Wiki Release: 2026.09.8 · UltimateRaids: 0.12.0 · Documentation branch: 1
Raid types and design patterns#
UltimateRaids does not force every raid into one hardcoded “type”. Instead, a raid is built from several independent modes. Understanding these combinations is the best way to design the right event before you start editing YAML.
The six decisions that define a raid#
1. Entry — NORMAL or MINIGAME#
NORMAL is command/API/scheduler-driven. Use it for content that opens when requested.
MINIGAME is an always-on matchmaking model with persistent/reopening lobbies, automatic Ready/start behavior and optional concurrent matches.
2. Participation — SOLO, PUBLIC, GROUP, COMPETITIVE#
- SOLO — one player.
- PUBLIC — unrelated players share the encounter.
- GROUP — one party/clan/group participates as a unit.
- COMPETITIVE — multiple groups may participate together.
3. Environment — OPEN_WORLD, DYNAMIC, REGION, ARENA, INSTANCE#
- OPEN_WORLD — existing world, minimal isolation.
- DYNAMIC — encounter coordinates are resolved around a runtime origin.
- REGION — fixed bounded region in an existing world.
- ARENA — fixed repeatable arena-style environment.
- INSTANCE — isolated runtime world per match.
4. Instance source — WORLD, SCHEMATIC, VOID#
Only relevant to INSTANCE:
- WORLD clones a full world/template.
- SCHEMATIC creates a runtime world and pastes a
.schem. - VOID creates an empty runtime world.
5. Progression — STANDARD or DISCOVERY#
- STANDARD advances through stage completion rules.
- DISCOVERY can unlock stages as players physically enter configured stage areas.
6. Loadout — PLAYER or KIT#
- PLAYER keeps normal equipment.
- KIT gives a temporary controlled loadout and restores the pre-raid state afterward.
These choices are independent. For example, INSTANCE does not require KIT, and DISCOVERY does not require MINIGAME.
Common raid archetypes#
The following are design patterns, not additional enum values.
Solo challenge#
Recommended combination:
entry: { mode: NORMAL }
participation:
mode: SOLO
group-provider: SOLO
min-players: 1
max-players: 1
loadout: { mode: PLAYER }
progression: { mode: STANDARD }
environment: { mode: OPEN_WORLD }
Good for tutorials, personal progression, boss challenges and testing.
Start with SURVIVE or one small KILL_ENTITIES stage. This is the easiest raid style to debug.
Open-world world boss#
Recommended combination:
NORMAL + PUBLIC + PLAYER + STANDARD + OPEN_WORLD
Use one or more waves and a final KILL_BOSS objective. Set bounds/border if you do not want the boss dragged away from the encounter area. Consider outsiders-damage-raid-entities: false if non-participants should not interfere.
Public dungeon#
Recommended combination:
NORMAL + PUBLIC + PLAYER/KIT + STANDARD + REGION/ARENA/INSTANCE
Good for a server-wide dungeon that opens on command or schedule. Add Ready Join if players need time to assemble before the instance begins.
Party or clan raid#
Recommended combination:
NORMAL + GROUP + PLAYER/KIT + STANDARD + INSTANCE
Typical settings:
participation:
mode: GROUP
group-provider: INTERNAL # or a registered integration
leader-only-queue: true
min-groups: 1
max-groups: 1
This design works well for clan progression, private dungeons and cooperative bosses.
Competitive group event#
Recommended combination:
NORMAL/MINIGAME + COMPETITIVE + PLAYER/KIT + STANDARD + ARENA/INSTANCE
Use min-groups and max-groups in addition to player limits. If an external provider exposes relationships such as same/ally/rival, the provider can be used by integrations/logic built around group context.
Always-open minigame raid#
Recommended combination:
MINIGAME + PUBLIC/GROUP/COMPETITIVE + KIT + STANDARD + ARENA/INSTANCE
Enable a persistent lobby and reopen behavior:
entry:
mode: MINIGAME
minigame:
persistent-lobby: true
reopen-after-finish: true
auto-start: true
auto-ready: true
concurrent-matches: 1
This is the best match for dynamic signs, join NPCs and a public queue. Normal /uraid start is not the primary start path; the lobby manager controls the match lifecycle.
