ChaosLoop

A chaos event engine for multi-hour survival sessions: 35 random events, 10 minigames, and a dragon curse that ends the run.
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ChaosLoop-Datapack-1.1.0.zip

File nameChaosLoop-Datapack-1.1.0.zip
Uploader
AmjedAmjed
Uploaded
Sep 10, 2026
Downloads
2
Size
404.9 KB
File ID
8851338
Type
R
Release
Supported game versions
  • 1.20.1

What's new

The maze

It built itself in the Nether. One player standing down a portal was enough. execute in minecraft:overworld ... at @s reads like it forces the overworld and does the opposite — at sets the dimension as well as the position, so the in was thrown away, and a player selector is not scoped to one dimension the way @e is. The racetrack had it too. The in goes last now, and if nobody is in the overworld at all it falls back to the run's origin rather than giving up.

It said it needed somebody in the overworld while somebody was standing in the overworld. The marker was summoned and then looked for — and an entity in a chunk nothing is ticking cannot be selected, so it was created and instantly invisible. The forceload comes first.

It was solved by running in a straight line. It was a binary tree: every cell opens north or east, so heading north-and-east is never blocked, the north row and east column are straight corridors, and the way out sat in the corner where they meet. Learn that once and you won every time.

It is a sidewinder now, the corridors are three blocks wide, and the way out moves — somewhere in the far half, floor lit, never twice in the same place. 2000 were carved and solved before shipping: no sealed rooms, no unreachable exits, 40 to 168 blocks of walking, and the old trick now stumbles onto the exit 5% of the time instead of always.

There were eleven ways out and none of them worked. 1.20.1 has no /return, so a recursive walk cannot stop at the bottom: when the inner call comes back the rest of the outer frame runs again, and the thing at the end of the walk happens once per step. The exit was lit and marked at every cell it passed through, and the tick measured against whichever marker came first. The same bug punched a north opening at every cell of every run — which is not a maze, it is a grid.

It was pitch dark, so things spawned in it. The roof that hides the corridors from a minimap is also what makes the inside black. Every cell has an invisible light block in its ceiling now, and the roof is swept once a second.

Everything else

Second and third place were never awarded in two games. Anvil dodge gave nobody a score at all, so everybody sat on zero — and the ranking deliberately ranks nobody when the best score is zero, because handing first place to everyone who did not do the thing is worse than handing it to no one. The last stand did the same on a round with no kills. Both now score how long you lasted.

keepInventory got stuck, in both directions. Every game saved the gamerule into one shared #ki. A game that never reached its ending left it on all night; a minigame ending during a wave fight turned it off underneath the fight, which is people losing their things into a grave in the middle of something that promised they would not. It is a hold count now, and the tick loop releases any hold left over by a game that died mid-flight.

You could start a second event on top of the first. The automatic clock has always refused; every admin/ command went straight past it. 39 commands check first and say why.

The wave fight. Two lives each — the first death puts you back on the floor healed, fed and briefly untouchable. Healed and fed between every wave. The strays stopped burning at dawn.

Spleef no longer sends everybody home with a stack and a half of snowballs.

You landed in a mob farm. The arena stands at y199 and the ground under it spends the whole game in shadow — and everybody is put back on the exact spot they were taken from. Ten blocks around each player is cleared as they land. Nothing of ChaosLoop's own is touched.

Nobody is left standing in the sky. Restore puts people back by their saved marker; a player with no marker had nothing to be put back to, and the floor was deleted under them a line later.

One tick per tick. The mod carries this datapack inside it, so anybody who also drops the zip into world/datapacks has two copies — and datapack tags merge, so every clock would have run at double speed. The tick is guarded by the world's own clock and says so once.

Needs: the ChaosLoop plugin (Paper) or the ChaosLoop Fabric mod for the graves, the vault, the mimics and the compasses. The datapack runs without either; those parts do not.

— Amjed Elkateb, powered by orbt.ly

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