Wiki Release: 2026.09.8 · UltimateRaids: 0.12.0 · Documentation branch: 1
Using the UltimateRaids Builder#
The official TribeCraft UltimateRaids Builder is a web tool for creating UltimateRaids configuration without writing every YAML section manually.
Open the UltimateRaids Builder
The tool can create raids, kits, loot tables and skills. A TribeCraft account/login is required to use the Builder.
When the Builder is useful#
Use the Builder when you want to:
- learn the shape of a raid configuration visually;
- create a new raid without starting from a large example YAML;
- prepare a KIT definition;
- build reusable loot tables;
- build reusable skills/actions;
- keep related configuration pieces together before uploading them to the server.
The Builder does not remove the need for in-game testing. World-dependent values such as spawn points, bounds, origins and NPC placement are still easiest to verify on the actual server.
Recommended Builder workflow#
1. Decide the raid design first#
Before opening the Builder, choose:
- entry mode;
- participation mode;
- environment;
- PLAYER or KIT loadout;
- STANDARD or DISCOVERY progression;
- primary objective/stage structure.
Use Raid types and designs if you are not sure.
2. Create only the components you need#
A raid does not need a kit, loot table or skill unless your design uses one. Keep the configuration small at first.
For example, a simple open-world boss raid may need only:
raid definition
+ stages/waves
+ direct completion rewards
A curated instance dungeon might need:
raid definition
+ kit
+ multiple loot tables
+ reusable boss/stage skills
3. Export/download the generated files#
Place the files in the matching UltimateRaids folders:
plugins/UltimateRaids/
├── raids/
├── kits/
├── loot/
├── skills/
└── schedulers/
The exact files created depend on what you added in the Builder.
4. Add server-specific instance assets#
The Builder can describe an INSTANCE, but the actual assets still need to exist on the server:
instances/templates/<template>/ # WORLD source
instances/schematics/<file>.schem # SCHEMATIC source
For SCHEMATIC instances, WorldEdit or FAWE must be available.
5. Reload and validate#
After placing the generated configuration:
/uraid reload
/uraid validate <raid>
Do not start production testing until validation errors are fixed.
6. Capture/verify world locations in-game#
Use the admin location tools while standing in the correct places:
/uraid location origin <raid>
/uraid location lobby <raid>
/uraid location spawn <raid>
/uraid location spectator <raid>
/uraid location exit <raid>
/uraid location pos1 <raid>
/uraid location pos2 <raid>
If the Builder already generated location data, verify it rather than assuming the coordinates are correct for the target world/template.
7. Test the raid manually#
/uraid validate <raid>
/uraid start <raid>
For MINIGAME, test through the actual queue flow rather than treating /uraid start as the normal player path.
8. Add scheduler/NPC/sign automation last#
Once the encounter works from start to finish, expose it through schedulers, join NPCs or signs.
Builder vs in-game editor vs YAML#
Builder#
Best for planning and generating related files before deployment.
In-game admin editor#
Best for live values, toggles, locations and learning the available runtime sections:
/uraid edit <raid>
Direct YAML#
Best for advanced nested structures such as complex stages, waves, boss phases/minions and reusable processor definitions, especially when copying a proven template.
A practical production workflow uses all three:
Builder → initial structure
In-game editor/location tools → world-specific setup
YAML → advanced fine tuning
Validate → test → publish
Important safety rule for configuration changes#
Never treat a generated file as “production ready” only because it parses. UltimateRaids validation can catch structural/semantic problems, but gameplay still needs a real completion and failure test.
For KIT and INSTANCE raids, always test restoration and cleanup before opening the raid to players.