TribeCraft Wiki · Release 2026.09.8
Wiki Release: 2026.09.8 · UltimateRaids: 0.12.0 · Documentation branch: 1

Raid concepts and lifecycle#

UltimateRaids separates how players enter, who participates, where the encounter runs, and how the encounter progresses. Keeping these concepts separate is the key to predictable raid design.

Entry mode#

entry.mode controls how a raid is presented to players.

NORMAL#

A normal raid is opened/queued on demand. It does not maintain the persistent minigame lifecycle by itself. This works well for adventure raids, party-triggered content and administrator-started encounters.

MINIGAME#

A minigame raid can maintain a persistent lobby, automatically reopen after a match, auto-start/auto-ready players and limit concurrent matches. Join NPCs/signs are designed primarily around this style of raid.

Participation mode#

  • SOLO — one-player content.
  • PUBLIC — independent players share the lobby/instance.
  • GROUP — participants are grouped through a selected group provider.
  • COMPETITIVE — multiple groups can participate with relationship-aware providers.

The group provider is independent from the mode. Native providers include SOLO and INTERNAL; extensions can register providers such as UltimateClans.

Loadout mode#

  • PLAYER — players keep/use their normal inventory.
  • KIT — UltimateRaids snapshots the player's original inventory/state, applies a reusable kit, then restores the original state when the raid/lobby flow ends. Pending inventory escrow is persisted for recovery after crashes/reloads.

Progression mode#

STANDARD#

Stages advance through their configured completion conditions.

DISCOVERY#

Stages have areas. Reaching the next stage area can unlock progression based on ANY_PLAYER, all players, or a configured percentage. Future areas can be locked and players can be teleported back when they enter too early.

Environment mode#

  • OPEN_WORLD — use the current world/origin without cloning an isolated world.
  • DYNAMIC — origin-driven runtime arena suitable for content prepared around where it is triggered.
  • REGION / ARENA — bounded arena styles using configured locations/bounds.
  • INSTANCE — prepare a dedicated runtime world from WORLD, SCHEMATIC or VOID.

Runtime lifecycle#

A raid/instance moves through states such as CREATED, LOADING, WAITING, STARTING, RUNNING, COMPLETING, COMPLETED, FAILED, CANCELLING, CANCELLED and RESETTING.

Public/minigame lobbies additionally expose states such as AVAILABLE, LOADING_INSTANCE, PREPARING, WAITING_FOR_PLAYERS, WAITING_FOR_READY, VOTING, COUNTDOWN, STARTING, RUNNING, FINISHING and RESETTING.

These states drive signs, NPC displays, actionbars/bossbars and the player status GUI.

Stage completion#

Each stage can use:

  • OBJECTIVE — complete when the objective is complete.
  • WAVES — complete when configured waves are cleared.
  • BOTH — require both the objective and waves.
  • EITHER — either side may finish the stage.
  • AUTO — progression controlled by the engine/configuration without requiring both systems.

Use /uraid validate to catch mismatches such as OBJECTIVE without a real objective or WAVES without waves.