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Lucky World Ranked

A mod made to play ranked speedruns, or with friends, or make speedruns tournaments, and so much more, to the modpack "Lucky World Invasion Reloaded"
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lwranked-0.1.1

File namelwranked-0.1.1.jar
Uploader
imorisamaimorisama
Uploaded
Jul 31, 2026
Downloads
13
Size
544.5 KB
Mod Loaders
Forge
File ID
8549497
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:lucky-world-ranked-1629701:8549497")

Learn more about Curse Maven

What's new

0.1.1 — Co-op and Training

New

Co-op: pick your lives mode A button in the friends list lets the host choose, before inviting:

  • Shared lives — the world is hardcore: the group has one pool, and when it runs out the run is lost.
  • Unlimited lives — deaths are counted but cost nothing. Redo the same fight ten times without regenerating a world.

The choice is locked in when the world is created and announced to everyone in chat, together with what it means — a guest deserves to know whether the run can be lost.

Co-op: death scoreboard A death count is shown in the sidebar for the whole session. Every player sees it, each in their own language. Being brought back after dying still counts as a death.

Co-op: run-over screen When the shared pool runs out, a dedicated screen replaces the death screen: cause of death, score, deaths this session, and a single button — back to the menu. The world stays visible behind it, like a regular death screen.

Training is now hardcore Training worlds are hardcore: one death ends the run, just like ranked. Respawning used to be unconditional, so you were practising a run where death costs nothing. The menu button says so in a tooltip.

Co-op fixes

  • You can invite again after a first session. Sessions outlived their world, so both players were still considered "already in co-op" and every later invite was refused.
  • No more heavy lag on the first connection. Guests used to be invited while the host's terrain was still being generated. The world is now created and settled before the invitation goes out — your friend gets it the moment they can actually join.
  • Inviting from an ongoing game no longer destroys your world. The old flow quietly left it and generated another one.
  • Sessions survive a network drop. After a reconnect, the session kept pointing at a dead connection and nothing reached the players any more.
  • A friend crashing no longer ends the session. The last guest leaving used to close it; the host now keeps the world and can re-invite.
  • FPS Reducer is suspended during a session and restored exactly as it was afterwards. This was the cause of the lag guests felt when the host switched windows: throttling the host's game throttles everyone's world.
  • A kicked guest returns to the mod menu, not to the vanilla server list.
  • The host is finally told when a friend joins ("X joined the game").
  • A guest already in the world is no longer yanked out by a second connect invitation.
  • Connections go through the modpack's e4mc relay only. If no address is assigned, host and guest both get a clear message instead of a connection attempt that cannot work.

Performance

  • Simulation distance capped at 10 chunks during co-op sessions: less work per tick on the host's game, so less lag for their guests. Your render distance is untouched.
  • Less work per lucky block opened in ranked matches.

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