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 fromWORLD,SCHEMATICorVOID.
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.