TribeCraft Wiki · Release 2026.09.5
Wiki Release: 2026.09.5 · UltimateClans: 9.1.4 · Documentation branch: 9 · ClanRaids

ClanRaids#

ClanRaids adds multi-stage clan raid system with lobby/ready flow, multiple environment modes, waves, bosses and objective types, rewards, requirements, effects and recovery. The pages in this section explain what players see in-game, what administrators need to configure, the normal setup flow, and the most common problems you may need to diagnose.

Compatibility#

  • Component version: 1.0.0
  • Documentation release: 2026.09.5
  • Minimum UltimateClans version: 9.0.0

What you can do with it#

  • Create/edit a raid definition in the admin workflow and choose an environment type appropriate to your server: REGION, ARENA, DYNAMIC or INSTANCE where supported
  • Configure lobby/start behavior, participant limits/requirements and the stage list
  • For each stage, configure objectives such as waves, boss, kill, destroy, defend, no-deaths, survive, reach, capture, collect, escort or interact according to the supplied objective system
  • Define mobs/bosses/rewards in their dedicated files and reference the exact IDs from the raid/stage definitions
  • Start a test raid with a small clan, verify ready/countdown, objective progression, stage transitions, completion/failure and player return

How it works#

Raid composition#

ClanRaids is built from raid definitions, environments, stages, objectives, mobs/bosses, requirements and rewards. The admin GUI/services edit those content layers; a live raid session then tracks participants, state, stage changes, completion/failure and recovery.

Use raids.yml for raid definitions, mobs.yml/bosses.yml for entity content and rewards.yml for completion rewards. Configure and validate the environment before building complicated stages. Start with one stage and one objective, then add waves/boss phases after the basic session can start and complete cleanly.

First setup#

Before enabling the feature for players, review these installed files:

  • bosses.yml
  • chat.yml
  • commands.yml
  • config.yml
  • gui.yml
  • language/Lang_EN.yml
  • mobs.yml
  • raids.yml
  • rewards.yml
  1. Create/edit a raid definition in the admin workflow and choose an environment type appropriate to your server: REGION, ARENA, DYNAMIC or INSTANCE where supported.
  2. Configure lobby/start behavior, participant limits/requirements and the stage list.
  3. For each stage, configure objectives such as waves, boss, kill, destroy, defend, no-deaths, survive, reach, capture, collect, escort or interact according to the supplied objective system.
  4. Define mobs/bosses/rewards in their dedicated files and reference the exact IDs from the raid/stage definitions.
  5. Start a test raid with a small clan, verify ready/countdown, objective progression, stage transitions, completion/failure and player return.

Useful command entry points#

  • /clanraids help
  • /clanraids admin [raid]
  • /clanraids list
  • /clanraids info
  • /clanraids create [DYNAMIC|REGION|ARENA]
  • /clanraids clone
  • /clanraids delete
  • /clanraids name
  • /clanraids description
  • /clanraids icon
  • /clanraids enable
  • /clanraids disable
  • /clanraids stage ...
  • /clanraids objective ...
  • /clanraids wave ...
  • /clanraids mob ...
  • /clanraids boss ...
  • /clanraids reward ...

See Commands in the sidebar for the full command reference and configured aliases/permissions.

GUI areas#

The installed GUI configuration contains screens/sections such as:

  • Raid.home_main
  • Raid.home_browser
  • Raid.home_details
  • Raid.home_lobby
  • Raid.home_history
  • Admin.home
  • Admin.raids
  • Admin.raid
  • Admin.entity-list
  • Admin.entity-editor
  • Admin.entity-equipment
  • Admin.boss-phases
  • Admin.rewards
  • Admin.reward-profile
  • Admin.general
  • Admin.stages
  • Admin.stage
  • Admin.stage-objectives
  • Admin.objectives
  • Admin.objective

What administrators should configure#

  • Keep raids.yml, mobs.yml, bosses.yml and rewards.yml IDs consistent; a typo can make a structurally valid YAML file unusable.
  • INSTANCE mode requires its environment/template prerequisites; REGION/ARENA require valid saved locations/bounds.
  • Use debug and environment diagnostics before modifying gameplay code when entities/objectives do not progress.
  • Test server restart/reload recovery only after the basic raid completes normally.

Configuration map#

  • config.ymlgeneral (tick-period, max-active-raids, allow-reload-with-active-raids); lobby (timeout-seconds, require-all-ready, leader-auto-ready, start-countdown-seconds, countdown-effects-every-second); session (disconnect-grace-seconds, empty-timeout-seconds, return-players-after-end); gameplay (dynamic-spawn-min-radius, dynamic-spawn-max-radius, remove-raid-mob-drops, remove-raid-mob-xp, stage-transition-delay-ticks, offline-grace-seconds, mob-boundary-check-ticks, max-runtime-mobs-per-raid, instance, mob-health-indicator, environment); integration (rewards); admin (wand); debug (enabled, console)
  • raids.ymlfile-version; raids (ancient_crypt)
  • mobs.ymlfile-version; mobs (crypt_zombie, crypt_archer); waves (entrance_1, entrance_2, entrance_3)
  • bosses.ymlfile-version; bosses (ancient_guardian)
  • rewards.ymlfile-version; rewards (ancient_crypt_default)
  • chat.ymlChat (countdown, start, stage, hud, complete, fail)

The Configuration page lists the available paths and defaults from the installed configuration, with notes on what each area controls.

Before going live#

  1. Back up the component data/configuration.
  2. Start the server and confirm the component is detected without startup errors.
  3. Test with a non-OP player and the lowest clan role that should have access.
  4. Exercise the complete flow once, including the failure/deny path, not only the happy path.
  5. Restart the server and verify that persistent state survives.
  6. If the network is multiserver, repeat the test from a second node and verify storage/synchronization.

Troubleshooting quick reference#

SymptomLikely causeWhat to check
Raid definition exists but cannot startEnvironment, requirements, participant limits or referenced content is invalidCheck raid validation/admin diagnostics and every referenced mob/boss/reward/environment ID.
Lobby never starts countdownNot all required players are ready or minimum participant requirements are not metReview lobby.require-all-ready, leader auto-ready, player count and readiness.
Wave objective never completesSpawned entities were not tracked/removed, mob ID is wrong, or entities left the raid boundaryCheck active runtime mobs, boundary settings and the exact wave/mob definition.
Boss spawns with unexpected entity/healthBoss definition or integration mapping does not match the configured entityVerify boss type/implementation and startup integration availability; inspect boss-specific debug output.
INSTANCE raid cannot create environmentTemplate/world instance source is absent or instance settings are incompleteVerify the configured template/environment folder and instance provider settings before starting.
Scoreboard/objective appears stuckObjective event listener is not receiving the required action or stage transition is pendingCheck objective type, target values and stage-transition delay; reproduce with debug enabled.

For a longer diagnostic flow, open the Troubleshooting page for this component.