Discovery dungeon#
Recommended combination:
NORMAL + SOLO/GROUP/PUBLIC + PLAYER/KIT + DISCOVERY + DYNAMIC/REGION/INSTANCE
Define area.pos1/area.pos2 per stage. Players discover the next room by entering its area. lock-future-stages and teleport-back prevent skipping ahead.
This pattern is ideal for crypts, caves, adventure maps and room-by-room dungeons.
Schematic instance dungeon#
Recommended combination:
NORMAL/MINIGAME + any participation + PLAYER/KIT + STANDARD/DISCOVERY + INSTANCE/SCHEMATIC
Use when you want a fresh copy for every match without maintaining a full world template. Requires WorldEdit or FAWE.
Place .schem files under instances/schematics/, configure paste coordinates, and use RELATIVE raid coordinates around the runtime origin.
Full-world instance dungeon#
Recommended combination:
NORMAL/MINIGAME + GROUP/PUBLIC + PLAYER/KIT + STANDARD/DISCOVERY + INSTANCE/WORLD
Use when your dungeon depends on a complete world: terrain, structures, multiple rooms, world-level data or large traversal distances.
The template must be a valid Minecraft world with level.dat. The runtime clone should use a unique world-prefix, and delete-on-finish: true is recommended for disposable matches.
Void instance#
Recommended combination:
INSTANCE + VOID
Useful when the arena is generated/pasted dynamically and you do not need terrain from a template world. Configure an explicit safe origin/spawn when possible; an empty world gives you no natural floor.
Wave survival#
Core idea:
completion: WAVES
or:
completion: BOTH
objective: SURVIVE / another goal
Create multiple waves with wait-for-clear: true. This design is suitable for arena defense, horde modes and endurance events.
Boss gauntlet#
Use multiple stages, each with a KILL_BOSS objective. Between bosses you can run stage actions, rewards, border transitions or short delays.
A boss group can add phases, enrage, minions and skills, making each stage a distinct encounter.
Defend event#
Use the DEFEND objective to protect a tracked raid entity/group/boss for a configured amount of time. By default, target death can fail the objective.
Pair it with waves attacking during the same stage:
completion: OBJECTIVE
objective: DEFEND
waves: enemy attackers
Capture event#
CAPTURE counts time while enough active participants remain inside the objective area. You can require a minimum number of players, reset on empty, or decay progress when control is lost.
This works well for room control, ritual circles and “hold the point” encounters.
Escort event#
ESCORT tracks raid entities reaching a configured destination. UltimateRaids tracks arrival/failure; movement itself remains the responsibility of native/provider AI. Use fail-on-target-death when losing the escort target should fail the objective.
Collection/scavenger raid#
COLLECT counts matching picked-up items. It can match a Bukkit material or an item resolved through a registered item provider.
Use it for gathering objectives, dungeon keys and resource hunts.
Destruction raid#
DESTROY counts matching blocks broken by active participants and can restrict the objective to a configured location/radius. This is useful for crystals, seals, generators or destructible structures.
If you allow destructive gameplay in a shared world, consider regeneration or use an INSTANCE.
How to choose between REGION, ARENA and INSTANCE#
Choose REGION/ARENA when:
- you already have a fixed location in a persistent world;
- resetting the environment is simple;
- multiple matches do not need separate copies;
- you want low world-loading overhead.
Choose INSTANCE when:
- players may break/change the dungeon;
- each group needs isolation;
- concurrent matches should not interfere;
- you want clean disposable worlds;
- the raid depends on a full template or schematic.
How to choose between PLAYER and KIT#
Use PLAYER when server progression/equipment should matter.
Use KIT when fairness or role-based equipment matters more than normal inventory. KIT is common for minigames, competitive raids and curated dungeons.
How to choose between STANDARD and DISCOVERY#
Use STANDARD when stage advancement is driven by objective/wave completion.
Use DISCOVERY when physical movement through the map is part of progression. A discovery raid can still have objectives and waves inside each room.
Recommended first production archetype#
For a first real raid, use:
NORMAL + SOLO/PUBLIC + PLAYER + STANDARD + OPEN_WORLD/ARENA
Then add complexity in this order:
- KIT
- GROUP/COMPETITIVE
- DISCOVERY
- INSTANCE
- boss phases/minions
- scheduler/minigame automation
This makes troubleshooting much easier because each new layer is tested separately.