quest at the moment you craft it. In this pack it cannot. When a crafted item is handed to the detector, it checks a different, smaller list of tasks — the ones flagged as completable only from crafting. All the Mods 10 sets that flag on no task in the whole book, so that list is empty. The crafting and smelting events fire, find nothing to check, and do nothing.

What actually completes the task is the separate inventory-change path, and that one is deliberately delayed:

  • About three seconds. The pack sets detection_delay to 60 ticks, and 60 ticks is three seconds. FTB Quests' own description of the setting says a longer delay means longer waits for quest auto-completion messages.

  • It is measured in real time, not ticks. On a server that is struggling the wait is still about three real seconds, plus however long the server takes to reach its next tick.

  • It starts from the first inventory change, and further changes do not push it back. So three seconds is the worst case, not a moving target, and a machine dumping items into your inventory cannot keep the check away for ever.

The player-facing version of all that: take the item out of the crafting grid, then wait about three seconds. Two things trigger the check sooner: opening any container other than your own inventory does it immediately, and logging out and back in re-checks every item task in this pack, because login re-checks any task that does not consume its items and no task here consumes anything.

Tasks that are not about items

These are polled on a timer rather than triggered by an event, so the fix is usually to give them a moment while you are in the right place.

  • kill, 213 of them — completes on the kill itself.

  • structure, 81 — checked once a second (every 20 ticks) while you are inside a piece of the structure.

  • biome, 54 — checked once a second (every 20 ticks).

  • advancement, 54 — checked four times a second (every 5 ticks).

  • dimension, 28 — on changing dimension, and polled.

  • observation, 16 — look at the target for a set time.

The login trap, and it is deliberate. Biome and structure tasks are the two that are not re-checked when you log in, and FTB Quests' code says why it skips them. So logging in while standing inside the right structure, and then standing still, can leave the task sitting there. Walking one block is enough — that is all the poll needs.

Structure tasks care about structure pieces, not the area. You have to be inside part of the structure itself, not merely in the region the map marks.

A kill task completes on the kill, and that is all the code says about it. When a kill does not register, the evidence points at what the task will actually accept rather than at anything here.

Sources: FTB Quests 2101.1.36 util/PlayerInventorySummary.java, util/FTBQuestsInventoryListener.java, FTBQuestsEventHandler.java, its deferred-detection helper and the task classes with their poll intervals, all read at tag v2101.1.36; All the Mods 10 8.2 config/ftbquests/quests/data.snbt and its 66 chapter files; the jar sweep across the pack's server files.

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The 190 tasks only your own click will finish

This book contains 190 checkmark tasks, and nothing in the game completes one. A checkmark task is done when the player clicks it, and a quest with a checkmark among its tasks will sit unfinished for as long as you wait for it.

If a task has no stated requirement you can act on, look at whether it is simply asking you to tick it.

Sources: All the Mods 10 8.2's 66 chapter files, counted by task type; FTB Quests 2101.1.36 task definitions.

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When the quest is locked rather than broken

A task that refuses to make any progress may be one of the six quests in this book that will not start until its dependency is done. It is a short list, so you can check it in a minute.

  • Every chapter in this book is flexible, so a chapter never locks you out. Thirty-five chapters declare it and the other thirty-one inherit it from the file's own default. In a flexible chapter you can always make progress on a quest whose prerequisite is unfinished; you just cannot complete it until the prerequisite is done.

  • Six individual quests are linear — two in Extreme Reactors, three in Mekanism and one in Occultism. In those six, and only those six, a quest cannot be started at all until its dependency is complete, and the only thing the game tells you is:

Locked: uncompleted dependencies
  • Doing the tasks in the wrong order is not a cause here. The setting that would require tasks to be done in sequence appears exactly once in the entire book, and it is switched off.

  • Some tasks are marked optional — 22 of them — and an optional task does not hold its quest back.

Sources: All the Mods 10 8.2 config/ftbquests/quests/data.snbt (progression_mode), the chapter-level declarations across all 66 chapter files and the six quest-level ones in extreme_reactors.snbt, mekanism.snbt and occultism.snbt, parsed by indent depth rather than by searching for the word; FTB Quests 2101.1.36 for the locked message and its own description of flexible progression.

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Quest text that is wrong or missing is a different problem

Two-thirds of this pack's quest reports are about wording rather than detection — a typo, a description that states something the game does not do, or a description that should have warned you and did not. If the quest is working and the text is wrong, nothing on this page applies and the fix is the pack's, not yours.

A missing or wrongly-translated quest title or description is a third thing again. The pack ships a third-party mod that splits the quest book's language files, and it was read in full: all ten of its classes, every mixin targeting the translation system, and no reference anywhere in it to tasks, to teams or to the inventory listener. It cannot affect whether a quest completes — but if your quest text is missing or in the wrong language, that mod is the first place to look.

Sources: FTB Quests Lang Splitter 1.0.7, read class by class; the coding of the pack's 2026 quest issues described in Unresolved.

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Unresolved

What this page does not explain, named rather than smoothed over. Back to the short answer.

  • We cannot tell you how common any of this is, and the ordering above is not a ranking. All 52 of the pack's 2026 quest issues were read and coded. None of them names any of the three detection mechanisms, and not one reporter says where their item was. That is a floor of zero rather than a measured zero — people do not write down what they did not think mattered — but it means no share of the problem can be attributed to slot scanning, to the three-second delay or to the login trap. On the forum side, two posts out of thirty-two mention anything mechanism-shaped and both say the item was in the main inventory, which is where it should have counted.

  • Which of the sixteen "it says 100%" reports the auto-claim setting actually explains. At least two of them are different faults. Counting the complaint is not the same as diagnosing it, and only the pack's files can close the gap.

  • Why a kill task would not register, in the two cases where nobody stated a cause. Two of the four on this pack's tracker are entity-matching; the other two say nothing, and five more on the other tracker have been counted but not read.

  • What locks a team's data. Detection runs against your FTB Teams team's record and aborts entirely if that record is locked. What sets it locked, and whether it explains any report, was not read.

  • The corpus itself is a rough frame. The 52 comes from a free-text search for quest on issues opened in 2026: it misses issues that never use the word and catches issues that only mention the book in passing. The pack's own Quest Bug label gives 11 for 2026 and 207 across all time, and nobody has coded those. An earlier figure of 89 was withdrawn by its author as unreproducible and is not used anywhere on this page.

  • Nobody has read the comment threads on the forum reports, so where a thread was solved, the answer is unread.

  • Nothing here was tested in game. Every mechanism is read from FTB Quests' source at a tag matching the shipped jar, or from the pack's own quest files.

Sources: research as named in this page's front matter. FTB Quests 2101.1.36 read at tag v2101.1.36 of its own repository — an exact match to the jar All the Mods 10 8.2 ships, so no claim on this page rests on a branch head, which is unusual enough to be worth stating. All mod versions from the pack's own manifest, each project and file pair confirmed against CurseForge's file endpoint. Demand evidence from all 52 of the pack's 2026 quest issues, read and coded one by one, plus sweeps of r/allthemods and the FTB modpack tracker for the two clusters this page leads with.