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Soul Link Challenge Runs

Cooperative challenge runs for a Fabric dedicated server, inspired by the Soul Link format and similar co-op challenges. Players share health, hunger, and saturation; any participant's death ends the run, and defeating the Ender Dragon wins.

Cooperative challenge runs for Fabric dedicated servers and integrated single-player/LAN worlds, inspired by the Soul Link format and similar co-op challenges. Shared health, hunger, and saturation are enabled by default and can be disabled for future runs; defeating the Ender Dragon wins.

Each run uses fresh, seeded Overworld, Nether, and End worlds while players stay connected in a persistent lobby. Terra Rasa handles world preparation and replacement and is bundled in Soul Link's mod jar. Its README explains how canonical replacement keeps vanilla's world behavior intact.

Features

  • Shared vitality: all active participants share one health, food, and saturation pool. Damage and food changes add together; simultaneous healing only applies the largest individual heal, so the team cannot multiply regeneration.
  • Optional unlinked vitality: operators can use /soullink rules sharedVitality false to let players keep their own health, food, and saturation in the next run. This leaves world preparation and swaps active.
  • Run outcomes: with shared vitality enabled, any participant death or an empty shared health pool ends the run in defeat. With it off, normal worlds allow vanilla respawns; vanilla hardcore ends after every participant is eliminated. Operators can enable Soul Link Hardcore to end on the first death regardless of shared vitality. Killing the Ender Dragon wins. After victory, players remain in the world and can use vanilla's exit portal and credits.
  • Fresh worlds without reconnecting: a persistent lobby holds players during the swap. Runs use new seeds and vanilla dimension identities; world generation and modded biomes work through the normal registries.
  • Background preparation: the next run's spawn area and optional pregeneration work are prepared while the current run is played. /soullink start and /soullink reset do not wait for the full pregeneration radius.
  • Run timer and records: the timer counts only while a participant is online. Run count, victories, and best victory time persist with the world.
  • Late join and restart recovery: by default, a new player joining a live run is reset to its baseline and enters that run. Existing participants resume their run after a disconnect or server restart.
  • Optional shared potions: when enabled, ongoing effect gains, upgrades, removals, and expirations are mirrored to teammates. Instant healing and damage already flow through shared vitality.
  • Optional half-heart runs: limit participants and the shared health pool to one health point, with player max health restored when they return to the lobby.
  • Operator controls: pause the run timer without pausing gameplay, toggle vanilla natural regeneration, and configure optional pregeneration.
  • Server-owned gameplay: the host needs Soul Link installed for dedicated or integrated servers. LAN guests can connect with vanilla clients.

Playing

Command Access What it does
/soullink help Everyone Show command help and permissions.
/soullink start Everyone Start the prepared run, or prepare one and start automatically when it is ready. The first run on a new server starts automatically.
/soullink reset Everyone Abandon the current run and start a fresh one.
/soullink info Everyone Show run state, time, shared vitality, and next-world phase.
/soullink status Operators Show readable lifecycle, preparation, and failure details.
/soullink stop Operators End the run and return everyone to the lobby.
/soullink pause / /soullink resume Operators Pause or resume only the run timer; gameplay continues.
/soullink setup Operators View pregeneration and the future-run pool. /soullink setup pool <futureRuns> sets a pool of 1–3; /soullink setup pregen <dimension> <radiusBlocks> sets that dimension's radius.
/soullink prepare [seed\|random] [preloadRadius] Operators Replace queued ready runs with a new preparation. Wait for any current preparation to finish first. Omitting the seed chooses one randomly; omitting the radius uses the configured default.
/soullink rules sharedVitality <true\|false> Operators Link or separate health, food, and saturation starting next run.
/soullink rules soulLinkHardcore <true\|false> Operators End the next run on any participant's first death, even with shared vitality off.
/soullink rules sharedPotions <true\|false> Operators Set whether shared potions are enabled for the next run and save the setting.
/soullink rules naturalRegeneration <true\|false> Operators Change vanilla's naturalRegeneration game rule immediately.
/soullink rules halfHeart <true\|false> Operators Set max health and shared health to 1 HP starting next run.

All mod commands are grouped under /soullink. Machine-readable status is available through /soullink debug lifecycle when debugCommands is enabled. Players can read the gameplay guide for the lobby, run states, shared-pool rules, joining, and end conditions.

Configuration

config/soullink.json is created on first start. These are its default settings:

Setting Default Purpose
resettableDimensions Overworld, Nether, End Dimensions replaced for each run; add registered mod or datapack dimensions that belong to the run.
persistentDimensions soullink:lobby Dimensions that activation must keep loaded and never replace. Must include the lobby.
preloadRadius 6 chunks Spawn area loaded before a run can start.
pregeneration Overworld 500, Nether 96, End 160 blocks Background area generated around the run spawn or End island. Use {} to disable it.
preparedRunPoolSize 1 Number of prepared future runs, from 1 to 3, excluding the active run. Change it with /soullink setup pool <futureRuns>.
preparationTimeoutSeconds 900 Limit for preparation up to a usable spawn.
drainTimeoutSeconds 60 Time allowed to drain and close old levels during activation.
autoPrepare true Fill the configured prepared-run pool. The first run starts automatically once its spawn is ready; later runs wait for /soullink start.
allowLateJoin true Admit new players into an active run; otherwise they wait in the lobby.
sharedVitality true Share or separate health, food, and saturation. The operator command saves the next-run value.
soulLinkHardcore false End a run on the first participant death, independent of shared vitality. Applies to the next run.
sharedPotions false Mirror ongoing status effects between participants. Applies to the next run.
halfHeart false Give each participant and the shared pool 1 HP starting next run.
debugCommands true Register operator-only /soullink debug diagnostics.

See the configuration guide for valid ranges, custom dimensions, and which settings can change while the server is running.

Soul Link Challenge Runs Team

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